Greetings! Aseldi here once again, this time with a 1250pts army list I've been working on. Originally, this was intended to be taken down to Conflict Scotland, but due to financial reasons, unfortunately can't.
So here it is!
HQ:
Rune Priest - 120pts
-runic armour
TROOPS:
Grey Hunter Pack (10) - 245pts
(Rhino)
-plasma gun
-plasma gun
-power fist
-Wolf Standard
-Mark of the Wulfen
Grey Hunter Pack (10) - 235pts
(Rhino)
-flamer
-plasma gun
-power fist
-Wolf Standard
-Mark of the Wulfen
ELITES:
Wolf Guard Pack (5) - 510pts
(Land Raider Redeemer, multi-melta)
-wolf claw, power fist
-wolf claw, power fist
-wolf claw, power fist
-power fist, storm shield
-power fist, storm shield
HEAVY SUPPORT:
Long Fangs Pack - 140pts
-5x missile launchers
TOTAL: 1250pts
Ok, tactics for this list.
Normally, I would deploy the Rune Priest with the Long Fangs, with 2 spells from Divination (thanks to what was pointed out on my last army list, it seems that we can't pick and choose, unfortunately). Another tactic might be, for extra fun, putting it with the Wolf Guard. But this I feel is a little suicidal, as he can be challenged out and killed too easily. But imagine the carnage that could be inflicted with a well placed Jaws of the Wolf Wolf?!
The Grey Hunters, as usual, would push up the midfield and stand on objectives, the Rhinos acting as shields after they'd deployed the troops in their positions, or acting as a quick getaway vehicle in case of an impending charge from a powerful enemy unit.
Now, the Wolf Guard. I though for a while on how to arm these guys, and how to play them, since I've just bought my first pack and want to give them a go. As it turns out, they've become quite a death star! Risky, I know, for a 1250pts list, but I do have some reasons. The total lack of range is offset by the Land Raider Redeemer they've been given. At AV 14 all round, and 4HP, it's a very sturdy beast! And I stand by this, despite some claims that HP have merged vehicles. The Flamestorm Cannons are insane! Especially with the amount of MEQ armies running about, this will make short work of them. The multi-melta was added in the case of needed to de-mech a juicy target for the WG to dispose of. The WG should make short work of any squad in CC. The WC/PF combo is a little 'power play', but it costs the same points as dual WCs, with the added bonus of getting to choose a PF or WC. I imagine this tactic may be changed in future, meaning that two of the same specialist weapon must be used for the bonus attack, but for now I'm sticking with this. Hence the magnetising (more on that in a future post). The SS also give a bit of staying power.
Overall, this unit will be very hit and miss, it does contain nearly half the armies points, but I imagine, if used well, would be able to make them back brilliantly! It will also act as a great distraction, taking the brunt of the enemy fire off the far more valuable Grey Hunters, as they claim objectives. So the idea with these guys: point them at an important enemy unit. Watch it die.
And finally to the Long Fangs. A veteran unit of many battles, these guys are a must have in an army. As discussed before, disgustingly cheap, with the ability to take 5 missiles, and split fire, just brilliant. These will be offering fire support to anything threatening the Wolf Guard or Land Raided Redeemer.
There we have it! As always, thoughts and feedback welcome in the comments. As a thought, is the layout ok? As in how I display the units. And is the tactics discussion too in depth or lengthly? Let me know, and I'll see what I can change!
That's all for now, may the dice always roll in favour of the brethren of the Russ!
-Aseldi
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