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Discussion Starter · #1 ·
Never made a space wolves army before but i like the fluff. This army is made to be semi competitive.

I'm not sure if to play this list as normal or Champions of Fenris as it is valid for both. Advice would be welcome.

HQ - Harald Deathwolf - 190 pts

HQ - Bjorn w/ assault cannon, drop pod w/ locator beacon - 265 pts

Troop - Blood Claws w/ 10 men, wolf guard w/ frost axe - 150 pts (Ride in the Land Raider)

Troop - Grey Hunters w/ 10 men, 10*CCW, 2*plasmagun, wolf guard w/ hammer, drop pod - 265 pts

Elites - Murderfang w/ drop pod - 170 pts

Elites - Wolf Guard Terminators w/ 5 men, hammer and shield, pair of wolf claws, assualt cannon and power fist, storm bolter and chainfist, storm bolter and power weapon - 240 pts

Elites - Arjac Rockfist - 115 pts (Joins Terminators)

Fast Attack - Thunderwolf Cavalry w/ 3 men, 3*shield, hammer, frost axe - 215 pts

Heavy Support - Land Raider Redeemer - 240 pts

TOTAL - 1850 pts

The idea is that the thunderwolves with Harald attached and the land raider with the blood claws in it advance from the deployment zone, with the land raider giving cover to the thunderwolves. On turn 1 Bjorn and Muderfang come in via drop pod with Bjorn's locator beacon aiding Murderfang. The two dreads then make alot of chaos allowing the landraider and cavalry to advance. Terminators and grey hunters come in turn two on the beacon or elsewhere is needed. The land raider and cavalry should also hit the line turn two. Then it is slice and dice, followed up with securing objectives.

Thanks in Advance,
Donkey
 

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Discussion Starter · #2 ·
Instead of a land raider I was thinking I could use a stormwolf with multimeltas and give meltabombs to the wolf guard in the blood claws squad
 

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First off, nice list man.

I like the stormwolf. I've never had much luck with my redeemers. The standard LR has great long range abilities and can keep out of melta range for the most part, but then you're losing your shield for you TWC. The stormwolf on the other hand (especially the MM one you mentioned) is great for busting flyers and FMCs. I'm still not sold on using it as a transport though. Hover makes it an easy target and any enemy with good anti-flyer can drop it and kill everything inside. Just lots of eggs in one basket.

You can use your pods to block LOS for you TWC advance as well as apply pressure to pull focus away from them. Oh, and Bjorn's locator won't work until turn 2. So no help turn 1 for Murderfang, but it'll guide in those Terminators and Grey Hunters nicely. I'd see if I could maybe fit 5 pods in the list for better first turn LOS blocking. Maybe by taking more Hunters and less Terminators possibly.

Highly mobile armies like Tanks, Bikes and Dark Eldar are going to give you a hard time. That's just the drawback to drop pod armies I'm afraid. Since I don't face many other Space Marine lists in my Meta I can usually get away with dropping a regular Dread with TLLC and a heavy flamer. I always try to squeeze the Deathwing Launcher on his pod if points allow due to Ork and Nid hordes. This allows me to use him to kill something squishy and the rest of the game he can still reach out and touch someone. He's just not the badass in CC like Bjorn or Murderface.

I don't know what it is about him, I just don't like Harald. And he's not bad, Outflank can be pretty damn handy if you're going second.. I guess I'm just set in my ways of a Thunderlord with 2+/3++ and either a PF or recently, the Krakenbone sword from Champions. I also normally skimp on TWC goodies to bring more Thunderwolves.

Aside from the nitpicky stuff, the main thing I see in you need some long range firepower to offset the lack of mobility and a way to make sure your CC units don't get bogged down by hordes. There again I usually only take one or two truely dedicated CC units and focus the rest of my points on shooting so we could just have two different play styles.
 

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Discussion Starter · #4 ·
Thanks for the reply, very helpful. I have recently come back to the hobby and have been playing imperial guard so, the assault theme is due to me wanting a change in my armies style.

What detachment should I use? The space wolf codex one gives me an automatic turn 2 reserve which seems very useful, then again extra WS I get in the CofF supplement on a large chunk of my army is fairly useful as well.
 

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I don't know what any of the characters do but I'd try to make sure either the thunderwolf cavalry or the terminators are kitted to take down knights. If that means specialising the terminators a bit more or dropping a unit to add more thunderwolves with hammers and shields, that's what I'd do
 

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I keep forgetting that imperial knights are a thing. Escalation isn't in my meta here. But TWC with a power fist is still S10 AP2. Not sure if that's good enough since I've never faced one.

Donkey, you normally play guard? I'm trying to come up with a Steel Host army, but I'm bad with IG because I'm always playing SW or Iron Hands. I'll post it over in the IG lists if you could make some suggestions.
 

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Discussion Starter · #7 ·
I think with the hammers and bjorn ill be fine for knights, my meta only has one guy that uses superheavies anyway.

Sure ill look at your list if you post it up, I play mainly hybrid guard, I think ill be able to help

Oh and thanks for all the pointers
 
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