Bosco
05-20-2013, 03:39 PM
Hi all,
Long-time reader, first time posting. I wanted to throw my ideas for a tournament list against the communal wall and see what sticks after feedback.
HQ
Rune Priest: Terminator Armor, storm bolter, runic staff
Elite
Wolf Guard Pack (10 models total):
Terminator armor, Combi plasma, Power fist
2x Terminator Armor, Combi plasma, Wolf claw (Packs C & D)
4x Terminator Armor, Combi plasma, Power axe (Packs A & B)
Terminator Armor, Combi plasma, Power sword
2x Terminator Armor, Storm bolter, Power sword, Cyclone Missile Launcher (Packs E & F)
Drop Pod: Deathwind Missile Launcher
Troops
Grey Hunter Pack A:
7x Grey hunters, Wolf Standard, MotW, Meltagun
Drop Pod
Grey Hunter Pack B:
7x Grey hunters, Wolf Standard, MotW, Meltagun
Drop Pod
Grey Hunter Pack C:
7x Grey hunters, Wolf Standard, MotW, Plasmagun
Drop Pod
Grey Hunter Pack D:
7x Grey hunters, Wolf Standard, MotW, Plasmagun
Drop Pod
Grey Hunter Pack E:
7x Grey hunters, Wolf Standard, MotW, Plasmagun
Drop Pod
Grey Hunter Pack F:
7x Grey hunters, Wolf Standard, Plasmagun
Drop Pod
Heavy Support
Long Fangs Pack
Lascannon
3x Missile Launcher
Plasma Cannon
Squad Leader: Bolt pistol and Chainsword
Drop Pod
8 pods = 4 arriving on my first turn. Deployment/movement puts the terminator wolf guard at the front of the grey hunters to try and soak incoming shooting wounds for as long as possible. Rune Priest brings his staff of deny while either handing out cover and offense from the SW powers or possibly something more supportive from Prescience if I'm staying back and shooting a bit more. Focus is obviously on a whole mess of grey hunters and I'm relying on their versatility to round out my major weaknesses.
The intent is to plop down a bunch of pods with TDA wolf guard + priest, 2 (possibly 3) grey hunter packs, and either deploy or pod in the long fangs as my alpha strike. If there is favorable reason to do so, the long fangs can deploy and I'll put their empty pod out when it comes in through reserves for a stronger alpha strike. The Cyclone wolf guard come down with grey hunters from reserves on objectives farther from the enemy lines. The meltagun grey hunters typically come down in the first wave with the wolf guard to open up transports and get those vulnerable troops out in the open as quickly as possible for the rest of the army to work on in the following turns. If things work out, I load up on one side of my opponent's deployment and force them to lose focus from the first turn.
Against Tyranids, Orks, or anything I just don't want to get close to for a while then I deploy the army and rain empty pods like traffic cones to divert/direct their movement a bit more to my liking while whittling them down with the fangs/cyclones until the bolters are in range.
The major (obvious) weakness I am seeing is my complete disregard for flyers, but podding close enough to the opposite edge should spare my alpha strike units from most airborne shooting except the dreaded hell-turkey. My other concern is any VP mission (which in a tournament there will be), but short of using larger (and thus fewer) units, there isn't much I can do about that.
Any thoughts/input/criticism is appreciated.
Long-time reader, first time posting. I wanted to throw my ideas for a tournament list against the communal wall and see what sticks after feedback.
HQ
Rune Priest: Terminator Armor, storm bolter, runic staff
Elite
Wolf Guard Pack (10 models total):
Terminator armor, Combi plasma, Power fist
2x Terminator Armor, Combi plasma, Wolf claw (Packs C & D)
4x Terminator Armor, Combi plasma, Power axe (Packs A & B)
Terminator Armor, Combi plasma, Power sword
2x Terminator Armor, Storm bolter, Power sword, Cyclone Missile Launcher (Packs E & F)
Drop Pod: Deathwind Missile Launcher
Troops
Grey Hunter Pack A:
7x Grey hunters, Wolf Standard, MotW, Meltagun
Drop Pod
Grey Hunter Pack B:
7x Grey hunters, Wolf Standard, MotW, Meltagun
Drop Pod
Grey Hunter Pack C:
7x Grey hunters, Wolf Standard, MotW, Plasmagun
Drop Pod
Grey Hunter Pack D:
7x Grey hunters, Wolf Standard, MotW, Plasmagun
Drop Pod
Grey Hunter Pack E:
7x Grey hunters, Wolf Standard, MotW, Plasmagun
Drop Pod
Grey Hunter Pack F:
7x Grey hunters, Wolf Standard, Plasmagun
Drop Pod
Heavy Support
Long Fangs Pack
Lascannon
3x Missile Launcher
Plasma Cannon
Squad Leader: Bolt pistol and Chainsword
Drop Pod
8 pods = 4 arriving on my first turn. Deployment/movement puts the terminator wolf guard at the front of the grey hunters to try and soak incoming shooting wounds for as long as possible. Rune Priest brings his staff of deny while either handing out cover and offense from the SW powers or possibly something more supportive from Prescience if I'm staying back and shooting a bit more. Focus is obviously on a whole mess of grey hunters and I'm relying on their versatility to round out my major weaknesses.
The intent is to plop down a bunch of pods with TDA wolf guard + priest, 2 (possibly 3) grey hunter packs, and either deploy or pod in the long fangs as my alpha strike. If there is favorable reason to do so, the long fangs can deploy and I'll put their empty pod out when it comes in through reserves for a stronger alpha strike. The Cyclone wolf guard come down with grey hunters from reserves on objectives farther from the enemy lines. The meltagun grey hunters typically come down in the first wave with the wolf guard to open up transports and get those vulnerable troops out in the open as quickly as possible for the rest of the army to work on in the following turns. If things work out, I load up on one side of my opponent's deployment and force them to lose focus from the first turn.
Against Tyranids, Orks, or anything I just don't want to get close to for a while then I deploy the army and rain empty pods like traffic cones to divert/direct their movement a bit more to my liking while whittling them down with the fangs/cyclones until the bolters are in range.
The major (obvious) weakness I am seeing is my complete disregard for flyers, but podding close enough to the opposite edge should spare my alpha strike units from most airborne shooting except the dreaded hell-turkey. My other concern is any VP mission (which in a tournament there will be), but short of using larger (and thus fewer) units, there isn't much I can do about that.
Any thoughts/input/criticism is appreciated.