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![[Post New]](/s/i/i.gif) 2014/09/12 22:48:07
Subject: Space Wolf power builds?
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Mekboy Hammerin' Somethin'
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What are the current competitive Space Wolf power builds? I have some cash coming in from some commission painting and still very unsure of what list I want to build. Ive seen some builds with 13 drop pods or spamming TWC. What lists do you think we will start seeing in upcoming tournaments?
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![[Post New]](/s/i/i.gif) 2014/09/13 21:42:01
Subject: Space Wolf power builds?
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Been Around the Block
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Damn man, get Thunderwolf Cavalry. Unless you were painting an entire chapter can you really afford half a dozen Drop Pods.
Cav are our future.
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![[Post New]](/s/i/i.gif) 2014/09/15 14:45:22
Subject: Space Wolf power builds?
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Sure Space Wolves Land Raider Pilot
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I'd like to see a divergence from the same old builds.
TWC are good. 120 pts for 6 wounds is a balancing act. I prefer 10 BC in a Rhino. I like rolling 40 dice on the charge.
9 GH with Ulrik and Wolf Standard (Rhnio) pump out decent rapid fire and then unbelievable CC power with many re-rolls. This unit would be considered a Line Holder. While 10 BC behind add a necessary punch to make a decisive break in the line where the GH where holding it. Those two units together add up to about 80 attacks with preferred enemy rolls all together.
The 4+ chance of your Troops (with a Independent Character) gaining Outflanking for free is something new to consider. Our USR Acute Senses among most of the codex plays along with this nicely.
Also we also gained the ability to call up one unit from Reserves each turn, which is also something to use when thinking about strategically.
Most players counter-deploy to Long Fangs so if your unit of Long Fangs comes in on turn two from an unexpected angle to knock out a tank then it might be worth forfeiting that first turn of Night Fighting shooting. I also use Squadrons of Landspeeders in this fashion on 2nd turn Reserves to cripple a Deep Striking, Infiltrating or Drop Pod unit that got too close to my side of the battle.
Our Drop Pods can use Homing Beacons, which makes Squadrons of Landspeeders coming into the action reliably where you want them to roast infantry or blast tanks.
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![[Post New]](/s/i/i.gif) 2014/09/15 14:51:29
Subject: Space Wolf power builds?
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Regular Dakkanaut
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What do you guys think of running up to 6+ dreadnoughts. The Champions of Fenris supplement allows you to take up to 6 elites, which all of them can be dreadnoughts. I actually posted an army list in the army list section based on this idea.
Would this be considered a power build? Basic rundown of the list is to have Bjorn as my HQ, Murderfang and then 5 Ven dreads with the great axe and blizzard shield. Have not figured in drop pods to the list yet.
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![[Post New]](/s/i/i.gif) 2014/09/15 18:43:16
Subject: Re:Space Wolf power builds?
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Sure Space Wolves Land Raider Pilot
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I guess that would kinda play like an Ork Killa Can list. Hope your buddy didn't bring too much Melta or LasCannons.
Six elites? Would that allow your buddy to take 6 units of Drop Pods full of Sternguard Vets?
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![[Post New]](/s/i/i.gif) 2014/09/15 20:05:26
Subject: Re:Space Wolf power builds?
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Regular Dakkanaut
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womprat49 wrote:I guess that would kinda play like an Ork Killa Can list. Hope your buddy didn't bring too much Melta or LasCannons.
Six elites? Would that allow your buddy to take 6 units of Drop Pods full of Sternguard Vets?
I doubt it. The force org chart only allowed 3 fast attack choices.
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![[Post New]](/s/i/i.gif) 2014/09/15 21:31:46
Subject: Space Wolf power builds?
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Screaming Shining Spear
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I'm thinking of using Champions supplement and getting as many wolves and thunderwolves on the table. In my 1850 list, I want to have 30 wolves, 6 TWC, Harald (to basically make my entire army immune to morale checks), a TWC Lord, 2 Iron Priests and 8 Cyberwolves. In addition to that, allying in Eldar gives me 2x3 bikes for fast Obsec, plus a Mantarch to go MSU hunting and a WK for further board control. Or a squad of Shining Spears for more transport/troop hunting. Basically, my whole army is moving 12 or 48", has little shooting, is running and charging with Fleet. Basically, I have 50" threat range by turn 2.
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![[Post New]](/s/i/i.gif) 2014/09/16 14:10:27
Subject: Space Wolf power builds?
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Sure Space Wolves Land Raider Pilot
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I like the all Thunderwolves idea for wolfy flavor, however the Eldar alliance kills that wolf flavor right away. SW Codex has ability to give you abilities you desire from the Eldar. Go WOLF all the way!
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![[Post New]](/s/i/i.gif) 2014/09/16 14:36:34
Subject: Space Wolf power builds?
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Screaming Shining Spear
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I will. One day. I don't have the money right now to get what I want, so I settled for Eldar allies. I just started collecting Wolves (been an avid fan of them for a while, the only Imperial faction next to DA that I can imagine playing), while I have been collecting Eldar for 5 years now, so allying them is a natural choice.
Just out of interest...what would you pick for those last few hundred points if I dropped the Eldar? Thinking in competitive terms. (I reeeeeally like the Santa Logan model, so maybe I'll add that instead, for those games where my opponents won't mind a LOW on the table).
The one thing I like about TWC and TWC characters plus 40 Wolves on the table is that there's no counter to that. Any S10 (only real threat outside of melee) shots will be LOS to the cyberwolves. And while I seem to have just one big deathstar, it really isn't a deathstar in conventional terms, as they will never stay together for the whole game, are ridiculously flexible in their targets and will each have a target of choice T2 onwards.
Regarding the flavour, you haven't seen my Eldar. Their background is very Wild style, so it goes well with the all-wolf army.
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![[Post New]](/s/i/i.gif) 2014/09/16 14:42:04
Subject: Space Wolf power builds?
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Longtime Dakkanaut
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Garukadon wrote:What do you guys think of running up to 6+ dreadnoughts. The Champions of Fenris supplement allows you to take up to 6 elites, which all of them can be dreadnoughts. I actually posted an army list in the army list section based on this idea.
Would this be considered a power build? Basic rundown of the list is to have Bjorn as my HQ, Murderfang and then 5 Ven dreads with the great axe and blizzard shield. Have not figured in drop pods to the list yet.
8 elites, actually! 2 mandatory, 6 optional.
If you're looking for a dreadnaught force though, you should check out the Brethren of the Fell-Handed formation: Brethren of the Fell-Handed: Bjorn + 2 venedreads. All get Adamantium Will. As long as the dreads are within 6" of Bjorn, they get a 5++. While he's alive (regardless of distance), they all get to reroll failed To-Hit rolls in CC. Makes that Axe/Shield venedread seem really awesome. 3++ to the front, 5++ everywhere else, reroll hits in CC? DON'T MIND IF I DO!
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![[Post New]](/s/i/i.gif) 2014/09/16 16:25:39
Subject: Space Wolf power builds?
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Nurgle Chosen Marine on a Palanquin
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Garukadon wrote:What do you guys think of running up to 6+ dreadnoughts. The Champions of Fenris supplement allows you to take up to 6 elites, which all of them can be dreadnoughts. I actually posted an army list in the army list section based on this idea.
Would this be considered a power build? Basic rundown of the list is to have Bjorn as my HQ, Murderfang and then 5 Ven dreads with the great axe and blizzard shield. Have not figured in drop pods to the list yet.
It allows 8 elites. 2 mandatory, with up to 6 more. I built a 9 dreadnought list, plan on using it one day, but will have to proxy a bit. It has weaknesses, but all spam armies do. I think it was something similar to this.
Bjorn with helfrost
Murderfang
Axe/Shield dread
Dual autocannon dread
Dual autocannon dread
Helfrost dread
Multimelta dread
Assault cannon dread
Contemptor dread with Kheres assault cannon
5 dedicated drop pods, 1 fast drop pod for the contemptor.
Pretty sure it is close to spot on 1500. I figure you deploy both riflemen dreads normally. Drop pod in the rest wherever you want. I have toyed with the thought of bringing another axe/shield instead of the assault cannon dread, just moving points somewhere or another. Contemptor is a big point sink, almost Bjorn levels, so you can replace it with whatever you want and probably have point left over.
Big weaknesses are obviously fearless hordes, necrons, dark eldar, and even nurgle daemons could cause havok with this list. A minimum unit of plaguebearers would hold up a dreadnought for a while, pending on instability and whatnot. Speed is another issue, but that sort of goes without saying. You will have a really awesome looking army, so who cares?
The crappy thing from what I can tell, is that because formations are outside the force org, you will have to take a fleshy HQ in champions of fenris because Bjorn and his dreads will be doing their own thing. It would be super freaking boss if you could count the formation Bjorn as your HQ in champions of fenris.
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This message was edited 1 time. Last update was at 2014/09/16 16:32:39
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![[Post New]](/s/i/i.gif) 2014/09/16 16:26:34
Subject: Space Wolf power builds?
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Regular Dakkanaut
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streamdragon wrote:Garukadon wrote:What do you guys think of running up to 6+ dreadnoughts. The Champions of Fenris supplement allows you to take up to 6 elites, which all of them can be dreadnoughts. I actually posted an army list in the army list section based on this idea.
Would this be considered a power build? Basic rundown of the list is to have Bjorn as my HQ, Murderfang and then 5 Ven dreads with the great axe and blizzard shield. Have not figured in drop pods to the list yet.
8 elites, actually! 2 mandatory, 6 optional.
If you're looking for a dreadnaught force though, you should check out the Brethren of the Fell-Handed formation: Brethren of the Fell-Handed: Bjorn + 2 venedreads. All get Adamantium Will. As long as the dreads are within 6" of Bjorn, they get a 5++. While he's alive (regardless of distance), they all get to reroll failed To-Hit rolls in CC. Makes that Axe/Shield venedread seem really awesome. 3++ to the front, 5++ everywhere else, reroll hits in CC? DON'T MIND IF I DO!
that's right! Okay I had a lot of points left over, so adding in 2 more will help, thanks for pointing that out.
Yeah I thought about the Brethren of the Fell-Handed formation, but does that mean I will end up having an unbound army? I want to try to remain battle forged for 99% of my games. So if I did the formation, and then did the champions of fenris force org chart, would it be considered battle forged?
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