Sunday 21 July 2013

Another 2000pts Space Wolf Army List!

Hello there, Aseldi here. This army list is really a more revised and built upon list to the one I reviewed after Conflict Scotland, hopefully expanding it's strengths, and further focusing it.

So let's get started!


HQ:
Rune Priest - 120pts
-Runic armour

Wolf Priest - 115pts
-Saga of the Wolfkin

TROOPS:
Grey Hunters Pack (10) - 185pts
-plasma gun
-plasma gun
-Wolf Standard
-Mark of the Wulfen


Grey Hunters Pack (10) - 185pts
-plasma gun
-plasma gun
-Wolf Standard
-Mark of the Wulfen


Grey Hunter Pack (10) - 175pts
-flamer
-plasma gun
-Wolf Standard
-Mark of the Wulfen

ELITES:
Wolf Guard Terminator Pack (5) - 425pts
(drop pod)
(Arjac Rockfist, the Anvil of Fenris)
-combi-plasma, power weapon
-combi-plasma, power axe
-combi-melta, power fist
-assault cannon, power weapon

Lone Wolf - 35pts
-Mark of the Wulfen

FAST ATTACK:
Thunderwolf Cavalry (3) - 265pts
-storm shield
-storm shield
-storm shield, power fist

Fenrisian Wolf Pack (15) - 120pts

Fenrisian Wolf Pack (15) - 120pts

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

Long Fangs Pack (60) - 115pts
-5x heavy bolter

TOTAL - 2000pts


The first thing you probably noticed is that I cut the Rhinos, despite having raved in the past about how good they still are. I stand by this, but at this point in 6th ed, the Space Wolf codex is certainly showing it's age, especially with the price of some of the HQs, but I'll hopefully be doing a post on this topic in the near future. So the reason I cut them is that they generally blew up in rather spectacular fashion, killing a few occupants each time. This annoyed me. So by cutting them, I gain access to their full power at all times, despite being more vulnerable. But hey, its footslogging, as the Russ intended.

And that slogan is the one I'm hoping to stick to for this list. By including the character Arjac, the Fenrisian Wolves, and the Lone Wolf, units which only we have access to, it becomes a little more Space Wolf flavoured, and should be more fun to play because of this!

So the Rune Priest, cheap and cheerful, served me well so far, but i am definitely hoping to achieve the feat of killing a Hive Tyrant and a Tervigon with one Jaws of the Worldwolf again!
The Wolf Priest is included mainly to buff the Fenrisian Wolves, but his Preferred Enemy should prove invaluable with one of the plasma armed Grey Hunter packs.

3 Packs of Grey Hunters this time due to the increased game size, and they will be moving forward as an unstoppable line hopefully. Basically moving them wherever the line needs bolstered.

I've had to trim down on the Wolf Claws this time, mainly due to my consistent poor choosing of the rerolls, but I have a little more access to AP2 with the Power Axe, something I sorely felt was missing with the previous list.  They will hopefully be dropping near where the Thunderwolves have managed to weaken the line, then begin the process of butchering enemy heavy infantry from there.
The Lone Wolf is another cheap and cheerful addition, hopefully able to run around, taking down those pesky small units, and maybe even something bigger? Mark of the Wulfen is funny like that. The unit is also sorely overlooked in my opinion, so might as well lead by example.

The Fast Attacks are probably the strangest focus of this list.  The Thunderwolves remain unchanged, but this time they have EVEN MOARE WOLVES! Their primary role is to act as meatshields, charging before the Thunderwolves so they can take the Overwatch shots (tell me if I'm wrong about this rule?) but with Saga of the Wolfkin they can actually deal a nice amount of damage, and their numbers should also bring some added tank to the list. Just hoping they aren't shot at too much... But if they are, at least that's one less unit shooting at the Grey Hunters!
Both units will advance ahead of the Grey Hunters with the Thunderwolves acting mainly as an alpha strike force, almost as a real wolf pack would: weakening the enemy with the expendables and younger wolves before going in for the kill.

The missile launcher Grey Hunters make a return, not much explanation needed, but this time there is also a squad of heavy bolters to aid them.  In the past, I have found the slightly shorter range of the Heavy Bolter a small hinderance, but hopefully I have learned how to use them more effectively now. Especially with the move to footslogging lists on the local meta -cough- these guys should prove invaluable!

And there we have it, a pretty exhaustive breakdown of a list I am yet to even play.  But with all the Space Wolf character in it, it should be a blast no matter what the result!

-Aseldi

1 comment:

  1. Your making it hard for yourself without transport. One pack of three Thunder Wolf Cavalry and two big packs of dogs. First TWC looked good on paper but on the table they just don't cut it and those two big hunting packs will just be shot to spots and blown to bits as they cross the table.

    Have you thought about a DP list with some Land Speeders and perhaps FW Whirlwinds?

    Full packs of GH's are the way to go but drop the Plasma, it is an expensive double edged sword, swap to Melta. I love my WG in TDA but a small pack is easily shot down and they can't throw out enough hurt when the land. Better you go WG Gunslingers (2x Plasma Pistols each) in a DP and a RP in a second DP casting Presience to negate any 1's you may roll to hit. Gunslingers remove almost every squad they drop in front of and with 10 you have a good chance of keeping the numbers in your favour and taking out a second enemy squad in your next round of shooting.

    DP's are the way to move GH's at the moment. Thought about a Contemptor drea with two Dreadnought CCW's and a CML? Very nasty if you put him in a Lucius DP, it has the shrouded special rule and the Dread can't be shot at the turn it arrives but can Assault out of the DP the next turn.

    Just a thougt

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