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2016/08/17 00:30:23
Subject: [1850] - Space Wolves - Skyhammer with Drop Wolfen -Assassin
For the ITC. This list forgoes the murder pack that I really like. For the ITC the Imperial Fist Sky-hammer formation and a Wolf Cad detachment to get OS for a change in my list.
Tau have been my bane as well as death-stars. The assassin hides in the rhino intel needed. Once the new FAQ goes live the rhino loses the bubble effect which is fine as the death-star has to get close first and the rhino is going to be next to the thunder wolves.
The idea of the list is to drop in close say hi and make you make a choice about who you need to shot. Stopping over watch the turn my wulfen or thunder wolves charge is huge.
Cad
lvl 2 Libby on jump pack
Wulfen with 5 Thunder hammer and Storm Shield
Wulfen with 5 Thunder hammer and Storm Shield
5 blood claws with drop pod
5 blood claws with rhino
2 drop pods
6x thunderwolves with 6 Storm shields, 2 Power Fist,
Skyhammer Annihilation Force
2x(identical) assault squads 1 , jump packs, sergeants power axe
1xDevastator Squads 2 multi-melta, vanilla sergeant, dedicated drop pod
1xDevastator Squads, 2x heavy bolters vanilla sergeant, dedicated drop pod
Culexus assassin
Tell me what you think.
I have ten units coming in on turn 1, if you count the drop pods. the Wolfen an thunder wolves should be charging turn 2 with back up from the sky hammer. Hopefully by stopping over watch to the unit charging.
This message was edited 1 time. Last update was at 2016/08/18 05:07:18
2016/08/17 17:48:13
Subject: [1850] - Space Wolves - Skyhammer with Drop Wolfen -Assassin
I think you are paying way to many points for all the TH/SS on the wulfen. What are they doing? Are they hunting heavy support? If that is there purpose then fine but they are 2 wounds a piece you only need 2 MAYBE 3 with SS to soak up incoming fire.
The same can be said with your Thunder Cav. What is their intended target? Do you want them to be your death star? Are they hunting troops or armor? I don't think they all need SS just a few that lead the pack to tank incoming fire the rest can have different loadouts. Maybe a wolfclaw? Or other power weapon?
As for the sky hammer it's to small. Full dev squads are needed. Also if they are hunter armor with the MM then you are overlapping with all the TH and PF in your army. I would go 4MM and 4HB in full squads. Keep the assult squads nice and cheap with just a sarge with a melt bomb or a flamer to cover your glaring weakness being horde type armies.
IMO the Libby seams out of place also. Maybe he would be better on a bike and joining the Thunder cav. Or try to find the points for a wolf lord on thunderwolf.
What's the assassin for btw? Maybe his points could be spent of upgrading your blood claws to grey hunters and give them a sweet razorback as a ride to camp objectives In the back.
I think you have a really solid idea if just needs to be flushed out more. Trim the fat in a few places to add to other areas that need more support in your list. I'm not trying to sound mean as I think you really do have a great idea I'm just trying to get you to think about the roles of your units and what you want them to accomplish.
This message was edited 4 times. Last update was at 2016/08/17 17:56:02
2016/08/18 00:29:20
Subject: [1850] - Space Wolves - Skyhammer with Drop Wolfen -Assassin
Spaznaut wrote: I think you are paying way to many points for all the TH/SS on the wulfen. What are they doing? Are they hunting heavy support? If that is there purpose then fine but they are 2 wounds a piece you only need 2 MAYBE 3 with SS to soak up incoming fire.
The same can be said with your Thunder Cav. What is their intended target? Do you want them to be your death star? Are they hunting troops or armor? I don't think they all need SS just a few that lead the pack to tank incoming fire the rest can have different loadouts. Maybe a wolfclaw? Or other power weapon?
As for the sky hammer it's to small. Full dev squads are needed. Also if they are hunter armor with the MM then you are overlapping with all the TH and PF in your army. I would go 4MM and 4HB in full squads. Keep the assult squads nice and cheap with just a sarge with a melt bomb or a flamer to cover your glaring weakness being horde type armies.
IMO the Libby seams out of place also. Maybe he would be better on a bike and joining the Thunder cav. Or try to find the points for a wolf lord on thunderwolf.
What's the assassin for btw? Maybe his points could be spent of upgrading your blood claws to grey hunters and give them a sweet razorback as a ride to camp objectives In the back.
I think you have a really solid idea if just needs to be flushed out more. Trim the fat in a few places to add to other areas that need more support in your list. I'm not trying to sound mean as I think you really do have a great idea I'm just trying to get you to think about the roles of your units and what you want them to accomplish.
3 SS will not work in a drop pod list. There is to much AP4 shooting for the axes or claws to survive. People that have experienced wulfen learn to drop everything in to them.
The wulfen are sent in to clear out my opponents backfield. Riptides, IK, and WK. They are also fast with run and charge allowing them to threaten a large area after the have cleared there job.
The Skyhammer is in the list not for its great shooting but for assaulting turn one and stripping of over watch for my assaulting units wulfen and thunder wolves turn two hopefully.
As for the SS on the thunder wolves they have 4 attacks base with rending, 5 on the charge. The don't really need more attack power as the need better defense. For 15 points I get to always have a save. Seams a better investment then a claw when compared to all the AP3 + shooting that will be focused their way. Grave or plasma from SM or Tau is very common.
Horde armies are a issue for this list. I have t play ore reserved with the list when facing them.
The assassin is for Deathstars. My army can handle Deathstars units if they have no powers up. The assassin takes care of that easily. he rhino makes sure I get closer to the star before it can really run away. With my thunder wolves escorting the rhino I will always have a buffer to get out.
I have one Libby that can buff back field unit or run with the thunder wolves. The reason for the jump pack and not the bike. The loss of fleet has hurt me to many times. With the jump pack I can reroll charges if it only moves 6 in. That reroll is better then toughness 5 and the complete loss of fleet in that unit.
2016/08/18 01:53:43
Subject: [1850] - Space Wolves - Skyhammer with Drop Wolfen -Assassin
shadowfinder wrote: This list forgoes the murder pack that I really like. For the Imperial Fist Sky-hammer formation and a Wolf Cad detachment to get OS for a change in my list.
Tau have been my bane as well as death-stars. The assassin hides in the rhino intel needed. Once the new FAQ goes live the rhino loses the bubble effect which is fine as the death-star has to get close first and the rhino is going to be next to the thunder wolves.
The idea of the list is to drop in close say hi and make you make a choice about who you need to shot. Stopping over watch the turn my wulfen or thunder wolves charge is huge.
Cad
lvl 2 Libby on jump pack
Wulfen with 5 Thunder hammer and Storm Shield
Wulfen with 5 Thunder hammer and Storm Shield
5 blood claws with drop pod
5 blood claws with rhino
2 drop pods
6x thunderwolves with 6 Storm shields, 2 Power Fist,
Skyhammer Annihilation Force
2x(identical) assault squads 1 , jump packs, sergeants power axe
1xDevastator Squads 2 multi-melta, vanilla sergeant, dedicated drop pod
1xDevastator Squads, 2x heavy bolters vanilla sergeant, dedicated drop pod
Culexus assassin
Tell me what you think.
I have ten units coming in on turn 1, if you count the drop pods. the Wolfen an thunder wolves should be charging turn 2 with back up from the sky hammer. Hopefully by stopping over watch to the unit charging.
2x(identical) assault squads 1 , jump packs, sergeants power axe
1xDevastator Squads 2 multi-melta, vanilla sergeant, dedicated drop pod
1xDevastator Squads, 2x heavy bolters vanilla sergeant, dedicated drop pod
Culexus assassin
I'm not a nutter...well, not completely.
Your TWC will get +1ws just by being in the Company of the Great Wolf.
The Long Fang patrol may seem a bit crazy but team them up with the Pyro Rune priest and when you land them on the front lines you'll find them rather good at cleaning out Tau marker lights, anything that thinks it gets a cover save and all kinds of MSU. Split Fire will allow you to target one model separately to the unit, so the Rune Priest fires first using Flame-Breath, burning a hole in any unit getting in the way during the Psychic phase, if he doesn't quite manage to make the hole the Long Fang Ancient declares a Split Fire at the start of the shooting phase and use the Flamer to finish the job, if the hole still hasn't been made declare the unit behind that you want to charge to be the Long Fang unit's target and open fire with the Priest and Long Fang's bolt pistols to clarify it, finally use the Wolf Guard Pack Leader's Combi-Flamer template to cover both units, if you don't have a hole to make the charge through after all that the dice truly hate you. Outside of that you have a Psyker Flame and a regular Flamer that will allow you to share the love like some kind of demented hippie.
If there is a limitation on detachments I'd drop the CAD completely as well as the Blood Claws, use the Company detachment and take a Dreadnaught with a dedicated Drop Pod, Heavy Flamer and Multi-Melta to land on their front lines, draw fire and hopefully blow chunks in their lines.
I don't break the rules but I'll bend them as far as they'll go.
2016/08/18 14:56:08
Subject: [1850] - Space Wolves - Skyhammer with Drop Wolfen -Assassin
shadowfinder wrote: This list forgoes the murder pack that I really like. For the Imperial Fist Sky-hammer formation and a Wolf Cad detachment to get OS for a change in my list.
Tau have been my bane as well as death-stars. The assassin hides in the rhino intel needed. Once the new FAQ goes live the rhino loses the bubble effect which is fine as the death-star has to get close first and the rhino is going to be next to the thunder wolves.
The idea of the list is to drop in close say hi and make you make a choice about who you need to shot. Stopping over watch the turn my wulfen or thunder wolves charge is huge.
Cad
lvl 2 Libby on jump pack
Wulfen with 5 Thunder hammer and Storm Shield
Wulfen with 5 Thunder hammer and Storm Shield
5 blood claws with drop pod
5 blood claws with rhino
2 drop pods
6x thunderwolves with 6 Storm shields, 2 Power Fist,
Skyhammer Annihilation Force
2x(identical) assault squads 1 , jump packs, sergeants power axe
1xDevastator Squads 2 multi-melta, vanilla sergeant, dedicated drop pod
1xDevastator Squads, 2x heavy bolters vanilla sergeant, dedicated drop pod
Culexus assassin
Tell me what you think.
I have ten units coming in on turn 1, if you count the drop pods. the Wolfen an thunder wolves should be charging turn 2 with back up from the sky hammer. Hopefully by stopping over watch to the unit charging.
2x(identical) assault squads 1 , jump packs, sergeants power axe
1xDevastator Squads 2 multi-melta, vanilla sergeant, dedicated drop pod
1xDevastator Squads, 2x heavy bolters vanilla sergeant, dedicated drop pod
Culexus assassin]
I'm not a nutter...well, not completely.
Your TWC will get +1ws just by being in the Company of the Great Wolf.
The Long Fang patrol may seem a bit crazy but team them up with the Pyro Rune priest and when you land them on the front lines you'll find them rather good at cleaning out Tau marker lights, anything that thinks it gets a cover save and all kinds of MSU. Split Fire will allow you to target one model separately to the unit, so the Rune Priest fires first using Flame-Breath, burning a hole in any unit getting in the way during the Psychic phase, if he doesn't quite manage to make the hole the Long Fang Ancient declares a Split Fire at the start of the shooting phase and use the Flamer to finish the job, if the hole still hasn't been made declare the unit behind that you want to charge to be the Long Fang unit's target and open fire with the Priest and Long Fang's bolt pistols to clarify it, finally use the Wolf Guard Pack Leader's Combi-Flamer template to cover both units, if you don't have a hole to make the charge through after all that the dice truly hate you. Outside of that you have a Psyker Flame and a regular Flamer that will allow you to share the love like some kind of demented hippie.
If there is a limitation on detachments I'd drop the CAD completely as well as the Blood Claws, use the Company detachment and take a Dreadnaught with a dedicated Drop Pod, Heavy Flamer and Multi-Melta to land on their front lines, draw fire and hopefully blow chunks in their lines.
Its ITC so three max. The list can go with the great wolf company but I still have to take blood claws to get the odd number drop pod. why has points on a two man squad that will just die fast?? Also Pyro is not that good with this list. Plus the need a drop pod which the wulfen go in to. You lack of SS will get them killed really fast when dropped in.
This message was edited 1 time. Last update was at 2016/08/18 14:56:58
2016/08/18 19:59:38
Subject: [1850] - Space Wolves - Skyhammer with Drop Wolfen -Assassin
I'm definitely not a fan of the 2 Long Fangs with Flamers or the Libby rolling on Pyro. However, I think there is merit to grabbing the 2 Long Fang unit for a 30 pt tax on a 35 pt pod (the odd pod that you were bringing the Blood Claws to fill).
That being said, you can now run the Company of the Great Wolf without any troop tax. It would look something like:
Company of the Great Wolf Detachment:
HQ:
ML2 Libby (Jumppack, etc)
(I'm not a big fan of every running 1 pskyer, you aren't going to do much with this model. You're psychic phase is almost non-existant. The best you can do is cast WC2 Prescience on your TWC)
Heavy Support:
2 Long Fangs (+Dedicated Pod)
Elite (Mandatory 2):
Wulfen with 5 Thunder hammer and Storm Shield
Wulfen with 5 Thunder hammer and Storm Shield
Fast Attacks:
2 Drop Pods
6x TWC (Armed to taste)
Skyhammer Annihilation Force Formation
2 Assault Squads
2 Dev Squads
Culexus assassin
As you can see, I left out the equipment for the most part. I'm just suggesting a new/better way of grabbing the 3 pods you want while keeping your theme. The rest is up to you how you want to arm and play them.
Edit: I just remembered you have to have 2 HQs mandatory slots for the Great Wolf. I'd suggest running 2 Beefy Wolf Guard Battle Leaders, or 1 Beefy WGBL and Wolf Priest for Preferred Enermy (pseudo) and Fearless. The points you save on the Blood Claws will help find the points for a usable secondary HQ slot.
This message was edited 1 time. Last update was at 2016/08/18 20:03:22
2016/08/19 00:07:56
Subject: [1850] - Space Wolves - Skyhammer with Drop Wolfen -Assassin
Saythings wrote: I'm definitely not a fan of the 2 Long Fangs with Flamers or the Libby rolling on Pyro. However, I think there is merit to grabbing the 2 Long Fang unit for a 30 pt tax on a 35 pt pod (the odd pod that you were bringing the Blood Claws to fill).
That being said, you can now run the Company of the Great Wolf without any troop tax. It would look something like:
Company of the Great Wolf Detachment:
HQ:
ML2 Libby (Jumppack, etc)
(I'm not a big fan of every running 1 pskyer, you aren't going to do much with this model. You're psychic phase is almost non-existant. The best you can do is cast WC2 Prescience on your TWC)
Heavy Support:
2 Long Fangs (+Dedicated Pod)
Elite (Mandatory 2):
Wulfen with 5 Thunder hammer and Storm Shield
Wulfen with 5 Thunder hammer and Storm Shield
Fast Attacks:
2 Drop Pods
6x TWC (Armed to taste)
Skyhammer Annihilation Force Formation
2 Assault Squads
2 Dev Squads
Culexus assassin
As you can see, I left out the equipment for the most part. I'm just suggesting a new/better way of grabbing the 3 pods you want while keeping your theme. The rest is up to you how you want to arm and play them.
Edit: I just remembered you have to have 2 HQs mandatory slots for the Great Wolf. I'd suggest running 2 Beefy Wolf Guard Battle Leaders, or 1 Beefy WGBL and Wolf Priest for Preferred Enermy (pseudo) and Fearless. The points you save on the Blood Claws will help find the points for a usable secondary HQ slot.
No you don't, you were right the first time. Wolves Unleashed requires two HQs, Company of the Great Wolf only needs one.
I don't break the rules but I'll bend them as far as they'll go.
2016/08/19 02:30:06
Subject: [1850] - Space Wolves - Skyhammer with Drop Wolfen -Assassin
If you find in your meta that all SS is what ya need, ok.
If you find bare knuckled TWC is potent, awesome. (Wolf claws imo). That you do, your SS logic is sound: 15pts isn't much if that's all you're spending.
I think they're on to something, with the CotGW.
The PyroFangs is neat, and worth, especially if the Meta supports it.
Nice assassin trick.
In some games, you may suffer for lack of board control... pods alone wont HOLD a position, and the Wulfen are combat specialists, the kind that dedicates themselves to being in melee and not much of anything else. Your Skyhammer could get you places, but there's only so much heat 20 power armour models can stand up to.
The TWC are great at pulling heat, but if placed to tank an army will lose strength quickly... I believe this list is making things really hard on yourself in objectives games, an uphill battle.
However in a brawl, ouuuuch this looks mean!
Automatically Appended Next Post: However, sadly, we as Space Wolves (therefore Rune Priests) cannot use Pyromancy.
Lol we gett daemonology, but not pyromancy =[
This message was edited 1 time. Last update was at 2016/08/19 02:32:40
2016/08/19 04:38:38
Subject: [1850] - Space Wolves - Skyhammer with Drop Wolfen -Assassin
If you find in your meta that all SS is what ya need, ok.
If you find bare knuckled TWC is potent, awesome. (Wolf claws imo). That you do, your SS logic is sound: 15pts isn't much if that's all you're spending.
I think they're on to something, with the CotGW.
The PyroFangs is neat, and worth, especially if the Meta supports it.
Nice assassin trick.
In some games, you may suffer for lack of board control... pods alone wont HOLD a position, and the Wulfen are combat specialists, the kind that dedicates themselves to being in melee and not much of anything else. Your Skyhammer could get you places, but there's only so much heat 20 power armour models can stand up to.
The TWC are great at pulling heat, but if placed to tank an army will lose strength quickly... I believe this list is making things really hard on yourself in objectives games, an uphill battle.
However in a brawl, ouuuuch this looks mean!
Automatically Appended Next Post: However, sadly, we as Space Wolves (therefore Rune Priests) cannot use Pyromancy.
Lol we gett daemonology, but not pyromancy =[
Well intel the FAQ drops the Assassin still does a bubble thing right? Making my opponent have to kill the rhino before he get to start shooting at the assassin seamed good. Also the with the cad the Rhino is OS making it a threat if they leave it alone.
The reason for the CAD is to make the tax units something they have to pick to shoot. Do the stop me from scoring with my troop or do the go after the killing unit first. Jet bikes can't just take away my home Objective last turn. they will have to work on killing the unit while my Brawling units are in their face.
With maelstrom missions this will at times make them have to pick what's the most important thing to focus on. Now that is not always a hard choice but it makes a extra thing to have to think about. The more you think the more you can make a mistake. Hopefully in my favor.
I am having a hard time picking between this list and my speed wolves list. Both have a central core. They just have different ways of dealing with issues.