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				<title>1000pts space wolves</title>
				<description><![CDATA[ So I m sitting at work with my brand new space pups, thought I would draw up a list, I just picked up my models yesterday, and am looking through a few low point lists.  Here s the 1000 I can almost field with little purchase.<br /> <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> <br /> Njal Stormcaller  245<br /> <br /> Elite<br /> 5 scouts melta pwX2  115<br /> <br /> 5 scouts melta pwX2  115<br /> <br /> Heavy<br /> 5 Long Fangs 3 Missle 2HB 1 Seargent 130<br /> <br /> Troops<br /> Grey Hunters X7 <span class="glossaryitem" onmouseover='gp(105);'>PF</span> melta,     185<br /> Rhino  Ex Ar<br />  <br /> Blood claws X9 <span class="glossaryitem" onmouseover='gp(105);'>PF</span>    210<br /> Rhino  Ex AR<br /> <br /> <span class="glossaryitem" onmouseover='gp(269);'>Id</span> put Njal in with the grey hunters and run them and blood claws forward. If either transport becomes disabled, go for the objective hold. Use long fangs split fire to take armor and troops.  Depending on the mission, and necessity scouts would outflank or infiltrate to deny or slow combat troops, or take out heavy support.  ]]></description>
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				<pubDate><![CDATA[Sat, 2 Oct 2010 16:36:58]]> GMT</pubDate>
				<author><![CDATA[ themrsleepy]]></author>
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				<title>1000pts space wolves</title>
				<description><![CDATA[ I would not recommend a pricey <span class="glossaryitem" onmouseover='gp(382);'>SC</span> in such low games. He chomps on 1/4 of your army. Rather have a normal rune priest. Not a fan of blood claws either. Change them into grey hunters. With point left over I would move the razor to the long fangs (and remove EA, not too useful), give the grey hunters more bodies and then a rhino. I would also remark that for long fangs, missile are their best weapons. I would drop 1 or all lascannon to get missiles instead of <span class="glossaryitem" onmouseover='gp(51);'>HB</span>]]></description>
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				<pubDate><![CDATA[Sat, 2 Oct 2010 17:08:13]]> GMT</pubDate>
				<author><![CDATA[ kenshin620]]></author>
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				<title>1000pts space wolves</title>
				<description><![CDATA[ I am figuring that with Njal s special rules, in addition to the psychic stuff it will be worth it.  The Blood claws are there to chew into something, I figure in this low point of a game their +2A on the charge are going to be worth it.  Im going to drop their melta tho and give it to a scout squad because they likely won't shoot it anyway.  I think I will drop one of the Las, change for missly, but I like them on foot with troops having the mobility.  The <span class="glossaryitem" onmouseover='gp(51);'>HB</span> in the LFP is for the occasional mass of troops I might face, <span class="glossaryitem" onmouseover='gp(69);'>IG</span>, nid, ork.  Those are the three armies I play most against.  List updated.]]></description>
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				<pubDate><![CDATA[Sat, 2 Oct 2010 17:25:51]]> GMT</pubDate>
				<author><![CDATA[ themrsleepy]]></author>
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				<title>1000pts space wolves</title>
				<description><![CDATA[ <blockquote><div><cite>kenshin620 wrote:</cite>I would not recommend a pricey <span class="glossaryitem" onmouseover='gp(382);'>SC</span> in such low games. He chomps on 1/4 of your army. Rather have a normal rune priest. Not a fan of blood claws either. Change them into grey hunters. With point left over I would move the razor to the long fangs (and remove EA, not too useful), give the grey hunters more bodies and then a rhino. I would also remark that for long fangs, missile are their best weapons. I would drop 1 or all lascannon to get missiles instead of <span class="glossaryitem" onmouseover='gp(51);'>HB</span></div></blockquote><br /> <br /> Dude, this is space wolves. Taking <span class="glossaryitem" onmouseover='gp(382);'>SCs</span> are rarely a mistake. Especially with Njal. I suggest dropping 1 wolf scout squad and the power weapons on the remaining wolf scout squad. <br /> <br /> Instead, put in a Wolf guard squad, 3 of which can accompany your grey hunter, wolf scout and specially your blood claws. The wolf guard get power weapons cheaper and they get 2 base attacks to boot.<br /> <br /> The wolf guard with the wolf scouts can bring in combimelta and PFist for sapper duties. Clearing headstrong from blood claws and Ld9 is always good, hell you can give a power weapon to give it more effect.<br /> <br /> Since Njal has <span class="glossaryitem" onmouseover='gp(332);'>TDA</span>, he cant ride in with the grey hunters, thats why you drop Extra armor on your ride and invest them instead on 2 <span class="glossaryitem" onmouseover='gp(332);'>TDA</span> which will escort Njal.<br /> <br /> <br /> If I were to make your list it would look like this:<br /> <br /> Njal (245)<br /> <br /> 5 x Wolf Scouts (85)<br /> -Meltagun<br /> <br /> 5 x WolfGuard (160)<br /> -CombiMelta + PFist goes with wolf scouts.<br /> -3 x <span class="glossaryitem" onmouseover='gp(332);'>TDA</span> Upgrade<br /> <br /> 10 x Grey Hunter (185)<br /> -Flamer + Melta gun<br /> -Rhino<br /> <br /> 10 x Grey Hunter (185)<br /> -Rhino<br /> -Flamer + Melta gun<br /> <br /> 6 x Long Fangs (140)<br /> 5 x <span class="glossaryitem" onmouseover='gp(328);'>ML</span><br /> <br /> ]]></description>
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				<pubDate><![CDATA[Sat, 2 Oct 2010 19:51:37]]> GMT</pubDate>
				<author><![CDATA[ Yuber]]></author>
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				<title>1000pts space wolves</title>
				<description><![CDATA[ I thought a model with <span class="glossaryitem" onmouseover='gp(332);'>tda</span> only took up 2 spaces in a trasnport? The space wolves codex does not say that the rhino can't carry termies... ?  Is there something I am missing for that?  ]]></description>
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				<pubDate><![CDATA[Sat, 2 Oct 2010 22:04:01]]> GMT</pubDate>
				<author><![CDATA[ themrsleepy]]></author>
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				<title>1000pts space wolves</title>
				<description><![CDATA[ He can ride in the rhino<br /> <br /> Yes his model is termie armored BUT hes like Calgar. You have to pay for the armor. Njal comes with runic armor by default ]]></description>
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				<pubDate><![CDATA[Sat, 2 Oct 2010 22:12:38]]> GMT</pubDate>
				<author><![CDATA[ kenshin620]]></author>
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				<title>1000pts space wolves</title>
				<description><![CDATA[ So just put a normal Njal in with the <span class="glossaryitem" onmouseover='gp(390);'>GH</span>. Honestly, though, as a <span class="glossaryitem" onmouseover='gp(124);'>SW</span> player I still wouldn't take him. He is only really good in 1500 plus games. Otherwise, he is too expensive. I reccommend:<br /> <br /> Rune priest, Chooser, <span class="glossaryitem" onmouseover='gp(425);'>LL</span>, <span class="glossaryitem" onmouseover='gp(416);'>JOTWW</span>- 110<br /> <br /> 5 scouts, melta, 2x Plasma pistol- 115<br /> <br /> 5 scouts, melta, 2x Plasma pistol- 115<br /> <br /> 9 <span class="glossaryitem" onmouseover='gp(390);'>GH</span>, rhino, melta, <span class="glossaryitem" onmouseover='gp(423);'>MotW</span>, standard- 200<br /> <br /> 10 <span class="glossaryitem" onmouseover='gp(390);'>GH</span>, rhino, 2 melta, <span class="glossaryitem" onmouseover='gp(423);'>MotW</span>, standard- 215<br /> <br /> Predator, <span class="glossaryitem" onmouseover='gp(51);'>HB</span> sponsons, storm bolter, <span class="glossaryitem" onmouseover='gp(55);'>HK</span> missile- 105<br /> 6 Long Fangs, 5 <span class="glossaryitem" onmouseover='gp(328);'>ML</span>- 140]]></description>
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				<pubDate><![CDATA[Sat, 2 Oct 2010 23:52:36]]> GMT</pubDate>
				<author><![CDATA[ Asgeirr Darkwolf]]></author>
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				<title>1000pts space wolves</title>
				<description><![CDATA[ Isnt Njal 245 points without terminator armour? If he wears it, he is at 270 points.<br /> <br /> Also missile launchers will waste horde armies as you frag them to bits, no need for heavy bolters.<br /> <br /> Terminators can only use land raiders and drop pods, or take a long slow walk.]]></description>
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				<pubDate><![CDATA[Sun, 3 Oct 2010 00:10:56]]> GMT</pubDate>
				<author><![CDATA[ dantay_xv]]></author>
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				<title>1000pts space wolves</title>
				<description><![CDATA[ I don't have the predator to field.  It used to state in the rhino entry could not carry terminators as far as I know, and now it no longer states that.   I looked and looked through my codex, so unless I missed something it soley goes off transport capacity with them taking up two slots.  I didn't have the points in my list or couldnt find anything worth giving up on ten points to convert the last two <span class="glossaryitem" onmouseover='gp(51);'>HB</span> to missles.  I could drop a long fang, and then spend some extra points elsewhere as well.  I am using Njal for all of his abilities, especially on troops, relying on the missles and scouts to pop the armor so i can assualt with the grey hunters and blood claws.  Hmm, I will look at the regular Rune Priest as well. I could field two, one for each troop choice for the same price as Njal.  I ll look. Thanks for the input, and if anyone can direct me to the statement about what a termie can ride in that would be greatly appreciated.]]></description>
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				<pubDate><![CDATA[Sun, 3 Oct 2010 00:30:14]]> GMT</pubDate>
				<author><![CDATA[ themrsleepy]]></author>
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				<title>1000pts space wolves</title>
				<description><![CDATA[ <blockquote><div><cite>themrsleepy wrote:</cite>I don't have the predator to field.  It used to state in the rhino entry could not carry terminators as far as I know, and now it no longer states that.   I looked and looked through my codex, so unless I missed something it soley goes off transport capacity with them taking up two slots.Thanks for the input, and if anyone can direct me to the statement about what a termie can ride in that would be greatly appreciated.</div></blockquote><br /> <br /> Page 61]]></description>
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				<pubDate><![CDATA[Sun, 3 Oct 2010 00:36:38]]> GMT</pubDate>
				<author><![CDATA[ kenshin620]]></author>
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				<title>1000pts space wolves</title>
				<description><![CDATA[ Thanks<br /> ]]></description>
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				<pubDate><![CDATA[Sun, 3 Oct 2010 00:53:11]]> GMT</pubDate>
				<author><![CDATA[ themrsleepy]]></author>
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				<title>1000pts space wolves</title>
				<description><![CDATA[ Drop Njal. Honestly, spending 25% of your available points on a character with 2 wounds and no invulnerable save is asking for trouble. Any dedicated melee character will slaughter him in close combat, and have little difficulty getting there because the rest of your force is so small. Additionally against Eldar a single 15pt piece of Wargear (Runes of Warding) will make him fail psychic tests on average, and anything 12 or higher on <span class="glossaryitem" onmouseover='gp(2);'>3d6</span> is perils of the warp, in addition to any double 1's or double 6's you roll.<br /> <br /> Take a regular Rune Priest, or hell....take two for 45 points less than Njall and you will have a FAR better chance of them surviving the battle and doing something decent.<br /> <br /> Here is my normal 1,000 point list:<br /> <br /> Rune Priest (Wolf Tail Talisman, Living Lightning, Tempest's Wrath) - 105<br /> 3 Wolf Guard (2x Power Fist, 3x Combi-Melta) - 109<br /> 8 Grey Hunters (Meltagun, Wolf Standard, Rhino) - 170<br /> 9 Grey Hunters (Meltagun, Wolf Standard, Rhino) - 185<br /> 5 Grey Hunters (Meltagun, Razorback) - 120<br /> 5 Long Fangs (4 Missile Launchers, Razorback) - 155<br /> 5 Long Fangs (4 Missile Launchers, Razorback) - 155<br /> Total 999<br /> <br /> Much better ranged firepower, a Rune Priest that adds to it and provides protection from Deep Strike lists like Blood Angels, Chaos Daemons or Drop Pod lists, and from Skimmers/Jump Pack troops. It also has three scoring units capable of assaulting enemy objectives, and 5 tanks cruising up the field for target saturation.<br /> <br /> Now a list like this might involve some purchases but it will be an excellent base of miniatures to start with for building larger forces. All of the infantry can be built from 4 Wolf Packs, including the Rune Priest and the Wolf Guard, with a few extra bitz orders. Here's a breakdown:<br /> <br /> 4x Wolf Packs ($37.25 each, retail)<br /> 2x Rhinos ($33.00 each, retail)<br /> 3x Razorbacks ($35.00 each retail)<br /> <a href="http://www.thewarstore.com/product26958.html" target="_new" rel="nofollow">3x Combi-Meltas ($9.99 each from TheWarStore.com)</a><br /> <a href="http://www.thewarstore.com/product26988.html" target="_new" rel="nofollow">3x Meltaguns ($6.49 each from TheWarStore.com)</a><br /> <a href="http://www.thewarstore.com/product27014.html" target="_new" rel="nofollow">8x Missile Launchers ($8.99 each from TheWarStore.com)</a><br /> <br /> Total retail cost: $441.36 <br /> Total discounted cost from TheWarStore.com: $377.36<br /> <br /> Subtract what you already have from the list of stuff to buy and you shouldn't need to spend THAT much money to make it work.<br /> <br /> Anyway, that's just my opinion, so feel free to use anything you like and scrap anything you don't. Hope that helps.]]></description>
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				<pubDate><![CDATA[Sun, 3 Oct 2010 04:42:56]]> GMT</pubDate>
				<author><![CDATA[ Aldarionn]]></author>
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				<title>1000pts space wolves</title>
				<description><![CDATA[ There's cheper ways to get some of those things (Especially at your <span class="glossaryitem" onmouseover='gp(38);'>FLGS</span>) and the spce wolf kits come with so many extra bits its kinda hard not to convert each guy. For combi meltas: You can greenstuff it with a dashed cylinder! I also heartily reccommend the following in place of the 4 wolf packs:<br /> <br /> 2 wolf packs/1 wolf pack<br /> <br /> 2/3 tactical squads. <br /> <br /> I reccommend this because of the extensive bits in the wolf packs- you can kit bash with ease. Tactical squads also include for your needs: Meltagun, flamer, plasmagun, rocketlauncher- all of which but hte plasma the packs sets don't include! So really, is it that tough of a deal? DO <span class="glossaryitem" onmouseover='gp(484);'>IT</span>!<br /> <br /> I aslo reccommend Aldarionns list for the sheer firepower.<br /> The battle force would also be a great deal, especially if you want to droppod those 5 guys and their <span class="glossaryitem" onmouseover='gp(225);'>WG</span>.<br /> <br /> So yeah, my 2 cents.]]></description>
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				<pubDate><![CDATA[Sun, 3 Oct 2010 13:55:08]]> GMT</pubDate>
				<author><![CDATA[ Asgeirr Darkwolf]]></author>
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				<title>1000pts space wolves</title>
				<description><![CDATA[ <blockquote><div><cite>Asgeirr Darkwolf wrote:</cite>There's cheper ways to get some of those things (Especially at your <span class="glossaryitem" onmouseover='gp(38);'>FLGS</span>) and the spce wolf kits come with so many extra bits its kinda hard not to convert each guy. For combi meltas: You can greenstuff it with a dashed cylinder! I also heartily reccommend the following in place of the 4 wolf packs:<br /> <br /> 2 wolf packs/1 wolf pack<br /> <br /> 2/3 tactical squads. <br /> <br /> I reccommend this because of the extensive bits in the wolf packs- you can kit bash with ease. Tactical squads also include for your needs: Meltagun, flamer, plasmagun, rocketlauncher- all of which but hte plasma the packs sets don't include! So really, is it that tough of a deal? DO <span class="glossaryitem" onmouseover='gp(484);'>IT</span>!<br /> <br /> I aslo reccommend Aldarionns list for the sheer firepower.<br /> The battle force would also be a great deal, especially if you want to droppod those 5 guys and their <span class="glossaryitem" onmouseover='gp(225);'>WG</span>.<br /> <br /> So yeah, my 2 cents.</div></blockquote><br /> <br /> <span class="glossaryitem" onmouseover='gp(376);'>Mmm</span> true. Its always good to take stuff from the generic marines. Taking both <span class="glossaryitem" onmouseover='gp(560);'>BF</span>'s can give a nice baseline which you then add in the missing holes]]></description>
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				<pubDate><![CDATA[Sun, 3 Oct 2010 14:25:34]]> GMT</pubDate>
				<author><![CDATA[ kenshin620]]></author>
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				<title>1000pts space wolves</title>
				<description><![CDATA[ Yup. It's what I did, and it's worked well so far. You get something like 29 heads for 10 guys in the <span class="glossaryitem" onmouseover='gp(124);'>SW</span> sprue! It's AMAZING!]]></description>
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				<pubDate><![CDATA[Sun, 3 Oct 2010 14:50:19]]> GMT</pubDate>
				<author><![CDATA[ Asgeirr Darkwolf]]></author>
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				<title>1000pts space wolves</title>
				<description><![CDATA[ <blockquote><div><cite>Asgeirr Darkwolf wrote:</cite>Yup. It's what I did, and it's worked well so far. You get something like 29 heads for 10 guys in the <span class="glossaryitem" onmouseover='gp(124);'>SW</span> sprue! It's AMAZING!</div></blockquote><br /> <br /> 53 heads actually, but some of them are intended for Scouts.<br /> <br /> I build all of my infantry from Wolf Packs because I prefer to have no vanilla marine bits/shoulderpads/etc... on my figures, but that's just me. As for my Meltaguns/Combi-Meltas, I actually only bought one of each, and I replicated them multiple times via Greenstuff molds to save money, but not everyone is confident enough using Greenstuff to make that work.]]></description>
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				<pubDate><![CDATA[Sun, 3 Oct 2010 16:20:34]]> GMT</pubDate>
				<author><![CDATA[ Aldarionn]]></author>
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				<title>1000pts space wolves</title>
				<description><![CDATA[ I meant 29 per sprue, so its not that far off... but...]]></description>
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				<pubDate><![CDATA[Sun, 3 Oct 2010 16:30:04]]> GMT</pubDate>
				<author><![CDATA[ Asgeirr Darkwolf]]></author>
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				<title>1000pts space wolves</title>
				<description><![CDATA[ Ohhhhh my bad]]></description>
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				<pubDate><![CDATA[Sun, 3 Oct 2010 17:27:23]]> GMT</pubDate>
				<author><![CDATA[ Aldarionn]]></author>
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				<title>1000pts space wolves</title>
				<description><![CDATA[ 'S fine. It's kinda hard to count em all!]]></description>
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				<pubDate><![CDATA[Sun, 3 Oct 2010 17:28:16]]> GMT</pubDate>
				<author><![CDATA[ Asgeirr Darkwolf]]></author>
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				<title>1000pts space wolves</title>
				<description><![CDATA[ <blockquote><div><cite>themrsleepy wrote:</cite>So I m sitting at work with my brand new space pups, thought I would draw up a list, I just picked up my models yesterday, and am looking through a few low point lists.  Here s the 1000 I can almost field with little purchase.<br /> <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> <br /> Njal Stormcaller  245<br /> <br /> Elite<br /> 5 scouts melta pwX2  115<br /> <br /> 5 scouts melta pwX2  115<br /> <br /> Heavy<br /> 5 Long Fangs 3 Missle 2HB 1 Seargent 130<br /> <br /> Troops<br /> Grey Hunters X7 <span class="glossaryitem" onmouseover='gp(105);'>PF</span> melta,     185<br /> Rhino  Ex Ar<br />  <br /> Blood claws X9 <span class="glossaryitem" onmouseover='gp(105);'>PF</span>    210<br /> Rhino  Ex AR<br /> <br /> <span class="glossaryitem" onmouseover='gp(269);'>Id</span> put Njal in with the grey hunters and run them and blood claws forward. If either transport becomes disabled, go for the objective hold. Use long fangs split fire to take armor and troops.  Depending on the mission, and necessity scouts would outflank or infiltrate to deny or slow combat troops, or take out heavy support.  </div></blockquote><br /> <br /> Are you planning on playing mostly competitively/tournament or mostly casual/fun games with opponents also expecting casual/fun games?<br /> <br /> If it is the former, then by all means listen to all the mech & melta-spam advice that you'll get in this part of the forum. <br /> <br /> If it is the latter, then you don't need to bother with any of that, and go ahead and try out all the stuff you think will be <i>fun</i> to put on the table. At some stores it is not even appreciated if you show up with your internet-list melta/mech army.<br /> <br />  ]]></description>
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				<pubDate><![CDATA[Sun, 3 Oct 2010 19:54:10]]> GMT</pubDate>
				<author><![CDATA[ TBD]]></author>
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				<title>1000pts space wolves</title>
				<description><![CDATA[ It's a combo, I want to win but they are friendly games.  I don't get to go to <span class="glossaryitem" onmouseover='gp(3);'>40k</span> night at the <span class="glossaryitem" onmouseover='gp(211);'>LGS</span> often, work is lame that way.  I am searching for a fun list that is both competitive and interesting after talking it over with my friend quite extensively, I really think Njal is worth taking in a 1000pt list.  Sure he's not designed for close combat, though he does have a little bit to keep him alive.  But, I really think as a compliment to a force he can be amazing.  I am totally and completely ditching previous list.  haha, but really thanks for the advice on it though, kind of inspired to me change it up a bit.  Well, my next list I don't know if it is as competive as the the ones posted here, but it sounds like fun <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"> I unfortuanately left it at home so it'll get posted up either tonight or tomorrow.  ]]></description>
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				<pubDate><![CDATA[Mon, 4 Oct 2010 15:42:29]]> GMT</pubDate>
				<author><![CDATA[ themrsleepy]]></author>
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				<title>1000pts space wolves</title>
				<description><![CDATA[ I just don't know how Njal could ever reliably fit into a 1,000 point list. At that level, every point counts, and it's the difference between a Rune Priest and another pack, or Njal. Without his Terminator Armor he is excessively fragile and requires a lot of support, but with his Terminator Armor he cannot ride in anything but a Land Raider or a Drop Pod which means in a low points list he will likely be sitting in the back with the Long Fangs, which is not a great idea.<br /> <br /> You will essentially be fielding a 750 point force + Njal, and if he rolls Perils of the Warp he wounds himself with no save. That's just too much risk for such a high point cost special character in a low point game with only 2 wounds.<br /> <br /> As long as you understand you are fielding a glass cannon that your opponent will key in on and likely have little difficulty killing with a well organized force, then more power to you.]]></description>
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				<pubDate><![CDATA[Mon, 4 Oct 2010 16:18:21]]> GMT</pubDate>
				<author><![CDATA[ Aldarionn]]></author>
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				<title>1000pts space wolves</title>
				<description><![CDATA[ Oh yea, I am a huge fan of the glass cannon.  If my opponent chooses to focus fire on my expensive thingie, then I have more freedom of movement on the rest of my army to engage, the theory there is that which he does not have time to stop will crush him. The new list that I am going to post up tonight with exact points is basically 5 squads of Blood Claws in Rhinos, Njal.  And 4 Wolf Pack leading the Blood claws.  Each squad of Blood claws has a flamer, each Wolf Pack has a <span class="glossaryitem" onmouseover='gp(105);'>PF</span>.  I ll post up a proper list tonight but that is what it sumarily looks like for now. ]]></description>
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				<pubDate><![CDATA[Mon, 4 Oct 2010 16:29:34]]> GMT</pubDate>
				<author><![CDATA[ themrsleepy]]></author>
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				<title>1000pts space wolves</title>
				<description><![CDATA[ Switch to Grey Hunters and I guarantee you will be much happier. They don't get as many attacks on the charge but they have higher weapon skill and the ability to shoot their Bolt Pistols before they are forced to assault.<br /> <br /> Wolf Guard do not count as independent characters and in fact, by joining the Blood Claws they themselves gain the Headstrong rule that forces the Blood Claws to forgo shooting if within assault distance of an enemy.<br /> <br /> Additionally Blood Claws cannot charge after disembarking from the Rhinos if the Rhinos moved, meaning it will take two turns to get into position, then a third turn to assault assuming your opponent doesn't just move out of the way. Grey Hunters can move, disembark and fire, then either counter-assault if the enemy shoots them, or follow up and charge or double tap should the enemy move back.<br /> <br /> If you must use Njal, I'd do something like this:<br /> <br /> Njal - 245<br /> 3 Wolf Guard (2x Power Fist, Frost Blade, 3x Combi-Melta) - 124<br /> 8 Grey Hunters (Meltagun, Wolf Standard, Rhino) - 170<br /> 9 Grey Hunters (Meltagun, Wolf Standard, Rhino) - 185<br /> 5 Grey Hunters (Meltagun, Razorback) - 120<br /> 5 Long Fangs (4 Missile Launchers, Razorback) - 155<br /> Total 999<br /> <br /> It has three scoring units and some decent ranged firepower as well as enough tanks for good target saturation as you advance. Your opponent will still key in on Njal but with a list like this you will hopefully have enough support to allow him a bit of freedom to be effective. Just know that if you are playing Eldar and they have a Farseer, you have wasted 245 points.]]></description>
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				<pubDate><![CDATA[Mon, 4 Oct 2010 18:31:34]]> GMT</pubDate>
				<author><![CDATA[ Aldarionn]]></author>
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				<title>1000pts space wolves</title>
				<description><![CDATA[ Aldarionn- Agree on the <span class="glossaryitem" onmouseover='gp(390);'>GH</span>... but I <span class="glossaryitem" onmouseover='gp(36);'>FAQ</span>'d it, and you lose the headstrong with a <span class="glossaryitem" onmouseover='gp(225);'>WG</span>.<br /> <br /> Njal- I love him. He and Ragnar are both amazing... but njal just doesn't click in a low points game! Read Just Daves tactica, it might help... Also, I don't want to drill it into your head, but a rune priest does Njals work for cheaps. Nuff said.<br /> <br /> DO. NOT. USE. BLOOD. CLAWS.<br /> <br /> At this level, they are really unrealiable. Their biggest problem is being overpriced. TAKE <span class="glossaryitem" onmouseover='gp(390);'>GH</span>. YOU WILL THANK US LATER!<br /> ]]></description>
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				<pubDate><![CDATA[Mon, 4 Oct 2010 22:34:25]]> GMT</pubDate>
				<author><![CDATA[ Asgeirr Darkwolf]]></author>
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				<title>1000pts space wolves</title>
				<description><![CDATA[ How are blood claws unreliable? They are the exact same points as the <span class="glossaryitem" onmouseover='gp(390);'>GH</span>, the only difference with them is the fact that grey hunters have bolters and <span class="glossaryitem" onmouseover='gp(389);'>BC</span> have an extra attack on the charge.  <br /> <br /> Njal isn't just about being a rune priest, he's about causing an apparent point sink and making my enemy either focus fire towar him or away from him.  I want the enemy to have to choose between that expensive <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>, which has special rules, and could be feared, plus two psychic powers a turn or the troops....side note, rarely play against eldar, nids often, but he never takes shadow, but he will now... just for joww <span class="glossaryitem" onmouseover='gp(84);'>lol</span>...  Then again my friend doesn't know i've picked up a space wolves army yet <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0">  yes surprise and shock will light up his face when necrons aren't coming to the table.  haha! <br /> <span class="glossaryitem" onmouseover='gp(225);'>WG</span> are 2 pts cheaper for the <span class="glossaryitem" onmouseover='gp(105);'>pf</span> than putting it on the blood claw, grey hunter is same pt as blood claw for <span class="glossaryitem" onmouseover='gp(105);'>pf</span>, and its for a small 1000 pt game, 5 flamers, 5 rhinos, 5 <span class="glossaryitem" onmouseover='gp(105);'>PF</span>, 20 <span class="glossaryitem" onmouseover='gp(260);'>bp</span> <span class="glossaryitem" onmouseover='gp(20);'>ccw</span> blood claws, i attack on my terms generally, it will only take a squad or two to make it, and at a thousand points, i plan on enjoying this list. Everyone says blood claws aren't worth it, they suck.  But why do they say that? what makes them so bad? Headstrong? Negated by my <span class="glossaryitem" onmouseover='gp(225);'>WG</span>.  No bolter? Don't care I'm taking them to assualt not to shoot. 3BS? Don't care I'm taking them to assualt not to shoot.  WS3? Not that bad hit everything and it's mother on 4+ that many attacks thats perfectly acceptable, still S4. 19 attacks plus 3 <span class="glossaryitem" onmouseover='gp(105);'>PF</span> on the charge the way im running it, after a flamer template and the rhino s shooting in.  In a 1000pt list am I really gonna see such a bamfy character, <span class="glossaryitem" onmouseover='gp(93);'>MC</span>, squad, that I can't take it down with a squad or two?]]></description>
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				<pubDate><![CDATA[Mon, 4 Oct 2010 23:09:58]]> GMT</pubDate>
				<author><![CDATA[ themrsleepy]]></author>
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				<title>1000pts space wolves</title>
				<description><![CDATA[ <blockquote><div><cite>Asgeirr Darkwolf wrote:</cite>Aldarionn- Agree on the <span class="glossaryitem" onmouseover='gp(390);'>GH</span>... but I <span class="glossaryitem" onmouseover='gp(36);'>FAQ</span>'d it, and you lose the headstrong with a <span class="glossaryitem" onmouseover='gp(225);'>WG</span>.</div></blockquote><br /> <br /> Actually it's not in the <span class="glossaryitem" onmouseover='gp(36);'>FAQ</span>, it's in the Codex. It states that "If the Blood Claws are joined by a Wolf Guard model or an Independent Character....etc...."<br /> <br /> I missed that part of it, so my bad.<br /> <br /> Regardless, my point still stands when it comes to Blood Claws. They are not worth their points when fielded in a Rhino, and the only effective way to field them is 14 at a time with a Wolf Priest leading them along with a Wolf Guard with a Power Fist (which is obviously too expensive for 1,000 points since that's a 600 point unit, leaving you with 400 points for the rest of your army. Too damned expensive, even for a unit in a Land Raider.]]></description>
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				<pubDate><![CDATA[Mon, 4 Oct 2010 23:11:13]]> GMT</pubDate>
				<author><![CDATA[ Aldarionn]]></author>
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				<title>1000pts space wolves</title>
				<description><![CDATA[ How are they not worth their points in a rhino? I intend on driving my rhinos up 12, pop smoke, up 12, turn them and bail all troops behind the rhinos, 3 rd turn use the rhino sto corall the troops into something assualtable and begin destruction, even in 1 rhino gets popped each turn that still leaves me with two squads at the minimum on the assualt. My guess is that eveyrone is thinking that Blood claws are not worth it because they dont get the +2 on the counter?  This will be a case of <span class="glossaryitem" onmouseover='gp(274);'>YMMV</span> I think, I ll try it out Wednesday at my <span class="glossaryitem" onmouseover='gp(38);'>FLGS</span>, I actually get to go for once, and send out the battle report.  But, please if theyres some major flaw in the Blood claws I am missing let me know! <span class="glossaryitem" onmouseover='gp(84);'>lol</span>, The adamancy that they suck is pretty strong here, so please let me know what I seem to be missing <span class="glossaryitem" onmouseover='gp(84);'>lol</span>.]]></description>
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				<pubDate><![CDATA[Mon, 4 Oct 2010 23:18:40]]> GMT</pubDate>
				<author><![CDATA[ themrsleepy]]></author>
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				<title>1000pts space wolves</title>
				<description><![CDATA[ Well, that's atleast 3 tunrs if your opponnent is dumband doesn't run... 3 turns wasted not in <span class="glossaryitem" onmouseover='gp(19);'>CC</span>... and <span class="glossaryitem" onmouseover='gp(390);'>GH</span> do better there too, and in shooting... so... PLUS THEY ARE THE SAME COST!]]></description>
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				<pubDate><![CDATA[Mon, 4 Oct 2010 23:33:02]]> GMT</pubDate>
				<author><![CDATA[ Asgeirr Darkwolf]]></author>
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				<title>1000pts space wolves</title>
				<description><![CDATA[ <blockquote><div><cite>themrsleepy wrote:</cite>How are blood claws unreliable? They are the exact same points as the <span class="glossaryitem" onmouseover='gp(390);'>GH</span>, the only difference with them is the fact that grey hunters have bolters and <span class="glossaryitem" onmouseover='gp(389);'>BC</span> have an extra attack on the charge.  <br /> <br /> Njal isn't just about being a rune priest, he's about causing an apparent point sink and making my enemy either focus fire towar him or away from him.  I want the enemy to have to choose between that expensive <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>, which has special rules, and could be feared, plus two psychic powers a turn or the troops....side note, rarely play against eldar, nids often, but he never takes shadow, but he will now... just for joww <span class="glossaryitem" onmouseover='gp(84);'>lol</span>...  Then again my friend doesn't know i've picked up a space wolves army yet <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0">  yes surprise and shock will light up his face when necrons aren't coming to the table.  haha! <br /> <span class="glossaryitem" onmouseover='gp(225);'>WG</span> are 2 pts cheaper for the <span class="glossaryitem" onmouseover='gp(105);'>pf</span> than putting it on the blood claw, grey hunter is same pt as blood claw for <span class="glossaryitem" onmouseover='gp(105);'>pf</span>, and its for a small 1000 pt game, 5 flamers, 5 rhinos, 5 <span class="glossaryitem" onmouseover='gp(105);'>PF</span>, 20 <span class="glossaryitem" onmouseover='gp(260);'>bp</span> <span class="glossaryitem" onmouseover='gp(20);'>ccw</span> blood claws, i attack on my terms generally, it will only take a squad or two to make it, and at a thousand points, i plan on enjoying this list. Everyone says blood claws aren't worth it, they suck.  But why do they say that? what makes them so bad? Headstrong? Negated by my <span class="glossaryitem" onmouseover='gp(225);'>WG</span>.  No bolter? Don't care I'm taking them to assualt not to shoot. 3BS? Don't care I'm taking them to assualt not to shoot.  WS3? Not that bad hit everything and it's mother on 4+ that many attacks thats perfectly acceptable, still S4. 19 attacks plus 3 <span class="glossaryitem" onmouseover='gp(105);'>PF</span> on the charge the way im running it, after a flamer template and the rhino s shooting in.  In a 1000pt list am I really gonna see such a bamfy character, <span class="glossaryitem" onmouseover='gp(93);'>MC</span>, squad, that I can't take it down with a squad or two?</div></blockquote><br /> <br /> Let me start off by saying that Space Wolves are NOT a Close Combat army. I'll repeat that. They are NOT, under any circumstances, to be considered a Close Combat centered force. If you want an army that specializes in Close Combat, play Blood Angels. They are much better at it and their Assault Marines are scoring units supported by cheap Elites choices that give them Feel No Pain and Furious Charge. Space Wolves are a CLOSE RANGED SPECIALIST army. This means they operate well within a distance of about 12"-24" ideally, and they can survive in melee if it is forced upon them. They do have some melee specialist troops, but that does not mean the entire Codex is designed for that type of play. Thunderwolves make for an awesome Death Star, and Blood Claws can do the same thing in a Land Raider (more on that later), but both do best when supported by several packs of Grey Hunters, who are widely considered the single best basic infantry unit IN THE GAME right now. Why would you pass up that unit for a unit that trades the Bolter for +1 attack when assaulting, but cannot assault out of a Rhino, -1 <span class="glossaryitem" onmouseover='gp(149);'>WS</span> and <span class="glossaryitem" onmouseover='gp(14);'>BS</span> and a rule that requires that they be accompanied by a Wolf Guard or an Independent Character? If their Wolf Guard dies due to an unfortunate save they lose the one thing that allows them to function normally. Grey Hunters are just flat-out better!<br /> <br /> Blood Claws are not "bad" per se, they are simply inferior to Grey Hunters except when fielded in a Land Raider. The simple reason is you cannot move your Rhino 12", unload your Blood Claws and then assault with them. You have to remain stationary, disembark, then assault, which means your Blood Claws will take 3 turns to get into combat, and be left completely exposed to an opponent that pops your transports and then mows down the infantry inside. A rhino moves 12" on turn 1 and pops smoke, which in a Pitched Battle deployment puts you at best 12" from the edge of their deployment zone. Your opponent then moves his units back slightly and fires at your transports. You move another 12", this time lacking smoke, and your opponent positions his units in a way that once your transports are busted open he can either shoot or assault the Blood Claws inside (who do not gain +2 attacks when counter-charging). If his units have Furious Charge, he attacks before you and at a higher strength (Common for Blood Angels, Tyranids, Chaos, Etc...) and slaughters your Blood Claws before they do anything.<br /> <br /> With Grey Hunters you advance on turn 1 and pop smoke, and on turn 2 you have a 12" move, a 2" disembark and a 12" double tap with Bolters, which gives you a 26" threat range from the center of the board and the ability to soften your opponent before he shoots or assaults you. The next round if he's in assault range you can shoot him with Bolt Pistols followed by an Assault and lose a grand total of 9 attacks, or you can walk forward 6" and double tap again, your choice. The Grey Hunters have a 2nd turn strike capability that Blood Claws simply do not have unless fielded in an assault vehicle.<br /> <br /> I could do the math for you, but I don't care to work out the numbers against Tyranids, Imperial Guard, Chaos or normal Space Marines (The big 4 that you will likely see, since you mentioned you don't face Eldar that often).<br /> <br /> I CAN tell you that Blood Angels Jumpers will massacre you without much trouble, and Tyranids love to see Blood Claws, but HATE to see Grey Hunters across the table since Grey Hunters have guns that ignore the armor on their basic infantry. Imperial Guard will just feed you a squad while the rest of their army shells you from a distance since you lack any real ranged capabilities whatsoever. You'll slaughter the squad you charge, then be left out in the open for their ordnance to blast you apart.<br /> <br /> All of that is moot though if you have your mind made up. If you want to field Blood Claws that's your decision, but every veteran Space Wolf player will tell you Grey Hunters are much better for the same price.]]></description>
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				<pubDate><![CDATA[Mon, 4 Oct 2010 23:38:55]]> GMT</pubDate>
				<author><![CDATA[ Aldarionn]]></author>
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				<title>1000pts space wolves</title>
				<description><![CDATA[ If you are going to use Blood Claws, then you really need to stick a Wolf Priest with them to take advantage of the Preferred Enemy rule. Even so, you're going to want to take advantage of the size of the unit you can bring with the Blood Claws, which means that you will need a Land Raider Crusader. <br /> <br /> So now, to make it worth while to bring the Blood Claws you have spent at least 225 on the 15 man unit, another 100 on the Wolf Priest, and an additional 275 on the Land Raider Crusader with extra armor and the multi-melta. So you now have a unit that costs 600 points to be effective. You really don't want to do that all in a 1000 point game.... So stick with the Grey Hunters!<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Mon, 4 Oct 2010 23:50:11]]> GMT</pubDate>
				<author><![CDATA[ Wolflord Patrick]]></author>
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				<title>1000pts space wolves</title>
				<description><![CDATA[ Hmmmm.  I will definatly consider what's been said here, I should be able to playtest both lists this Wednesday, I ll post battle report when I can for both. Thanks for the info.]]></description>
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				<pubDate><![CDATA[Tue, 5 Oct 2010 06:48:00]]> GMT</pubDate>
				<author><![CDATA[ themrsleepy]]></author>
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				<title>1000pts space wolves</title>
				<description><![CDATA[ Alright. Hope it all helps!]]></description>
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				<pubDate><![CDATA[Wed, 6 Oct 2010 01:28:40]]> GMT</pubDate>
				<author><![CDATA[ Asgeirr Darkwolf]]></author>
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				<title>1000pts space wolves</title>
				<description><![CDATA[ So I played a few games this last wednesday.  I used the gray hunters after all.  I think the general consensus was right, better to have the bolters than that extra attack.  First game was against eldar and wraithguard.  It was the I don't know my own rules game, so it could have been very different, especially since Njal turned himself inside out on turn two. (double perils of the warp.. stupid eldrad)  I had a lot of bad dice rolling, and his was amazing.  Except at one point, a whole unit of wraith guard with a seargent couldn't kill my lone powerfisting wolfguard.  He made 11 3+ saves in a row before the 12th took him down.  Only model in the entire list that got his points.  Needless to say at that point that I lost that game, but it was at least a full 6 turns. I only was reminded about Njal's 3+ psychic defense after he died... game could have gone waaay different without fortune every turn.<br /> <br /> Game two was against nids.  I won this one, 3 objectives.  He took two sporepodding sets of warriors, two squads of genestealers and a prime.  He got the worst piece meal ever, turn two a single pod, turn three  both squads of genestealers with one on the wrong side of the board, turn four, other squad of warriors and his prime(who walked on and rolled horrible for runs).  By the time the second set of warriors game in i was flamering genestealers to the last, and the first set was long gone, killed a spore with a joww and the other got lascannoned.  Only lost two rhinos, and a fourish other models.  At the end of turn six game ended, he had a couple of stealers left from the long running squad and that was it.  <br /> <br /> Third game was a two on two 1000pts a piece.  Guard and marines against my wolves and demonhunters. 3 objective game We only got to turn 4, but it was interesting.  three grey hunters were holding up 400pts of marine bikes. my space wolves, full squad plus 2 from another rhino were mounding a hill two inches away from assualting a tiny guard retingent that thought they were going to hold an objective, and Njal and a lone grey hunter were holding our objective.  <br /> <br /> So overall the list worked ok, the third ended looking possibly ugly, Njal would have died pretty quick if those bikes finally took out the grey hunters, but it was a close game none the less.  I think that I am going to change out the twin lascannon razorback, but not sure what for....  and Njal, his little weather power.... sounds so much more amazing than it is.  I killed a couple of guard and two genestealer and a tyranid warrior... Can you field two rune priests for the same price? yes, but not as effective as he is.  i think for this point value I ll change him out to one rune priest and spend the points elsewhere... maybe a long fang squad with missles.  thanks again for the C&C on the list!]]></description>
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				<pubDate><![CDATA[Sat, 9 Oct 2010 22:58:35]]> GMT</pubDate>
				<author><![CDATA[ themrsleepy]]></author>
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				<title>1000pts space wolves</title>
				<description><![CDATA[ It seems like njal dies a lot in your games, or is going too... I suggest just takng a regular pries, he'll work wonders for less!]]></description>
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				<pubDate><![CDATA[Sat, 9 Oct 2010 23:11:32]]> GMT</pubDate>
				<author><![CDATA[ Asgeirr Darkwolf]]></author>
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				<title>1000pts space wolves</title>
				<description><![CDATA[ He only died in the first game against eldar, double perils of the warp because I used him incorrectly.  The third was iffy but I think his fate was going to be sealed.  There was three more grey hunters running to help him defend that objective, but I have no idea if they would have made it in time.  His 'stormcaller' is not as nice in reality as on paper.  It's just too counter intuitive for me to how I want to use him.   Oh, another thing I kept forgetting all night, Nightwing being a choser of the slain, used it second game, first and third was forgotten.]]></description>
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				<pubDate><![CDATA[Sat, 9 Oct 2010 23:32:21]]> GMT</pubDate>
				<author><![CDATA[ themrsleepy]]></author>
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				<title>1000pts space wolves</title>
				<description><![CDATA[ Well, in case something screwing happens, I still am a firm fan of plain old runies. Ya cant help but love em!]]></description>
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				<pubDate><![CDATA[Sat, 9 Oct 2010 23:48:36]]> GMT</pubDate>
				<author><![CDATA[ Asgeirr Darkwolf]]></author>
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				<title>1000pts space wolves</title>
				<description><![CDATA[ <blockquote><div><cite>Aldarionn wrote:</cite><blockquote><div><cite>Asgeirr Darkwolf wrote:</cite>Yup. It's what I did, and it's worked well so far. You get something like 29 heads for 10 guys in the <span class="glossaryitem" onmouseover='gp(124);'>SW</span> sprue! It's AMAZING!</div></blockquote><br /> <br /> 53 heads actually, but some of them are intended for Scouts.<br /> <br /> I build all of my infantry from Wolf Packs because I prefer to have no vanilla marine bits/shoulderpads/etc... on my figures, but that's just me. As for my Meltaguns/Combi-Meltas, I actually only bought one of each, and I replicated them multiple times via Greenstuff molds to save money, but not everyone is confident enough using Greenstuff to make that work.</div></blockquote><br /> <br /> When you say greenstuff, do you mean wrap it round te combi-melta to make a mold, the when you need more, fill the gs mold with more greenstuff to get more combi-meltas?<br /> <br /> Just curious as I need about 10, but do not want to spend a wad of cash on them.<br /> <br /> Plus, how do you stop it all getting stuck together?<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> For the razorback, twin linked assault cannons might be good, 4 S6 shots with rerolls to hit and rending to wound.<br /> <br /> I also sometimes use the old Lascannon and twin linked plasma gun turret for termie/ vehicle hunting<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> I thought bloodclaws got 4 attacks on the charge, not 3- 1 basic, +1 for additional hand weapon +1 for charging +1 for berserk charge. Or am i reading the codex wrong?]]></description>
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				<pubDate><![CDATA[Tue, 12 Oct 2010 11:14:59]]> GMT</pubDate>
				<author><![CDATA[ dantay_xv]]></author>
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				<title>1000pts space wolves</title>
				<description><![CDATA[ <blockquote><div><cite>dantay_xv wrote:</cite><br /> When you say greenstuff, do you mean wrap it round te combi-melta to make a mold, the when you need more, fill the gs mold with more greenstuff to get more combi-meltas?<br /> <br /> Just curious as I need about 10, but do not want to spend a wad of cash on them.<br /> <br /> Plus, how do you stop it all getting stuck together?</div></blockquote><br /> <br /> OK, please forgive the leingth of this post, and I apologize if I confuse you in the process, but I'll attempt to explain how this works as clearly as possible.<br /> <br /> In order to cast pieces via a Greenstuff Mold, you essentially cast a piece with a top and bottom mold, then use those mold halves to press together around a ball of Greenstuff and form the piece. This is known as a "squish mold". To go about this you start by mixing up an amount of Green Stuff large enough to encase half of the piece you are casting and allow it to cure for about 20 minutes. Make sure the piece is a simple shape, as casting can be difficult for complex parts. Something like a Meltagun or a Combi-Melta is easy but a Cyclone Missile Launcher might be a little difficult.<br /> <br /> Once the Greenstuff has cured for about 20 minutes, roll it out on a piece of wax paper or tinfoil. Be mindful of the thickness of the part you are casting and make sure the Greenstuff is thick enough to accept it. Once the Greenstuff is rolled out, lube the piece with some canola oil or petroleum jelly, then gently press it into the Greenstuff until it is halfway submerged. Use a sculpting tool to ensure the Greenstuff sits tightly up against the edge of the piece, and generally try to follow the existing mold lines (It helps to NOT clean the part you are casting, and leave any mold lines as they give you a reference for about where each half of the mold should sit). Once the piece is properly seated in the mold, cut the excess into a unique shape. This can be as simple as just cutting it onto square edges or cutting wedges out of the side. The reason for this is once the top half of the mold is created, the unique shape will ensure that the mold fits together properly every time you press it together. Let it cure for at least 3 or 4 hours. Greenstuff cures by heat action so you can improve the curing time by keeping it in a warm place, under a lamp or something similar.<br /> <br /> Once cured, mix up another piece of Greenstuff about the same size and allow to cure for 20 minutes. Leave the piece inside the bottom of the mold and lube up the entire thing. Take the new piece of Greenstuff, roll it into a ball and press it down over the top of the piece firmly until the entire piece is covered. Ensure the top half of the mold takes on the shape of the bottom half as mentioned above (the reason for the unique shape). Allow the entire thing to cure over night. The next day pry the mold apart carefully (it could be tight), and pop the piece out (which could also be tight). If you have done this right you should have two halves of a mold that fit together perfectly with a hollow space in the middle the exact shape and size of the piece you want to cast. If there is any detail loss then something might have been done incorrectly and you may have to repeat the process. It DOES take practice!<br /> <br /> To cast the new piece, roll up a ball of Greenstuff (pre-cured for 20 minutes like the others), and carefully press it into half of the mold. It may take time to work out exactly how much to use. Too much and you will end up with a lot of flash and a cast that's too thick because the mold won't press together all the way. Too little and you will end up with an incomplete mold. I usually roll several small balls of Greenstuff (about the size of BB's) and press them one at a time into the bottom half of the mold until it's full, then layer on as many as I used on top of that and press the mold halves together.<br /> <br /> You need to lube the mold each time you cast a piece, and you need to allow it to cure at least 3 or 4 hours each time. The longer the better. You can adjust the amount of blue to yellow epoxy to allow the pieces to be more rigid or soft depending on what you prefer. I like more rigid pieces, so I mix it with more blue than yellow.<br /> <br /> Anyway, I hope that explains what you are looking for. It's not a difficult process but it does take time to master, so do not get frustrated if your first few attempts turn out poorly. Just learn from the mistake and ask yourself what went wrong, and try to fix it the next time around. Good luck!]]></description>
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				<pubDate><![CDATA[Tue, 12 Oct 2010 18:32:11]]> GMT</pubDate>
				<author><![CDATA[ Aldarionn]]></author>
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				<title>1000pts space wolves</title>
				<description><![CDATA[ Thank you Aldarionn.<br /> <br /> I will try it with something simple like a gun first, just to see how it goes.<br /> <br /> I am also curious to try it on the very old scout backpacks as <span class="glossaryitem" onmouseover='gp(50);'>GW</span> do not make them anymore and I have been making my scouts with <span class="glossaryitem" onmouseover='gp(124);'>SW</span> torso's and i always loved the backpacks... I am about 3 short of another squad.<br /> <br /> Thanks for the tips and sorry for the mini hi-jack of this thread]]></description>
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				<pubDate><![CDATA[Thu, 14 Oct 2010 10:42:34]]> GMT</pubDate>
				<author><![CDATA[ dantay_xv]]></author>
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