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Discussion Starter #1
HQ
Rune Priest w/ p. pistol and runic armor, psychic powers change depend on the opponent - 135

Elite
Two Wolf Guard Leaders, one w/ termy armor and p. fist, the other w/ power weapon and mark of wulfen - 86

Lone wolf w/ power weapon and mark of wulfen - 50

Dreadnought w/ lascannon and m. launcher - 145

Troop
10 grey hunters w/ meltagun, p. gun, p. weapon, and p. pistol - 185

9 grey hunters w/ p. pistol, p. fist, and wolf standard - 185

15 blood claws w/ two flamers, p. weapon, and p. pistol - 255

Heavy Support
6 Long Fangs w/ p. weapon for leader and all other heavy weapons for the rest of the squad - 175

whirlwind w/ storm bolter - 95

vindicator w/ storm bolter, hk missile, and siege shield - 145

Dedicated transport
Rhino w/ extra armor - 50

Total - 1506

The plan is to have the termy join the 10 man grey hunter squad, the rune priest join the blood claws, and the other wolf guard join the squad with the standard, who will go in the rhino.
I have a lot of random things lying around, like a crusader, so feel free to tell me to change whatever you think will work.
 

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i onyl skim read it but your lone wolf cant use his powerweapon

under the MOTW rules it states they forfit all special weapon attacks
 

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Curiouser and Curiouser
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As you have a casual list here I won't try to change it too far from what you have and instead correct some things that are just simply wrong.

First off you must have at least three wolf guard to make a wolf guard pack. They are best used as pack leaders for your troops with combi melta / powerfist and nothing else (that's just my preferred setup). You do not want TDA as then you cannot sweeping advance.

The lone wolf should have one or the other as far as weapons go because MotW cannot be used with any other weapons. Some popular builds for lone wolves are TDA with SS / CF and two wolves or PA lone wolf with MotW / SS and two wolves. Both of those will rip stuff apart. In any case it's always a good idea to give them two wolves for some ablative wounds.

In your grey hunters I would drop the plasma pistol and power sword and give them the same special weapons. I would also add a standard and MotW and give them each a pack leader so they will look something like this.

9 grey hunters, meltagun (or plasmagun), MotW, standard, rhino
1 wolf guard pack leader with combi-melta and power fist

This squad is capable of taking on just about anything.

I don't care for blood claws too much but I'm glad to see you maxed out their squad size since that's the best way to use them. Playtest them a bit and if you don't like them switch them to grey hunters.

Rune priest doesn't need plasma pistol as he should be shooting psychic powers every turn. I'd put him in a rhino too and drop that grey hunter squad to 8 so he can shoot out a firing point.

Compared to vindicators or long fangs, whirlwinds suck so I'd get rid of that. Long fangs should have only two different kinds of special weapons at once (because they can fire on two targets) and not one of each one. Popular choices are all missile launchers, or 2and2 or 2and3 of two different special weapons, best ones are missile launchers, lascannons, or heavy bolters.

If you run vindicators I would run more than one, two of them and one squad of long fangs would be good.

Let me or anyone else around here know if you have any questions.
 

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Grand Lord Munchkin
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Pw and motw? Besides the fact that it may be completely illegal it's retarded. No offence. There is so much wrong with this list, I would advice a total redo.
 

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Pw and motw? Besides the fact that it may be completely illegal it's retarded. No offence. There is so much wrong with this list, I would advice a total redo.
this list has so many problems. just skim reading it I saw Wolf Guard with PW and MotW and was like WTF thats retarted.
 

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Discussion Starter #6
ok you don't need to call me retarded a bunch of times just cuz I didn't know i can't give them a power weapon and a mark of wulfen. And FYI, I've used this army list before, and won the majority of the time against different opponents, so it doesn't completely suck as you seem to think. Thank you though, to the person who put the really long post. I'll consider what you said.
 

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Grand Lord Munchkin
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Didn't mean you, just the choice. Trust me, we all have dome some fucking retarded things with lists before. Didn't see that it was casual, explains why you may have won, but its ok. I just tend to to more competitive lists.
 

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Discussion Starter #8
ok, it's all good. I have a couple more questions. How many wolf guard would you recomend in a command squad and do you think it would be better to give them power armor and a rhino, or terminator armor and no rhino?
 

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Grand Lord Munchkin
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It all depends on what you want to do. I never even bother with a command squad unit, points could be better spend elsewhere.
 

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Ask me about Pins
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You're asking for list advice on a causal list... so I'm assuming you want it to not suck but not be too powerful right? So as a caveat, my thought process is NOT to build a really ball breaker list, but rather to give you a minimum of firepower needed to not get tabled and still be in the fight....

Looking at the list you posted I think the BIG opportunity is in the lack of a way to break your opponent's tanks or MCs. The Long Fangs are good, but the Vindi and Whirlwind are not such great choices due to thier short range for the Vindi and complete suckiness for the Whirlwind (which is a shame cause I love the model... but it's only good for killing weak horde critters... and you can CC that with no issue so I don't think you need it)

The other issue is that you need to give your squads something to ride around in. So I think rhinos are a must.

For the firepower bit, I tend to think about lists in terms of thier ability to reliably break stuff every turn. Eg, for 2k points, I want to have 9+ things that can really go stomp a hole into my opponent. For 1.5 I think you need at least six.

So, for your six, I would suggest perhaps the following...
  • 2 Typhoons (100 pts each)
  • Keep the dread - he's easy to get into cover and he should do a lot of damage to your opponent's stuff
  • Keep the long fangs (I prefer the 5 ML loadout)
  • Give the prest Living Lightning
  • Might as well keep the Vindi.... But I don't think you need to pay the extra points for a siege shield... Personally, I don't run vindis cause I never get to shoot them for more than a turn before somebody blows it up or blows the main weapon... But it's a wicked cool model and when it gets to hit things, it's fun.

That would give you a decent ammount of punch while your troops run up to break face. The typhoons should have multimeltas, so you can use them to either suicide run, block movement, or just hang back and fire off 2 missiles every turn. It's a little light on firepower for my taste, but as I understand it, you're not trying to make an optimized list...

Now that should leave you with about 750 points to dump into troops. For the troops I'd consider not adding in the Wolf Guard... Sort of goes against conventional wisdom... but by not taking them you'll be able to run three full squads in rhinos for under 750.... Just something to consider.... And it might be fun to run 2 plasma guns in each squad... I think in a truly competative list, you may want to worry about all the other stuff... but for a casual list who cares.. you're wolves are one of the best CC units anyway.

Also, I'd really think about dropping the blood claws for grey hunters... Blood Claws just suck in comparison... So I'd only take them if you just completely dig the fluff and want to have them in your list just cause... but realize you'll be hit on 3+ by marines and you shoot like a guardsman - so there is a penalty...

Now realize, you're going to have REAL problems against an optimized/competative list. But this should give you enough of a punch to bloddy somebody's nose even if you won't collapse thier skull...

Hope that helps
 
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