Hey people, so I’m new to the game (after playing when I was 10 like 6 years ago) I have looked around the army options and first wanted to start with space marines to get an easy start but I hated how I would waste 4 bolters with one heavy weapon so I looked else ware, while I didn’t want a complexly assault army I found a great army in space wolves due to their ability to shoot and assault really well as having a great selection of units and upgrades and the ever present rune priest as well as many options just available to space wolves with very little drawbacks in return (plus I don’t add to the hoards of people playing vanilla space marines). So anyways here is my list, its based on the ability to be dynamic and be able to change depending on the army I’m facing (as space wolves have the great ability of both great shooting and assault abilities as they have both bolter and a bolt pistol / cc wep. Anyways too much talking (trust me you will see a lot of text here) here we go:
HQ:
Rune priest
Chooser of the slain
Wolf tail tally
Living lightning
Murderous Huricane
Saga of the beast slayer
Total: 125
The main leader of my army ready to sit back with the long fangs and support the team, living lightning goes well with missiles as its only 1 less strength for light vehicles like those pesky rhinos. The murderous hurricane means I can slow down units coming towards my long fangs to lock them into the assault, the dangerous terrain means the unit has a 1 in 6 chance of wounding each model if they move next turn (which either way if they move or not works fine with me), the difficult terrain means the units have to roll to move which is obvious but also means unless they have assault grenades they are going last to my long fangs if they do manage to get through (lets all laugh at the nids). Also the damage caused by itself can be impressive and cause serious damage to hoards with a possible 18 hits (no need to roll to hit) sounding very fun indeed. Saga of the beast slayer is my dreadnought and mc killer he shots living lightning and hits on a 2+ with the +1 BS from Chooser of the slain re-rolled means I’m getting a good chance of getting 1 or 2 penetrating hits a turn on a dreadnought plus with another 2 or so long fangs shooting krak grenades it shouldn’t stand much of a chance (I hope).
Wolf Priest
Runic armour, Melta bombs
Total: 125
I love the idea of a wolf priest not only conferring fearless to his unit (along with leadership 10) and also having nearly all the advantages of terminator armour (2+ save and 4+ Invul save) without the downsides (no extra room taken up in transports and the ability to make a sweeping advance) along with a cool ability in oath of war with the ability to pretty much make my grey hunters into killing machines able to rip into infantry with ease of re-rolls, while this would work better with blood claws I want an army that can still shot effectively when needed.
Grey Hunters (8) Melta gun, Wolf Standard, Mark of wulfen, Powerfist
Wolf Guard (Lead) Combi melta, Power fist
Rhino
Total: 263
Grey Hunters (9) Melta gun, Wolf Standard, Mark of wulfen, Powerfist
Wolf Guard (Lead) Combi melta, Power fist
Rhino
Total: 278
This set up is pretty simple, drive up with rhinos and pop smoke on the fist turn second turn drive up, get out and rapid fire bolters or take a pot shot at armour, then assault the following turn (or if it is clear the enemy will assault I will be inclined to enjoy another round on shooting instead. The 8 grey hunter squad is for the wolf priest which should seriously enjoy re-rolling its 5 power fist attacks along with its 25 normal attacks (assuming an average 3 on the die for mark of the wulfen) and 4 power weapon attacks (all on the charge).
Long Fangs (6) Missile launcher X 5
Wolf Guard (Lead) Terminator armour + Storm bolter + Power sword + Cyclone Missile launcher + Melta bombs
Total: 208
A clear choice for an army with no range over 24" they allow both hoard control and tank busting long range, the wolf guard in terminator armour makes sense even if it seems expensive (63 points for him) as he is only 13 points more than two long fangs with missile launchers (which he puts the same amount of rockets out) and for those 13 points you get the armour save for 2+ to take those 3 ap hits, a 4+ invul save, a storm bolter to ward off nearby assaulters trapped by murderous hurricane along with 2 power weapon attacks if need be if the unit is assaulted. I really like the idea of this unit as bets the main weaknesses of the devastator squad but not only being about to put out more shots (or drop the terminator and be cheaper by 10 points with the extra missile launcher man I mean err... wolf). But the main thing that makes this unit great is that they have ways to prevent the assault (see rune priest) and even if they do get in the assault they have advantages from terminator armour, hitting first due to difficult terrain affects as well as power attacks and of course counter attack is also useful.
Total: 999
When I wanna get to 1500 I will prob add some melta flamer land speeders, a squad of 5 grey hunters and a predator with autocannon and heavy bolters, any suggestions on this will also be appeciated.
Feel free to make some changes, I haven’t bought any models yet so feel free to offer changes in the models as well as options.
Thanks for the help
HQ:
Rune priest
Chooser of the slain
Wolf tail tally
Living lightning
Murderous Huricane
Saga of the beast slayer
Total: 125
The main leader of my army ready to sit back with the long fangs and support the team, living lightning goes well with missiles as its only 1 less strength for light vehicles like those pesky rhinos. The murderous hurricane means I can slow down units coming towards my long fangs to lock them into the assault, the dangerous terrain means the unit has a 1 in 6 chance of wounding each model if they move next turn (which either way if they move or not works fine with me), the difficult terrain means the units have to roll to move which is obvious but also means unless they have assault grenades they are going last to my long fangs if they do manage to get through (lets all laugh at the nids). Also the damage caused by itself can be impressive and cause serious damage to hoards with a possible 18 hits (no need to roll to hit) sounding very fun indeed. Saga of the beast slayer is my dreadnought and mc killer he shots living lightning and hits on a 2+ with the +1 BS from Chooser of the slain re-rolled means I’m getting a good chance of getting 1 or 2 penetrating hits a turn on a dreadnought plus with another 2 or so long fangs shooting krak grenades it shouldn’t stand much of a chance (I hope).
Wolf Priest
Runic armour, Melta bombs
Total: 125
I love the idea of a wolf priest not only conferring fearless to his unit (along with leadership 10) and also having nearly all the advantages of terminator armour (2+ save and 4+ Invul save) without the downsides (no extra room taken up in transports and the ability to make a sweeping advance) along with a cool ability in oath of war with the ability to pretty much make my grey hunters into killing machines able to rip into infantry with ease of re-rolls, while this would work better with blood claws I want an army that can still shot effectively when needed.
Grey Hunters (8) Melta gun, Wolf Standard, Mark of wulfen, Powerfist
Wolf Guard (Lead) Combi melta, Power fist
Rhino
Total: 263
Grey Hunters (9) Melta gun, Wolf Standard, Mark of wulfen, Powerfist
Wolf Guard (Lead) Combi melta, Power fist
Rhino
Total: 278
This set up is pretty simple, drive up with rhinos and pop smoke on the fist turn second turn drive up, get out and rapid fire bolters or take a pot shot at armour, then assault the following turn (or if it is clear the enemy will assault I will be inclined to enjoy another round on shooting instead. The 8 grey hunter squad is for the wolf priest which should seriously enjoy re-rolling its 5 power fist attacks along with its 25 normal attacks (assuming an average 3 on the die for mark of the wulfen) and 4 power weapon attacks (all on the charge).
Long Fangs (6) Missile launcher X 5
Wolf Guard (Lead) Terminator armour + Storm bolter + Power sword + Cyclone Missile launcher + Melta bombs
Total: 208
A clear choice for an army with no range over 24" they allow both hoard control and tank busting long range, the wolf guard in terminator armour makes sense even if it seems expensive (63 points for him) as he is only 13 points more than two long fangs with missile launchers (which he puts the same amount of rockets out) and for those 13 points you get the armour save for 2+ to take those 3 ap hits, a 4+ invul save, a storm bolter to ward off nearby assaulters trapped by murderous hurricane along with 2 power weapon attacks if need be if the unit is assaulted. I really like the idea of this unit as bets the main weaknesses of the devastator squad but not only being about to put out more shots (or drop the terminator and be cheaper by 10 points with the extra missile launcher man I mean err... wolf). But the main thing that makes this unit great is that they have ways to prevent the assault (see rune priest) and even if they do get in the assault they have advantages from terminator armour, hitting first due to difficult terrain affects as well as power attacks and of course counter attack is also useful.
Total: 999
When I wanna get to 1500 I will prob add some melta flamer land speeders, a squad of 5 grey hunters and a predator with autocannon and heavy bolters, any suggestions on this will also be appeciated.
Feel free to make some changes, I haven’t bought any models yet so feel free to offer changes in the models as well as options.
Thanks for the help