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Post by gamma016 on Aug 16, 2014 7:44:51 GMT -5
Hello all, I'm here looking for some advice from any space wolves or even just standard space marine players on where to start a new space wolves army. I have been considering them for quite some time and even picked up the new Stormclaw box set. Now that the new codex has landed and I have some models I should start seriously considering playing space wolves. My biggest question is where to start.
As an imperial guard and tau player I'm pretty used to the shooting phase, and I think that is why I am drawn to the space wolves as they seem to have great close combat units and psykers. It also doesn't hurt that try are super humans riding freakin wolves! For this reason I think I'd like to make an assualt oriented army of space wolves. So units like SS terminators, thunderwolf calvary, fenresian wolves, but also some classic space wolves units like long fangs and rune priests.
Another thing that will take some getting used to for me is setting up troops. I'm used to squads that have one purpose like melta vets or outflanking kroot, that just die after (hopefully not before) their job is done. How do you set up a squad of space marines to use them to their full potential?
Thank you everyone for reading this, and any help is greatly appreciated.
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Post by cheminhaler on Aug 19, 2014 8:56:00 GMT -5
Read these two pages of summary. They are good breakdowns of how the old codex changed. If you're into thunderwolves, then good news, they are cheaper and now all attacks have Rending (not just the chainswords - so Rending thunder hammers and power weapons are possible). Grey Hunters and Long Fangs are more expensive in points now because equipment costs went up. They are still useful but Blood Claws are now significantly cheaper (nobody used to take them at all). You now have to take 2 HQ choices and 2 Troops minimum to get the special rules Jarl of Russ and Cunning of the Wolf. This gives every squad or vehicle a 1/6 chance of getting outflank and one unit arrives automatically every turn. Personally I've found Wolf Lords are great (they now get a 4+ invulnerable for free) but look too expensive on paper. Wolf guard battle leaders with storm shields are the solution. Depend what you want for your list. Some people take very small elite deathstar based armies (4 wolf lords tooled up and riding on thunderwolves for the extra toughness and wound can be the main points sink), others (like me) prefer to squeeze as many bodies as possible in (Fenrisian wolves and blood claws are the cheapest units). Having said all of this I play Vanilla marines (using 6th ed rules) but have an assembled SW army that I'm going to use quite soon. 3++ Space WolvesSW blog
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Post by cheminhaler on Aug 21, 2014 15:31:09 GMT -5
This is a list I'd like to play. My list is very different as I'll be fighting orks primarily so I'm going mid range shooty rather than assault. SW can counter-attack, so they still get +1 attack when they get charged. Space Wolf 1500 list HQ Wolf Lord - frost axe, boltpistol HQ Wolf Guard Battle Leader - frost sword, stormshield Troops 5 grey hunters - meltagun rhino Troops 5 grey hunters - meltagun drop pod Troops 10 blood claws including wolf guard leader - stormshield, meltagun drop pod Elite 5 wolf guard terminators - heavy flamer & powersword (x1), thunder hammer & stormshield (x1), stormbolter & powersword (x3) Land Raider FA 3 thunderwolf cavalry - chainsword, stormshield, melta bombs Hvy Predator - twin-linked lascannon, lascannon sponsons Hvy Long fang ancient & 1 long fang - missile launcher - flakk Hvy Long fang ancient & 1 long fang - missile launcher - flakk _____ 1500 I'd put the WGBL in the drop pod with the grey hunters and the warlord in the rhino with the other GH. Keep the rhino shielded by the L/r as they quickly rush forward. There is absolutely no anti-air in this list except for two long fang dudes with flakk launchers (in 2 man squads) :/ So you might want to remove something to add more long fangs; they're the only anti-air you'll get, unless you want to get that hideous air contraption instead of the land raider OR you could remove the long fang element entirely and spend those 110 points on more blood claws in a rhino. 110 points is certainly a lot for 4 models.... If you face aircraft, deposit your terminators into the enemy and shoot the aircraft with your raiders t/l lascannons and your pred. It'll be gutsy and more wolfy that way... If you get lucky some of your units will outflank. The warlord and his retinue in the rhino outflank on a 50/50.
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Post by gamma016 on Aug 22, 2014 7:43:47 GMT -5
After reading those articles and a few other things on the inter webs, this is the list I have come up with. It's an all comers list because soon I will be playing against eldar, dark eldar, Tyranids, and ultramarines.
HQ: Wolf Lord - thunderwolf mount, fangsword of the ice wolf, bolt pistol
He will be joining my thunderwolf squad and hopefully clearing some important characters with hellfrost
HQ: Wolf Lord - thunderwolf mount, the black death, bolt pistol, 2x fenresian wolves
He will be running solo with his wolves for tanking a few extra wounds. I'll be charging him into infantry squads and large groups of models hoping to clear them fast with the black deaths whirlwind attacks.
Troops: Grey Hunters x5 - melta gun, drop pod
Troops: Grey Hunters x5 - melta gun, drop pod
Pretty self explanatory, drop in melt face
Troops: Blood Claws x13 - Wolf Guard Battle Leader with wolf claws, stormwolf with multi melta
The stormwolf will be my dedicate anti air, and also some good anti tank. The blood claws will be dropped into an assualt when needed. The hellfrost cannon is just too good to pass up.
Fast Attacks: Thunderwolf Cavalery x6 - thunder hammer storm shield x3, wolf claws x3
These guys will be joined by my warlord. The will be assaulting the biggest threats on the board. The thunder hammer storm shield guys will run up front to help keep them all alive.
Heavy Support: Long Fangs x6 - lascannons x5
These guys will be my long range fire support and tank hunters.
So that's what I'm thinking of starting with. A third drop pod might be nice but I don't know where I would find the points. I am thinking the multi melta might not be worth the points as I've heard because of the size of the model it's hard to get into melta range.
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Post by cheminhaler on Aug 23, 2014 17:12:43 GMT -5
Fangsword of the Icewolf is the best weapon in the book; that wolf lord will be a killer with t5 and 4 wounds. You'll need to make sure to keep the stormshield thundercav at the front of the formation, for them to absorb any lascannon or melta hits on the way in.
You could drop a long fang with a lascannon and have the exact points to get another drop pod. See if you can find another X points to upgrade it to deathwind missile launcher. A deathwind can cause havoc vs infantry hordes and is useful for clearing out the landing zone. Stormbolters are very bad compared to deathwind, on the pod.
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Post by gamma016 on Aug 24, 2014 7:50:57 GMT -5
Yeah the fangsword on a thunderwolf wolf lord just seems way too good to pass up. 7 strength 6 AP3 rending attacks with hellfrost should be able to clear out almost anythig.
Would longfangs in a drop pod be worth it? They would have to snap shoot the turn they come in too. If I did drop pod them in would multi melta's be better?
When the drop pod comes in doesn't it have to snap shoot? The missiles never seemed worth I to me.
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Post by cheminhaler on Aug 26, 2014 14:20:55 GMT -5
A small group of longfangs with multimeltas is an expensive suicide squad. Yes they will be snap shooting whenever they move, including the turn they drop. If they drop too late it'll be a waste of points. I think its better to hedge your bets and spread them out into 2 squads of longfang minimalist snipers. Those 4 longfangs with 2 lascannon (in 2 heavy slots) will save you 100 points. Then you can trim another 75 points off by taking those expensive thunderhammers off the thundercav and just give those 3 stormshields, chainswords and melta bombs. Or give the bombs to the wolf claw ones behind as they have a better chance of surviving than the t/wolves at the front of the formation. As the squad has rending (at strength 5) they're better off striking first. The wolf claws will strike at s6....
With those 175 points you can either get more troops and mount them in a rhino to back the thundercav up, or get 2 landspeeder typhoons (each a separate slot) and use the remaining points giving a normal grey hunter a power fist. Typhoons are excellent - great for attacking either vehicles or infantry but very fragile and they can die to bolter/ boltpistol fire.
Just a note - your wolf guard leader, in the 13 blood claw squad, is a squad upgrade, whereas 'Wolf guard battle leader' is another entry entirely in the codex. WGBLs are a cheap alternative to wolf lords - slightly lower leadership and one wound less. I think they are important units as they are very, very cheap pointswise. You can make up for the lack of invulnerable save by giving them stormshields, which will make them more durable.
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