mjayc50
12-13-2009, 11:56 AM
Been trying to come up with a final list for space wolves but i need to open it out to the knowledgable gaming community.
This has been tweaked already and is so far unbeaten but not the standard that you would expect at a GT
HQ: Logan Grimnar
1 Wolf Lord
Runic Armour, WTT, Thunderwolf, SS, Frost Weapon, Saga of the Warrior Born
Troops:15 Blood Claws 1 pf, 1 melta, 1 plasmagun
5 grey hunters 1 motw, 1 flamer in razorback with tl/lc
5 grey hunters 1 flamer in razorback with tl/lc
5 grey hunters 1 flamer in razorback with tl/lc
Fast attack:4 thunderwolves 1 SS, 1TH, 1mb, 1 normal (for Thunderwolves anyway...)
Heavy Support: 5 Long Fangs, 4 missile launchers
Heavy Support: 5 Long Fangs, 4 missile launchers
Tactics : well as you can see its quite shooty. LF going after transports or MC. may even use logan in the squad if faced with something that needs to die or not shoot til the thunderwolves arrive.
razorbacks will shoot other tanks, mc or whatever they need to. the squad with the 1 motw will hang around with the long fangs in case drop podded (just to buy the fangs a few more turns if need be) other two will be moving 6 to an objective or staying in cover.
Logan is so versatile. he is uber in CC (the guy is biblical!) grants the BC 5 attack on the charge. re roll hits. or tank hunters (makes 10 st 9 hits on raiders/liths, normal doods at s5). Relentless could be used with the fangs or to rapid fire plasmagun and still assault (if going after transports that are yet to be destroyed).
Thunderwolves with the wolf lord. cant help but plough points into these guys. they are just going to get into combat with anything they can as quickly as possible. this squad is nice against 30 man ork squads or anyone else for that matter - dreadnaughts are out of bounds and make me cry. lord can leave squad to kill tac marines or any other troop type squad while the rest can so the same.
Im looking to give the enemy so many target options that they need to prioritise targets. fangs should be left alone whilst anti tank is going after my razorbacks and anti infantry are trying to get to grips with my thunderwolves or logan's delivery squad.
Problems i can see: tho it has 4 scoring unit 3 of them are a bit fragile i know - has to be this way or i cant get my toys in best of a hard choice tho. 5 man squads of the best troop choice in the game along witha lascannon thats virtually always going to hit is awesome!
Claws and logan could be ravaged early - they will be spaced 2 inches apart religously tho - also means my lf dont get hurt (maybe). lots of pie plates could hurt (from IG) but i have alot of firepower available (7 effective s9 hits from 48 inches away should be a deterant - tho logan has to be with lf.
LF could do with an extra man 5 ml each - ten a turn - could be brutal - am seriously considering this
no psychic defence or ability other than 5+ on the squad with the 2 hq's in. lash could hurt the TWC. Solution is just pummel him with missiles as soon as possible or get some kind of runepriest and have him near the centre of the board (possibly dropping the wolf lord and maxing the lf but i just cant figure it out at the moment so im going to stick with this - it could hurt against 1 or 2 players but most of all its going to be good having the lord on a cav.
i guess the question will be answered for me when they release the faq (if he becomes T4(5) then he might not be worth the points investment).
Have i missed anything obvious? what could other armies do to me at GT level? i know i will be facing double lash but i thin we can take em ;-) - think of the sneakiest tricks that could spell disaster for me. all comments appreciated, but please give me some reasoned arguments and not just fact statements - im not a begginer - but i may have chosen a lesser of two evils than you. Enlighten me!
This has been tweaked already and is so far unbeaten but not the standard that you would expect at a GT
HQ: Logan Grimnar
1 Wolf Lord
Runic Armour, WTT, Thunderwolf, SS, Frost Weapon, Saga of the Warrior Born
Troops:15 Blood Claws 1 pf, 1 melta, 1 plasmagun
5 grey hunters 1 motw, 1 flamer in razorback with tl/lc
5 grey hunters 1 flamer in razorback with tl/lc
5 grey hunters 1 flamer in razorback with tl/lc
Fast attack:4 thunderwolves 1 SS, 1TH, 1mb, 1 normal (for Thunderwolves anyway...)
Heavy Support: 5 Long Fangs, 4 missile launchers
Heavy Support: 5 Long Fangs, 4 missile launchers
Tactics : well as you can see its quite shooty. LF going after transports or MC. may even use logan in the squad if faced with something that needs to die or not shoot til the thunderwolves arrive.
razorbacks will shoot other tanks, mc or whatever they need to. the squad with the 1 motw will hang around with the long fangs in case drop podded (just to buy the fangs a few more turns if need be) other two will be moving 6 to an objective or staying in cover.
Logan is so versatile. he is uber in CC (the guy is biblical!) grants the BC 5 attack on the charge. re roll hits. or tank hunters (makes 10 st 9 hits on raiders/liths, normal doods at s5). Relentless could be used with the fangs or to rapid fire plasmagun and still assault (if going after transports that are yet to be destroyed).
Thunderwolves with the wolf lord. cant help but plough points into these guys. they are just going to get into combat with anything they can as quickly as possible. this squad is nice against 30 man ork squads or anyone else for that matter - dreadnaughts are out of bounds and make me cry. lord can leave squad to kill tac marines or any other troop type squad while the rest can so the same.
Im looking to give the enemy so many target options that they need to prioritise targets. fangs should be left alone whilst anti tank is going after my razorbacks and anti infantry are trying to get to grips with my thunderwolves or logan's delivery squad.
Problems i can see: tho it has 4 scoring unit 3 of them are a bit fragile i know - has to be this way or i cant get my toys in best of a hard choice tho. 5 man squads of the best troop choice in the game along witha lascannon thats virtually always going to hit is awesome!
Claws and logan could be ravaged early - they will be spaced 2 inches apart religously tho - also means my lf dont get hurt (maybe). lots of pie plates could hurt (from IG) but i have alot of firepower available (7 effective s9 hits from 48 inches away should be a deterant - tho logan has to be with lf.
LF could do with an extra man 5 ml each - ten a turn - could be brutal - am seriously considering this
no psychic defence or ability other than 5+ on the squad with the 2 hq's in. lash could hurt the TWC. Solution is just pummel him with missiles as soon as possible or get some kind of runepriest and have him near the centre of the board (possibly dropping the wolf lord and maxing the lf but i just cant figure it out at the moment so im going to stick with this - it could hurt against 1 or 2 players but most of all its going to be good having the lord on a cav.
i guess the question will be answered for me when they release the faq (if he becomes T4(5) then he might not be worth the points investment).
Have i missed anything obvious? what could other armies do to me at GT level? i know i will be facing double lash but i thin we can take em ;-) - think of the sneakiest tricks that could spell disaster for me. all comments appreciated, but please give me some reasoned arguments and not just fact statements - im not a begginer - but i may have chosen a lesser of two evils than you. Enlighten me!