Originally Posted by LordOfTheWolves
Hail wolf brother!
Interesting list to be sure, and loving the squad names/character names! Had to do some research to find out who Lias Issodon was, very interesting rules!
I'm sorry to say but half right about the rune priest. The Helm will grant him a decent chance of a hit, however, reading the rules for 'Living lightening' on pg 101, it says
"...the target suffers and additional 2 hits, UNLESS those to hit rolls were snap shots"
As you are shooting at a flyer, you are firing snap shots you'll only get the single hit for a 6.
What is the overall strategy you're going for here? I see boots on ground, but little to no transport, so I assume they are taking up position on your board edge and taking advantage of counter attack? Are the terminators deep striking or walking? Whose actually benefiting from your "master of ambush" warlord trait?
I'd be wary of putting giving a pack leader terminator armour, it doesn't happen often but being able to perform a sweeping advance is a major boost versus a single wound model with a 2+ armour. But thats just me.
I'd consider splitting your long fangs into two small teams of 3s, separating the lascannons from the flakk missiles. That way you aren't having to take pot shots with lascannons and ignore any other tank threat on the field.
You have a fair number of boots on the ground which is fantastic, but I still think hordes will give you a fairly rough time. But plan for hordes and you'll get arse handed to you by an elitist army, so can't have it both ways sadly. I think you have a nice balance with this list.
Thanks, wolf brother! This is appreciated.
You're right about the Helm, sadly. Since the Rune Priest's anti-air power is now kinda not very much, it's no longer that important that I give him the helm, and so I don't have to have separate detachments from the Champions of Fenris and original codex just to get the right combination. It makes things a little easier.
The long fangs split is a good idea, and one I'll take. Thanks. Two squads would be handy anyway. This is the revised list I made.
----- THE ETERNITY WARDENS 4TH COMPANY
7 Tactical Marines
Spear of Legacy
5 Tactical Marines
3 Space Marine Bikers
----- THE CHAMPIONS OF FENRIS GREAT COMPANY
Skjald the Taleteller
Pelt of Balewolf
The White Wolves
10 Grey Hunters
2 Plasma Guns
WG w/ Plasma pist
Herald of Russ
5 Terminator WG
Assault cannon and CF
Storm shield and WC
Storm Shield and Frost Axe
The Riders of Valha
3 Storm Shields
7 Wolf Guard
3 Melta Bombs
Hakanor's Yellow Eyes
3 Long Fangs
The Redjaw Skyhawks
3 Long Fangs
2 Missile Launcher
Phaeris' Warlord Trait is currently planned to allow him and the White Wolves to secure a position midway on the battlefield - they'll be a good anvil, shrouded thanks to Phaeris' rules and pretty nasty in combat if charged, too. They probably won't move too much. If someone very big and unfriendly comes too close, the Terminators or Jump Packing Wolf Guard can deep strike in for protection, teleporting accurately thanks to Phaeris' Locator Beacon. The Thunderwolf Cavalry will also use his strategic brilliance to outflank, arriving unmolested in the midst of the foe - thanks to Acute Senses there's an 8/9 chance they'll be on the board edge I desire. Squad Nesionyx will also deploy via infiltration, hoping to cripple a high-value armoured target or claim something early - they'll probably die, but it's a sacrifice we must make for victory.
Good point about the WG in Phaeris' Hunters. 2+ is useful, but Sweeping Advance is too good to lose. I'll give him a plain Frost Blade instead, hopefully that'll mean he can do something against any challengers while keeping Phaeris' middling combat prowess out of the fray for a turn or two.
Thanks for the tips. I'm much happier with this list now. May the Allfather smile on my battles, and on yours.