Wednesday 13 February 2013

2000pts Space Wolf Army List

A good blizzard is blowing outside today, so I thought it would be the perfect time to upload a few of the Space Wolf army lists I use, and discuss the tactics behind them.

HQ
Logan Grimnar, the Great Wolf - 275pts

Rune Priest - 120pts
-Terminator armour

Rune Priest - 120pts
-Runic armour


TROOPS
Grey Hunters Pack (10) - 245pts
(Rhino)
-plasma gun
-plasma gun
-power fist
-Wolf Standard
-Mark of the Wulfen

Grey Hunters Pack (10) - 235pts
(Rhino)
-flamer
-plasma gun
-power fist
-Wolf Standard
-Mark of the Wulfen

Grey Hunters Pack (10) - 235pts
(Rhino)
-flamer
-meltagun
-power fist
-Wolf Standard
-Mark of the Wulfen

Wolf Guard Pack (4) - 247pts
(Drop Pod)
-4x Terminator armour
-2x Wolf Claw
-Chainfist, Wolf Claw
-Power fist, storm shield
-Wolf Claw, storm shield


FAST ATTACK
Thunderwolf Cavalry (3) - 270pts
-3x Storm Shields
-Thunder hammer


HEAVY SUPPORT
Long Fangs Pack (6) - 140pts
-5x Missile launchers

Long Fangs Pack (6) - 115pts
-5x Heavy bolters


Ok, the ideas behind this are that the Grey Hunters with 1 Rune Priest move forward to take the middle ground, supporting the Thunderwolves and Wolf Guard. The Long Fangs stay back and provide covering fire, along with 1 Rune Priest.

I attach Logan to the Wolf Guard, and have them in their Drop Pod deep strike close by the Thunderwolves. This means that they can support each other well, and the Thunderwolves can make up for the Wolf Guard's huge lack of ranged weaponry.
The reason I load them out like this is that they really are there to deal with the heaviest units the enemy can bring, and usually do. The most difficult part to this unit is where to deep strike it. It is imperative that they aren't separated, as certainly in one of my games where I thought it would be 'a frankly genius idea' to put them behind the enemy lines, they were just swarmed and eventually died rather stupidly...
Getting second turn sometimes actually helps with this tactic, as the TWC can usually get a charge on the enemy if they've moved forward enough, locking them up, creating a safe place to Drop Pod these guys in.

The Grey Hunter Packs are fairly self explanatory. I try to keep them in the rhinos as long as possible, minimising casualties, then when in a decent position to rapid fire, disembark and do so. Don't let them get split up, I try to keep the two packs with flamers close to each other, with the 2x plasma squad getting backed up by the Rune Priest, usually with Prescience and Jaws of the World Wolf.

And finally, the Long Fangs. The missile guys have been especially effective; de-meching enemy squads leaving juicy targets for the TWC. With frag and krak missiles, these guys can deal with just about every target.
The heavy bolters can be a little more problematic. They're usually out of range, especially early game, and unfortunately usually stay there if no one gets past the Grey Hunters. This can often lead to a turn of frantic scrambling forward to get to better firing positions.
The Rune Priest supporting these 2 squads usually has Prescience and Living Lightning.


Wow, so that's plenty to go on there! But quickly, some cons to the list:
As I mentioned above, the placement of the Wolf Guard with Logan is usually the turning point. Second go can make it a little easier, as we can see where the battle may go.
The heavy bolters' range can be a nuisance, especially when the enemy sit back.

So there we have it!
Please leave comments on any thoughts you have about it.
-Aseldi

7 comments:

  1. Not a bad list the only problem that I see with it is the fact that You can't mix Codex Psychic powers with the psychic powers from the core rulebook

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  2. Is that so? The store manager at my local GW said you could? I'd understand if this were the case though. Do you have any citation? Thanks for the comment!

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  3. http://www.games-workshop.com/MEDIA_CustomProductCatalog/m2940050a_Space_Wolves_v1.2_JANUARY13.pdf

    Page 2:
    "May use psychic disciplines found in the ... rulebook instead of those in codex: Space Wolves. If he does so, generate two new powers from Biomancy, Divination or Telekinesis disciplines..."

    This is generally true for all codex powers. I would love to take Chain Lightning from the codex plus sthg from the BRB for my Primaris Psyker, but alas, similar rules apply...

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  4. Thank you for that! I've made a few modifications to the list in general now, so will be posting an update soon. But thanks for highlighting the codex powers + rulebook ones, I've been overlooking that :A

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  5. Solid list I run very similar. Is your RP moving with the GH's on foot near the Rhino's though? Cause they're all 10 man squads so the RP can't get inside with any of them unless it's just a typo?

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  6. Thanks for the feedback! Well pointed out, and I've had to check back in my notes as to how I ran it, cause it's really not explained well above. The answer is actually rather odd. I start off with the RP deployed by itself, usually very un-space wolf like sticking to cover, then simply running after whichever GH pack that needs the support. Thanks for pointing that out :)

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  7. Sounds good to me man, keep him in cover behind those Rhino's and he can join up with which-ever squad gets out of a popped Rhino first I guess? Let's you take all those free 2nd special weapons which are (nearly...as much as anything is) a must take in 6th :).

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