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				<title>[1850] - Space Wolves - Competitive list</title>
				<description><![CDATA[ Hey guys, I need your input for this list. I plan to use it competitively in ITC and need suggestions on what could make it better or even tactics for taking different armies.<br /> <br /> <span class="glossaryitem" onmouseover='gp(56);'>Hq</span> <br /> Ulrik the slayer -145<br /> <br /> Troops-530<br /> 2×5 blood claws<br /> 9 <span class="glossaryitem" onmouseover='gp(390);'>GH</span> with 2 meltas and pack leader with combi melta in drop pod<br /> 10 <span class="glossaryitem" onmouseover='gp(390);'>GH</span> with 2 meltas in rhino<br /> <br /> Fast attack-195<br /> 3 <span class="glossaryitem" onmouseover='gp(504);'>TWC</span> with 3 <span class="glossaryitem" onmouseover='gp(221);'>SS</span> and pack leader with thunder hammer<br /> <br /> Heavy support- 475<br /> Sicaran battle tank with heavy bolter sponsons, schism of mars, ceramite  and dozer<br /> 2 x5 long fangs with 8 missile launchers<br /> <br /> Space marine allies with white scars tactics for hit and run<br /> <br /> <span class="glossaryitem" onmouseover='gp(56);'>Hq</span>-155<br /> Space marine captain with artificer armor, bolt pistol, powerfist on Bike<br /> <br /> Troops-75 <br /> 5 scouts with snipers and camo cloaks <br /> <br /> Fast attack-35<br /> Drop pod<br /> <br /> Heavy support-240<br /> Centurion devastators with grav cannons and hurricane bolters <br /> <br /> Basic gist of the list is for Ulrik to hang out in the back with the missiles and give preferred enemy to them and to the Sicaran as well when shooting <span class="glossaryitem" onmouseover='gp(93);'>MC</span> since schism of mars gives tank hunter and the heavy bolter sponsons give extra shots to footsloggers. DROP POD <span class="glossaryitem" onmouseover='gp(390);'>GH</span> melta a tank with their 3 meltas on turn one and the Centurions go in the Droppod either take down a <span class="glossaryitem" onmouseover='gp(93);'>MC</span> or help the <span class="glossaryitem" onmouseover='gp(390);'>GH</span> with a super heavy. The caption on a bike hangs with the <span class="glossaryitem" onmouseover='gp(504);'>TWC</span> giving them hit and run for extra CCA goodness. The scouts sit in cover on an objective while taking shot with their snipers at units. <br /> <br /> Please don't be shy to give criticism because I need it. Help with tweaking the list and my tactics will be a great help as I need to take on all comers with this in competitive play.<br /> <br /> Thanks.<br /> <br /> <br /> <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Thu, 14 Apr 2016 04:04:24]]> GMT</pubDate>
				<author><![CDATA[ Brauliog]]></author>
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				<title>[1850] - Space Wolves - Competitive list</title>
				<description><![CDATA[ Well, I don't know a lot about <span class="glossaryitem" onmouseover='gp(124);'>SW</span>, but the lists you would have to worry about are the super heavy/gargantuan lists, which you'll have problems trying to take down with just <span class="glossaryitem" onmouseover='gp(328);'>MLs</span> and your sicaran and their D weapons will have free reign over your grav cents. (They'd have to get pretty close to be effective, exposing them to D attacks. I'm mostly thinking wraithknights here, who can jump and stomp them in <span class="glossaryitem" onmouseover='gp(19);'>CC</span>, if they survive the opening salvo, and mathematically they should, if barely.) Psyker heavy lists will be your other big weakness. Your range units are small and elite, leaving them vulnerable to invisibility, misfortune, perfect timing, and prescience. Be careful of horde lists without many vehicles, your <span class="glossaryitem" onmouseover='gp(328);'>MLs</span>, grav, melta, and snipers will be mstly ineffectively and your sicaran will be overwhelmed trying to pare them down by itself. (<span class="glossaryitem" onmouseover='gp(682);'>AM</span>, Orks, Tyranids.) Lastly, if you intend to keep your Sicaran, long fangs, and Ulrik together, they will be extremely vulnerable to pie plates. Ordnance vs vehicles is no joke so blasting a unit of long fangs and simultaneously knocking <span class="glossaryitem" onmouseover='gp(661);'>HPs</span> off your sicaran is something you should look out for. I listed it last because you can mostly negate this risk by being very careful about your spacing, so make sure you put a lot of thought into your deployment.<br /> <br /> My <span class="glossaryitem" onmouseover='gp(308);'>MSU</span> mechanized ork list would have lots of problems vs your list. (I'm sure I'd pull it off anyway. <img src="/s/i/a/6d3c0a908a3861135dfaebde91c0ecf6.gif" border="0"> )<br /> <br /> Good luck!<br /> <br /> E: Now that I think about it, your meltas and grav are very short range, Tau and Eldar have the manvuerability and dakka to give you problems too.]]></description>
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				<pubDate><![CDATA[Thu, 14 Apr 2016 04:47:06]]> GMT</pubDate>
				<author><![CDATA[ slip]]></author>
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				<title>Re:[1850] - Space Wolves - Competitive list</title>
				<description><![CDATA[ Awesome, thanks. For Eldar and tau, my main worries are riptides, storm surges and wraithknights which their 3 up armor save can be handled with the grav Centurions but lots of shooting is hard for any space marine army to handle but if I can eliminate big threats first that will help immensely. <br /> <br /> Another option is to trade the captian and drop camo cloaks for sevrin loth giving invisibility to the thunderwolf cavalry. And that gives good anti psyker and I could even trade Ulrik for a rune priest ML2 to give prescience to the long fangs but preferred enemy sounds better as re rolling wounds of 1 and to hit of 1 is pretty sweet.<br />  Let me know what you think! ]]></description>
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				<pubDate><![CDATA[Thu, 14 Apr 2016 05:19:36]]> GMT</pubDate>
				<author><![CDATA[ Brauliog]]></author>
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				<title>[1850] - Space Wolves - Competitive list</title>
				<description><![CDATA[ W/R/T grav vs wraithknight (let me know if I get the math wrong here.) your wound formula is x*0.66*0.66*.5*.66 (X is number of shots*hit %*wound %*<span class="glossaryitem" onmouseover='gp(162);'>inv</span> save %*<span class="glossaryitem" onmouseover='gp(265);'>FNP</span> %) They are salvo 3/5 right? So you get 15. If you plug that in, you end up with 3 unsaved wounds vs a wraithknight, who have 6. Even with the additional missile launchers (8*.66*.5*.5*.66) that's one more wound on average, still not enough. The wraithknight can move 12, fire two D weapons, than assault <span class="glossaryitem" onmouseover='gp(1);'>2d6</span>. The cents sucks big time in <span class="glossaryitem" onmouseover='gp(19);'>CC</span>, I doubt it's even mathematically possible for them to harm the WK there. Then he has 4 D attacks, and D3 D stomp attacks. It would waste your cents in short order, and your <span class="glossaryitem" onmouseover='gp(328);'>MLs</span> will take another two turns to finish it. (Meaning for three solid turns the eldar player can move all his armour totally unimpeded for the first half of the game, which will be devastating for you. More or less devastating then letting the WK run free I can't say, but it seems like a lose-lose. ) Worst case, your cents somehow survive the assault, meaning the WK can not be targetted on your turn, the cents die in your assault phase, and the eldar player can move and assault in his turn normally, keeping him from being shot again! (Only leaving him open to firing when you run out of units for him to assault.)<br /> <br /> The only way I can think for you to reliably take out a WK is maybe another unit of cents. The other option is some sort of tar pit unit to tie it up for a couple turns and let you take out some parts of the rest of his army.<br /> <br /> I like the invisible <span class="glossaryitem" onmouseover='gp(504);'>TWC</span>, The rune priest is probably the better choice for what you want to do. Mathematically, there's no difference between re-rolling 1's and 2's or rerolling two sets of 1's. (Each number on a die is still 1/6 after all! The rune priest gives you 1/3, and ulrik gives you 2*1/6, which is still 1/3!)<br /> <br /> Go with your proposed changes, definitely, and maybe there just isn't a good answer for the WK here. (Part of the reason it's so popular after all is that there's really no good answers to it.)<br /> <br /> As an aside, <span class="glossaryitem" onmouseover='gp(50);'>GW</span> really needs to hire a statistician to oversee the numbers their creative writers are pulling out of a sunless hole.<br /> <br /> e: You might be able to take down a WK with all your grav, <span class="glossaryitem" onmouseover='gp(328);'>MLs</span>, and your meltas combined, but that will required great coordination, so I'm just giving you  heads up as to what to expect.]]></description>
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				<pubDate><![CDATA[Thu, 14 Apr 2016 05:54:47]]> GMT</pubDate>
				<author><![CDATA[ slip]]></author>
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				<title>[1850] - Space Wolves - Competitive list</title>
				<description><![CDATA[ I think your math is a bit off, but its close. The grav cannons reroll wounds, and I don't believe his Invuln can get better than a 5+ (I may be wrong). So it goes to 15 hits x 2/3 hit x (2/3 + 1/3 x 2/3) wounds x 2/3 get by invuln and 2/3 get by <span class="glossaryitem" onmouseover='gp(265);'>FNP</span>. All that is approximately 4 wounds getting through on average (3.951). Missile math is still 1 wound on average. Still only 5, but far from unlikely to pull it off on turn 1 either as it only takes 1 extra wound to bring it down. ]]></description>
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				<pubDate><![CDATA[Thu, 14 Apr 2016 06:47:23]]> GMT</pubDate>
				<author><![CDATA[ bigcheese86]]></author>
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				<title>[1850] - Space Wolves - Competitive list</title>
				<description><![CDATA[ Is that 5+ a grav rule? I'm p sure scattershield gives a 4+ <span class="glossaryitem" onmouseover='gp(162);'>inv</span> but I may be wrong. Didn't know about the wound re-rolls for sure.<br /> <br /> e: I'm also not 100% on the range of the grav cannons, don't have the book and I'm just trying to remember the last time I played them. If you were to position carefully, you may be able to get two rounds of shooting off to seal the deal.<br /> <br /> e2: Forgot about drop pod scatter, careful positioning may be a fool's errand.]]></description>
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				<pubDate><![CDATA[Thu, 14 Apr 2016 06:48:46]]> GMT</pubDate>
				<author><![CDATA[ slip]]></author>
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				<title>[1850] - Space Wolves - Competitive list</title>
				<description><![CDATA[ Shield is definitely a 5+. The rerolls are because of the grav <span class="glossaryitem" onmouseover='gp(243);'>amps</span>.]]></description>
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				<pubDate><![CDATA[Thu, 14 Apr 2016 06:53:39]]> GMT</pubDate>
				<author><![CDATA[ bigcheese86]]></author>
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				<title>[1850] - Space Wolves - Competitive list</title>
				<description><![CDATA[ Well there you go! Just be sure to dump absolutely everything into the WK if you see one, meltas too, and you should get the job done in one turn to minimize damage. With any luck, it'll be like a game of chess after he loses his queen, could throw the rest of his game off.<br /> <br /> Just don't underestimate it! Use the maths Luke!<br /> <br /> e: I honestly didn't mean to harp on this one aspect of an otherwise really good list, but these days if you're going competitive, you start by designing to take out the wraithknight because half the lists you play will have at least one.<br /> <br /> e2: Drop pod comes in turn 2 right? Target with the <span class="glossaryitem" onmouseover='gp(328);'>MLs</span> for that one wound turn 1, drop pod the cents for the gravs 4 wounds, and finish it with another round of missiles and maybe a melta. Just don't leave it the opportunity to charge your cents, and don't let it get into combat where you cents can't shoot it.<br /> <br /> e3: Actually maybe use the <span class="glossaryitem" onmouseover='gp(328);'>MLs</span> first turn to fire at his hornets/falcons/wave serpants since they have the potential to take out a vehicle each, (especially if you go first and they haven't moved.) then turn 2 is the first chance you have to truly knock the WK out with the 4 W from the cents, then focus the missiles on it for another one. If the dice are rolling in your favour you could kill it right there, but keep the meltas around just in case.]]></description>
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				<pubDate><![CDATA[Thu, 14 Apr 2016 07:05:28]]> GMT</pubDate>
				<author><![CDATA[ slip]]></author>
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				<title>[1850] - Space Wolves - Competitive list</title>
				<description><![CDATA[ ^^^^^ this. Definitely agree, the list is pretty solid. As mentioned earlier, watch out for anything with a much higher model count than your own. Nid hordes are gonna give you a hard time]]></description>
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				<pubDate><![CDATA[Thu, 14 Apr 2016 07:12:05]]> GMT</pubDate>
				<author><![CDATA[ bigcheese86]]></author>
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				<title>Re:[1850] - Space Wolves - Competitive list</title>
				<description><![CDATA[ Ok so the other thing I was thinking is changing the white scars chapter tactics to red scorpions, dropping ulrik for a ML2 rune priest and a psychic hood. Then dropping the space marine captian for sevrin  loth with psychic shriek, invisibility and either terrify or hallucinate. ( don't completely know all of his rules) but then dropping a melta and <span class="glossaryitem" onmouseover='gp(390);'>GH</span> from the rhino and having Sevrin Loth in the rhino casting invisibility from cover to keep up with the <span class="glossaryitem" onmouseover='gp(504);'>TWC</span> and the rune priest twin linking the long fangs. And replacing the scouts for a 5 man tacticall squad with the Sargeant carrying a free narthecium due to the red scorpions chapter tactics.  Oh and one <span class="glossaryitem" onmouseover='gp(389);'>BC</span> unit would have 7 instead of 5. I had exactly 24 points left to get exactly 1850.<br /> <br /> Any opinions on which would be better?]]></description>
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				<pubDate><![CDATA[Thu, 14 Apr 2016 14:25:04]]> GMT</pubDate>
				<author><![CDATA[ Brauliog]]></author>
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				<title>[1850] - Space Wolves - Competitive list</title>
				<description><![CDATA[ I think you'll have problems against war convocation. Its very dangerous, they can out shoot you and in mine I can out fight you in close combat. I really only have problems with my war convocation against super friends Death Stars.]]></description>
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				<pubDate><![CDATA[Thu, 14 Apr 2016 14:49:16]]> GMT</pubDate>
				<author><![CDATA[ gdzilla]]></author>
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				<title>[1850] - Space Wolves - Competitive list</title>
				<description><![CDATA[ You probably don't want to give your Thunderwolf Pack Leader the Thunderhammer. If he gets called into a challenge, he will go last and may die before swinging.<br /> <br /> Whenever I run minimum sized Thunderwolf Cavalry, I do:<br /> <br /> Thunderwolf - Stormshield / Bolt Pistol<br /> Thunderwolf - Stormshield / Thunderhammer<br /> Thunderwolf Leader - Stormshield / Bolt Pistol<br /> <br /> With the thunderhammer on a nonpack leader, the others can soak up damage, to give you a better chance at swinging the thunderhammer.]]></description>
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				<pubDate><![CDATA[Thu, 14 Apr 2016 16:10:50]]> GMT</pubDate>
				<author><![CDATA[ undertak1983]]></author>
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