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Thanks for the insightful info guys.
I spent last night pondering what you said and have changed the list to the following:
(Please note that the Scouts are still there only because i'll have them and will be replaced soon after)

Rune Priest
Master of Runes
Runic Armour
170
take out MoR, its a waste of 50 points, it lets you use 2 psychic attacks within the bounds of the rules still. IE: you cant use 2 psychic shooting attacks even with this. so unless you are putting him in a dedicated CC army its Worthless. Id drop the runic armor too but give him CotS. CotS is a godsend if you use the abilities you should be : living Lightning and Murderous Hurricane. both will almost never miss with a CotS

10 Grey Hunters
Meltagun
Flamer
155
first, your points are off. you get your second weapon free as far as I can read. IE: you would still be at 150 points. Id still drop them down a few models to make more points to give them MotW and Wolf Standard. MotW and Wolf Standard together have won me many games
10 Grey Hunters
Meltagun
Flamer
155
see above
Drop Pod 35
Rhinos are better, and you should have one for both your squads
Land Raider Godhammer
250
See earlier issues with your Wolf Lord before, and put it to this land raider, its taking up 1/4th of your army and can easily be replaced in this small of an army with little problems.
5 Wolf Scouts
Meltagun
85
6 Long Fangs
2 Rocket Launchers
2 Heavy Bolters
Multi Melta
Plasma Cannon
150
where to start. drop the MM drop the plasma cannon drop the Heavy bolter, make them ALL Missile Launchers. 5 MLs are better (and cheaper) then this mix match you have built. and 5 MLs can take on light tanks and MCs with ease, and if nessessary you can do some damage to hoardes too.

1000
see the green text for corrections.

as I stated earlier though in the green. ALL your units should have a specific role when you play them in a tournament especially. for example ALL my squads in my 1500 tourny list are built to take on mech, since I see more mech lists then you can believe where I play.

Ill leave it to you though to figure out what to do with the multitude of points I suggested you trim though. but I would highly reccomend, as I know others will, a razor back for the Long fangs too. TL Las would be my choice.
 

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KhainiteAssassin
The additional Special Weapons do still cost. It is a fairly ambiguous rule but it states no "Additional" Cost Meaning you don't have to spend extra points for the right to use the weapon. I did ask at GW and looked in WD. With the Long Fangs i would consider using all ML but i don't actually have any spare at this time so it is just a bit difficult. Good point about the MoR i hadn't thought of that. The drop pod is there because it comes in the battle force, will be replaced at later date and the land raider is just there because i have had amazing success with them in the past, and it also gives one of my GH units a transport. However it is the last thing on my "to get" list so it is easy to replace. Only i don't know what to put in instead.
I never run a full 10 Grey hunters is why I rarely use that.

it does say "no additional cost" but at the same time, that can be interpreted as not costing anything, since why would they say "no additional cost" where they could have easily left that line out and no one would have thought "oh how much extra cost will x cost me to put in because im at full man squad" see what I mean? (also my GW goes by the rules I mentioned before where its completely free)

but as to what you can put in, instead. a second Long fang squad works well.

with the exception of when my dice decide to just make me roll all 1s for 6 rounds, my Long fangs with Missile Launchers have won me many games.

Land raiders are great though, dont get me wrong, I have 2. I just firmly believe that losing 1/4th of your army with a single lucky shot from a Las cannon on a 50 point model would be painful for anyone.

also: you know scouts can have Melta bombs right? if your facing tanks, and not walkers, Melta bombs are insanely good. str 8 with 2d6 ARP. 110 points for a 5 man tank killing squad that have almost a 100% chance at getting a point for killing a tank and a squad that can be easily turn big guns into a focus fire to make sure they die situation works wonders.
 

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Q. Must a Grey Hunter unit that consists of ten
models take the first special weapon at normal
points cost in order to take the second free one?
A. Yes.

just to give you a copy and paste its on page 6 at the top
 

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I am still not entirely convinced by this as the original post by me did state that in White Dwarf (WD) they did cost. So i don't really know. It is possible that with the errata question they did not realise that it said "second free one" and just answered wether they needed ten models or not.
go look at the official FAQ on the GW site, thats where I copied and pasted from

http://www.games-workshop.com/MEDIA_CustomProductCatalog/m800008a_FAQ_SpaceWolves_Jan2010

a link that CLK put in earlier too
 
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