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User:Burntbeard

First things first, each HQ unit is attached to a squad. The Wolf Lord and the Rune Priest with Murderous Hurricane are both attached to Grey Hunter Packs respectively, while the Rune Priest with Living Lightning is attached to the squad of Long Fangs. To give you the basic strategy of the army, is as follows... TURN 1 Drop Pod Assault, one Drop Pod. Its empty, (unless) your opponent is heavily mechanized, then you bring that Multi-Melta straight to the front lines. Otherwise, try to trap your opponent in terrain with the empty Drop Pod to give the Rhino's a little bit more time, and potentially not have to use the Smoke Launchers right out of the gate.


Wolf Lord Bran Redmaw: Attached to a squad in a rhino, including him there are a total of 3 members with Mark of the Wolven not to mention the Wolf Standard gives the entire squad a major upgrade against any foe in any assault phase. The Wolf Lord has a chance to reach a total of 13 attacks which any 6's that wound are rending and ouchy! The squad can reach a total of 42 attacks 20 of which would be rending. Granted those are only potential numbers but with that kind of potential even the fearsome Blood Angels will second guess the idea of jumping in and assaulting.


Rune Priest (#1): Attached to the Long Fang Pack is highly useful because Living Lightning can be most utilized at a distance where not only can you benefit from [Fire Control] but you can also use Tempest's Wrath with the Master of Runes ability. Keeping a lot of enemies at bay, or at least second guessing their deep strike locales. Minor benefit to the Long Fang Pack is that their Leadership is now 10 in case the take more than 1 casualty. Let us not forget that both Priests have [Chooser of the Slain] which can eliminate one third of the board from infiltrators... be careful doing this though, because you do also want the second benefit (especially for this particular priest) to have a BS 5 while using [Living Lightning] Now I know every Space Wolves player is a huge fan of Jaws of the World Wolf, but unless your playing tyranids monstrous creatures you will see your opponent make a lot of saves. Let the backbone of your army do the hard work removing the masses and be a support class with the two abilities chosen. If the Long Fang Pack happens to get assaulted, you are allowed to use your force weapon which can be end things rather quickly, and if the opponent is allocating wounds to the priest, that gives your Pack Leader with the nasty Wolf Claw take care of clean-up.


Rune Priest (#2): Attached to the second Grey Hunter Pack also in a Rhino. There is a huge benefit with this list when going first because you can utilize [Tempest's Wrath] to its maximum potential. Drive 12" pop your Smoke Launchers; Use Tempest's Wrath, then drive another 6-12" depending on terrain etc etc, or just move the 6" and blast off that Hunter-Killer Missile at whatever seems to be a little too tough for those guys packing plasma pistols inside. With both [Tempest's Wrath] ability's active, it will limit the safe zones to deep strike, hover, turbo-boost... suggesting they wont be anywhere near your wrecking ball of a pair of Rhinos unless of course they see your strategy and after Turn 2 you should already have a head start because they were too scared to risk this or that nearing the locale of either of your Rune Priests. When [Tempest's Wrath] starts becoming more and more less useful and things begin closing in around you, [Murderous Hurricane] can actually do some hefty damage. A chance to have a BS 5 while doing so allows you to get more shots to wound which there will be more than a few under normal circumstances.... *do not forget the second part of this ability..! (all units **including vehicles**) that have been hit by this psychic shooting attack treat all terrain as both difficult and dangerous now..!* Lastly, Chooser of the Slain is effective against both infiltrators and giving you the ability to fire off that 3D6 attack with nearly zero misses.


Wolf Guard Pack Leader(s): The first 3 Pack Leaders are completely identical and equally effective in the two roles they are taking part in. The backbone of this list is Mark of the Wolven. Granted there is zero effect while you are not in assault, but there will be an assault have no worries. The bonus to your opponent not wanting to be in assault allows you to pack them full of plasma! I believe there are a total of 8 Plasma Pistols in this list, and granted there may be some more risk with scouts, but these Pack Leaders are potent opponents inside of 12". Lastly every single one of them is holding onto some good 'ole fashion meltabombs in case the plasma just isnt cutting through those armored lists. The last Pack Leader that stands aside from the others is attached to the pack of Long Fangs. His storm bolter gives him decent range if things begin to close in to eliminate your long range threat, but have no fear because he may not have Mark of the Wolven, but the Wolf Claw can either reroll misses or wounds depending on your opponent, so the Long Fangs can escape out of an assault from time to time to begin doing what they do best all over again.


Grey Hunter Pack(s): Well what do we have here, the famed backbone of every Redmaw Company! What else, more crazed hunters baring the deadly mark of the wolven. The pack leader is always carrying meltabombs, and the member with Mark of the Wolven can rend a tank being able to glance a 12 armor value on a 3-4 and penetrate on a 5-6 with all the rending attacks additional D3. Plus as long as you know your opponent doesnt have Furious Charge or anything of that nature, its ok to Rapid Fire, but I still suggest getting into assault because with the attributes the squads have especially with Bran Redmaw accompanying the one squad leaves your opponent trying to figure what happened, no matter if its a Monstrous Creature or squad of 30+ Orks. Lastly, be sure to pop that Wolf Standard during your or your opponents shooting phase if you want it to work in the upcoming assault, dont forget (ALL ONES) are rerolled, misses; wounds; mark of the wolven; even if you roll a one for an armor save... you get to reroll it!!!


Venerable Dreadnaught(s): What do you do with this big bullet sponges? Well, it never hurts to run them in front of a rhino to give your rhino a cover save... plus you can always drop down those empty Drop Pods to block LoS of the 10man squads with one heavy weapon, make sure your blocking LoS for that one heavy weapon forcing him to move so he can get a clear shot or wait till you get close (which is bad for him). The enemy your facing has tanks galore? Drop Pod Assault a pair multi-meltas with a BS of 5 ea your sure to put some hurt on whatever you aiming at. There isn't much synergy with the rest of the list, but in the format these two Dreads are in they have multiple uses to keep fire off your Rhinos... erm off the rest of your army! Plus you want your opponent to get tunnel vision here, don't feel bad if they end up getting rid of a Dread early, and if you suffer a Weapon Destroyed result, (KEEP IT) there is too much risk of worse things happening, plus you have two equally powerful weapons for them to choose from... These two block heads if used correctly can grant you a win, or at least a head start in that direction, just keep your enemy guessing!


Wolf Scout Pack: I wouldn't worry about those Imperial Guard or Eldar Tank heavy lists with these guys running around. 3 Plasma Pistols and 1 Meltagun, plus if the job isnt done you get a second chance with 4 meltabombs and 1 scout that can rend in close combat! If you thought your Dreadnaught's were taking heavy fire, they're about to get a break because your opponent is going to focus fire until there are zero scouts left (if this is a mechanized list)... These scouts don't fear other Marine players with Dreadnaughts staying back laying support fire either because all they need is 1 stun or immobilized result (while shooting) and when they enter assault they can grenade it based on WS instead of the special rule of 6's needed to hit a walker. And don't be afraid to toss these guys into an assault for assistance or to get rid of their devestator squad because after weeding a few out by laying down some plasma fire a couple of them have Mark of the Wolven to rend right to victory in an assault!


Long Fang Pack: Long range support! Enuff said, can be anti-tank anti-infantry with krak or frag launchers plus the ever resilient MK IX Lascannon can destroy the thickest of armor, whether its on the skin of Daemon Prince or a towering Necron Monolith, this weapon has bested them all. The moment your opponent takes the opportunity to pop some shots at your ranged support, thats the only window of opportunity you need in order to get your men to the front line and fight tooth and nail straight to a bloody victory on the back of your Grey Hunters lead by your fearsome Wolf Lord! To waste firepower on the Space Wolves ranged support is great failure for your opponent for he knows not what is driving straight toward him in rhino (masking the full potential on your squad... because its just a rhino right?) Just use [Fire Control] when you can utilize it best and between Dreadnaughts and Scouts outflanking you shouldn't have to worry so much about this guys getting targeted... not to mention, use the terrain and those potential empty Drop Pods to your advantage blocking LoS from your opponents heavy weapons but not enough LoS for them to hide from your shots =P... Always get rid of the Drop Pod and drop that baby near some infantry because that Deathwind Missile Launcher can clear up some room pretty quick... the other 2 Drop Pods are the ones used to block LoS so don't worry about that part.


Hope you enjoy the reading, sometimes I may get a little carried away, but if your looking for a well-rounded tournament list, this one here could show some promise, a lot of points are put into assault based potential, so mechanized lists will take a little bit more finesse with this list, but whats wrong with a little bit of a challenge right?

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