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Discussion Starter · #1 ·
In other thread, the idea came up about using Rune Priests in shooty list and putting them in Rhinos... I didn't think it worked for the list in question, but I have run a Rune Priest list using that same sort of theory and thought I should share..

So here's a 2x Runepriest army that I've run for a while now... I've played at least 10-15 games with them and only lost once. Essentially, it's a big shooty army (11 shooters) with a small 3 unit hammer. Love the hammer unit cause it can put out a TON of Powerweapon attacks when I multiple assault (20+) The Non-RP rhino squad is there to act as a speedbump so I can get the other two in position - and cause I like my Thunderhammer WG model.... The scouts are there for fun and to force my opponent off the back edge... For a shooty list, it's got some teeth...

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Rune Priest, 7 Grey Hunters (Melta and Power Weapon), Wolf Guard (melta bombs and Powerweapon) in a Rhino with PMSB

Rune Priest, 7 Grey Hunters (Melta and Power Weapon), Wolf Guard (melta bombs and Powerweapon) in a Rhino with PMSB

Wolf Guard with Thunderhammer, 8 Grey Hunters (Melta and Power Weapon) in Rhino with PMSB.

Long Fang Pack – 5 Missile Launchers, Squad Leader in Razorback with TL Lascannon

Long Fang Pack – 5 Missile Launchers, Squad Leader in Razorback with TL Lascannon

Long Fang Pack – 5 Missile Launchers, Squad Leader in Razorback with TL Lascannon

5 Grey Hunters (Flamer) in Razorback with TL Lascannon

5 Wolf Scouts (meltagun and melta bombs)

Land Speeder Typhoon (ML and Melta)

Land Speeder Typhoon (ML and Melta)
 

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what can I say CLT, the list looks quite strong. I am assuming this is 2k points though?

Since my 1500 list isnt much off of what you have but you definitly have more points thrown in there.
 

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Wolf scouts? Blah, hate them. Other than that, I like.
 

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Wolf scouts? Blah, hate them. Other than that, I like.
dont hate the scouts, they are great against mech armies, especially IG
 

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I've also been running SW for a few months and stand at 8-2-1. The only loss was my fault; it was a friendly so I thought i'd see if my Hunters could take out Plague Marines in CC. it doesn't work.

Anyway, I would be nervous with your list.

It is quite static. On a terrain lite table with 2000 points a side (so a target-rich enviroment) it probably works. Get a lot of terrain (or play at a lower points level) and I suspect it'll struggle. Long Fangs don't do repositioning well in my experience which is why I dropped mine after a couple of games. The Razorbacks can deliver punishment but not take it and the same goes for Speeders. Both have their place (my own army has one of each) but I wouldn't spam them like this. At 2000 points I'd have at least one LR and possibly 2. The extra durability means you can afford to close in.

The Hammer isn't that hard either. Only one of your guys is hitting at over Str 4. So what's taking out a Wraithlord or Avatar or Big Nid or even a T6 Warboss on his bike? You can't use your melta bombs (only work against vehicles) so you need '6s' to wound. Don't you need some PFs in there? Leaving it all to Mr Thunderhammer is a bit risky (particularly in an Annihilation or Seize Ground scenario). Also what about some Wolf Standards - re-rolling 1s in critical combats can make all the difference.

Gaming circles vary not least in the quality and quantity of terrain on the board. We tend to reckon that the terrain should cover a quarter of the area of the board, be fairly evenly distributed, and most should block LoS.

Here's my 1500 points list:-

Rune Priest with Necklace and Saga of Beastslayer (a bit fluffy:))

8 Grey Hunters, Standard, Melta + wolf Guard with PF and combi melta + rhino

9 Grey Hunters, Standard, Melta +Wolf Guard with PF and SB + rhino

9 Grey Hunters, Standard, Melta +Wolf Guard with PF in Land Raider

5 Grey Hunters with Melta + Razorback with TL Las

2 Dreads with AC

1 Typhoon (MM and Typhoon ML).

Regards
TT
 

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I think it looks pretty good man. The only issue i see is that R-Backs at AV 11 is the highest you got. But you def have enough shooty stuff in there.
 

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What exactly do you use the scouts for?
 

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he already said, Beast, he uses them as a psychological effect, it works wonders against IG and tau, or some Space marines. basically you know those long range artillery weapons people like to sit on the very board edge? the scouts, which have BEL, can come out right next to them and destroy them completely
 

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he already said, Beast, he uses them as a psychological effect, it works wonders against IG and tau, or some Space marines. basically you know those long range artillery weapons people like to sit on the very board edge? the scouts, which have BEL, can come out right next to them and destroy them completely

Ahhhhhhh. I see I'm gonna have to try that, I play alot of Tau. I must overlooked the explanation, sorry.

I've been looking for a good way to employ the WS and put their special rule to good use. Thanks.
 

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Discussion Starter · #10 · (Edited)
OK, couple of things... the list was built for 2K. It's not intended to scale down to 1500. Also, I put this together before I got the Rifleman Dreads. But since it's still very competative, I don't see the need to update it. My razorspam list plays VERY different.

Long Fangs - 25% rule applies including LOS blocking as well as area terrain. IF you put a little bit of thought into your deployment, you will be able to cover at least 2-3 firelanes with your Long Fangs.... Truthteller's implication that LF only work on open fields is flat out wrong. I've used them clumped in the center as a well as holding down the corners... It really depends on the terrain. Mostly you just try to keep them in cover (which just makes them less appealing to enemy fire)

Razorbacks - they work because you have 4 of them and they only cost 300 points total. Three are empy and one sits with a squad of 5 (ie, guarding your objective) They work because they're cheap.

Land Raiders - ARE NOT THAT GOOD!!!! AV14 does not scare anybody.... They only really work when you're running a "rock" army. (for an example, see HERE) But for the most part, they end up as a point sink and leaves the rest of your list open to being overshot by your opponent unless you support them properly (like with speeders and razorbacks)

Speeders - if your opponent is bringing a LR, then I'll normally set them up for a suicide run vs thier Raider. If not, then they sit behind a Razorback and churn out 4 Str 8 shots every turn.

The assault element - With 2 Rune Priests, 2 Wolf Guard, and 2 Grey hunters with a Power Weapon you're getting 4 PW attacks from the RP, 4 from the Wolf Guard and 3 from the grey hunter... that's 22 PW attacks per turn... The idea here is to to assault with 2 units. (And don't assault stupid things. Nids should be shot not assaulted...) Being tight on points, the Wolf Standards were not better than the other options. So I think Truthteller didn't understood the idea behind "the hammer" - I tend to agree with Stelek's assement of the list (LINK) "If you can't kill Dreads with all those missiles and lascannons and meltaguns (you should have), then tough. Die in CC. lol" -- Oh, the Pintle Mounted Storm Bolters were added cause I have a cool conversion from the old FW chimera heavy bolter turrets that I modded for my Rhinos but they're damn annoying... When not assaulting, the Rune Priest is shooting living lightning out of the turret at light vehicles (more shooty = good, both have CotS so they're pretty much gonna hit... even though I'll roll 1-2s most of the game for my # of shots...)

The unit with the Thunderhammer is just there to be a tarpit/blocking unit. If they get to do something useful that's cool.. but they're really a distraction unit that could suck if you ignore them....

The souts are there for fun and to force you off the back edge.... Nobody wants thier tanks shot with a melta and then assaulted by 5 melta bombs.... it's just no fun.... and if you stay static, I'm autohitting.... which is even less fun. Plus, they're pretty cheap. I could swap them for a Rifleman, but they seem to work...

So looking at some of the larger advantages of this list...

1. Multiple Small Unit - target priortiy becomes difficult. Pop a rhino and the RP is still shooting. Pop a razorback or two, then OK, I've got more... The idea here is that even though the units are fragile, there are a lot of them.
2. It's focused on delivering firepower. Only ONE unit doesn't have 48" range. (two if you count the scouts) But 11 units do.
3. It has an answer for CC... it's not the best.. but you still have an answer. The real key is that the units of RP and friends have DUALITY - they don't sit around all game waiting for something to assault.

Hope that clears it up a bit...
 

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great explination there CLT, as I said before, its a nice list. and having both long range and close range capibilities works out nicely from what I can tell from how you have setup and how I play a similar list for 1500 (you know the list)

the single only time I see a problem with long fangs is when its table quarters and theres a big building in the middle like my last game I played with my 1500 list. that completely screwed my LoS with... well everything
 

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Land Raiders - ARE NOT THAT GOOD!!!! AV14 does not scare anybody.... They only really work when you're running a "rock" army. (for an example, see HERE) But for the most part, they end up as a point sink and leaves the rest of your list open to being overshot by your opponent unless you support them properly (like with speeders and razorbacks)
I'm going to have to agree with this. Very seldom have I ever seen a LR earn their points back, or ever distract enough to earn their points. Your points are better spent on cheap RB, you can get 3 TL las for less than the 2 you get on a LR. And with today's meta of massive amounts of melta LR are no more survivable than RB.
 

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yeah Land raiders are too expensive for their worth now a days, huge point sinks, not much value to return, with the exception of running Termies across the field, theres 0 point to fielding one
 

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Discussion Starter · #14 ·
the single only time I see a problem with long fangs is when its table quarters and theres a big building in the middle like my last game I played with my 1500 list. that completely screwed my LoS with... well everything
Thanks! I agree... when I've had that happen to me... they be come a huge "don't come down this lane" detractor and I try to put all the other firepower onto another lane....

sort of like this

Bad Guy's deployment
ooooooo
ooooooo


........ XXXXXXX
........ XXXXXXX
........ XXXXXXX

..... SSSS ..... LF LF
..... SSSS ..... LF LF

RP RP


X is the terrain blocker... LF (Long Fangs) hold down the right side -- anything coming that way eats 15 ML --- So I spend most of the game sniping at thier tanks while trying to say in cover or out of range (S for shooter)... If I can stay out of range completely, the Rune Priest Rhinos (RP) will shoot with thier unlimited range stuff... Also, in this senario, the enemy is encouraged to move cause the scouts might just come on and multiple assault his tanks... the speeders will push forward and hug the right side of the LOS blocker to look for cheap shots and to encourage the bad guy to head down the right side....
 

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yeah the problem with my last game though, was it was table quarters, so I could only setup in one corner, I had the Long fangs setup to rape him through and through if I had just sit back and let him come to me, I went too agressive though and ended up losing because of it and the face I rolled 1s a GOOD portion of the time (like probably 40% minimum of my rolls were 1s
 

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Nice list, Seems to work well. I really like your grey hunter squads.

I would probably drop the scouts for a rifleman. 5 wolf scouts don't really scare an IG list. So I lose a manticore or a hydra - meh. You probably won't be able to get within 6 of one if they've deployed their chimeras properly in most cases as well. They probably scare an SM army a bit more but really, you shouldn't have problems with most of the vulkan lists out there.
 

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Nice list, Seems to work well. I really like your grey hunter squads.

I would probably drop the scouts for a rifleman. 5 wolf scouts don't really scare an IG list. So I lose a manticore or a hydra - meh. You probably won't be able to get within 6 of one if they've deployed their chimeras properly in most cases as well. They probably scare an SM army a bit more but really, you shouldn't have problems with most of the vulkan lists out there.
Crimmzen, you do know Scouts have Behind Enemy Lines, so they can deploy across any table edge on a 3+ and the amount of times I have had the chance to come in and get a double assault on IG tanks you wouldnt believe. I have taken 2 tanks out, then you need to turn atleast 1 unit from firing at my important squads to turn back to kill the scouts. you lose any tank stupid enough to sit at the back of your army, as for your transports, if they are still alive on turn 3, obvously the SW player hasnt been putting enough Long fang shots into them, which is highly unlikely. The scouts are better for those people who use Leman Russes in the back lines though more then Manticores or Hydras.

The scouts take out the long range artillery that cant be taken out easily by the oncoming Melta guns in rhinos, or the Long fangs in the back. the things that would make the Long fangs actually move to get a shot at them.
 

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Discussion Starter · #18 ·
and they're not that expensive... so it's a"fun" choice that causes you some discomfort in your deployment... I know that when I play IG, I LIKE to have the melta vets leading the way or playing linebacker... If I have to worry about uninvited guests, then I have to mess with my deployment... and that's their real value... that and the look on your opponent's face when he forgets them and turn two you show up and ruin his day... priceless...

Is it worth a Rifleman... Yes, No, whatever - I don't know if there is a right answer... At a certain critical mass, I think you can do different but maybe not better... where I see a lot of FAIL in a lot of folks' list theory is that they think X unit is "the awesome" and don't support it or focus around it.. (ie, LR, Termies, Sternguard, Assault Marines all in one list... If I had a quarter for everytime I've read "take x unit, it's awesome!" I'd have at least a tac squad :grin:)

In this list, you can replace the scouts for the Rifleman and not change how it works at a fundamental level... But it would be hard to add in another full Grey Hunter squad and not change the synergy.
 

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Crimmzen, you do know Scouts have Behind Enemy Lines, so they can deploy across any table edge on a 3+ and the amount of times I have had the chance to come in and get a double assault on IG tanks you wouldnt believe. I have taken 2 tanks out, then you need to turn atleast 1 unit from firing at my important squads to turn back to kill the scouts. you lose any tank stupid enough to sit at the back of your army, as for your transports, if they are still alive on turn 3, obvously the SW player hasnt been putting enough Long fang shots into them, which is highly unlikely. The scouts are better for those people who use Leman Russes in the back lines though more then Manticores or Hydras.

The scouts take out the long range artillery that cant be taken out easily by the oncoming Melta guns in rhinos, or the Long fangs in the back. the things that would make the Long fangs actually move to get a shot at them.
I understand how Behind Enemy Lines works - Realize that you need to come on the table 1 inch away from me. I'm going to castle my artillery in the back corner flanked by autocannon infantry squads in chimeras. You will need to come out 1 inch away from my chimera squad on the opposite side of my artillery. So yeah, you'll probably assault my chimera and stand a good chance of blowing it up. Alternatively, you can try to get a bead on a piece of artillery, probably over 6" away with a meltagun.

You really don't need to divert a whole bunch into dealing with them, swivel a few multilasers or 1 heavy flamer in their direction and poof.

All in all though, a true IG alpha strike army is going to put out enough hurt on the first/second turn that if they need their artillery after that, its probably not going as planned.
 
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