View Full Version : in need of help
what would you suggest be the best army list for space wolves to take down an imperial guard army
any suggestions would help
Melissia
02-05-2010, 06:37 PM
What kind of Imperial Guard army?
"to take down an imperial guard army" is very, VERY vague.
Sir Biscuit
02-05-2010, 06:37 PM
That really depends on what models you have available, and what kind of guard army you're facing. The optimal SW army to kill guard that bunker with artillery is very different from the optimal SW army to kill a hellhound/vendetta fast attack list. What list are you fielding, and what exactly are you having problems with?
he has a very infantry heavy army with three leman russ executioners
Mizzrym
02-05-2010, 06:59 PM
2 groups of twolf cav with twolf lords make sure to get thunder hammers in there, a big group of fenrisian wolves to screen them and a couple groups of lascannon/missile long fangs with squad leaders.
send twolves+fwolves at infantry platoons/LRBT's, and use fangs for fast vehicles or LRBTs
In the future be more specific about opposing army type/points value and itll be easier to help
Sir Biscuit
02-05-2010, 07:00 PM
Any other tanks? Are the troops in chimeras? Does he put anything in reserve?
If you guys tailor lists to play each other (that's what my friends used to do when I first started)-
As said above,
thunderwolf cavalry are perfect for hitting blocks of squishy infantry (you need some fenrisian wolves units to support them - to ensure that they don't end up stranded in front of the other guard units). However, I anticipate that like most players round my way you probably won't have the time, money or inclination to model up this unit - if you do, they will cause your opponnet real annoyance! (he'll probably change one tank to a demolisher in response).
His tanks sound like they pop out alot of AP2 strength 7 hits - Will he struggle with penetrating armour 14 land raiders? If he has multi melta side sponsoons they are only really dangerous within12" and by that time your land raider will be close enough! If he has lascannons in his guard units he may find it hard to get many to draw a bead on your tank (particularly if you use cover well, buy extra armour and pop smoke ). A land raider will soak up a lot of fire leaving your other rhinos and drop pod dread for example, able to advance.
Your troops are nasty in CC so you really want to get in and messy with him - stops those tanks dealing with you - large packs of blood claws are brilliant - put a wolfguard in to lead them and stick them in the land raider. Blood claws charging out of a land raider can acheive wonders.
Your troops are excellent value for money / points. Pop them into rhinos (if poss a land raider) and race forward poppong smoke knowing that the rhinos will be destroyed but you will be hopfully within rapid fire range on next turn and charging the next.
Grey hunters in drop pods with flamer / melta can really hurt guard - just be careful about positioning and cover (they work well with Thunderwolf charges). A drop pod dread with a mandatory heavy flamer and a multi melta is a good option. you have a good chance of taking out either one troop unit or one tank on the first turn and attracting fire that will enable your transprots to move forward.
Guard infantry don't tend to advance much. Whirlwinds are brilliant against guard and were invented to deal with such armies - no armour save, no cover save, wound on a 2+. I would recommend 2. If he suddenly mechs his army up for future games - your whirlwinds can be also be used as rhinos by swtitching the gun for the hatch.
Alternatively the vindicator will be a fire magnet and with a seige sheild moving through cover you will have a bit of survivability - but while you can hurt anything in his army with that str10 goodness, you are likely to be disappointed by the number of cover saves a guardsman can make (particularly with their funky orders). Predators are cheap (same as whirlwind) and pump out fair amounts of firepower but if you know the opponent is horde guard - the whirlwind will cause him to sweat.
Wolf scouts - not too expensive to buy, quick to paint up, great value for points, and their outflanking rules are fantastic - just the thing to get behind tanks with a melta gun / bomb - but you have enough combat strength to deal with a heavy weapons squad easily. They really can distract and disturb some opponents.
If you need to take out the tanks options include drop pod melta on a dread / grey hunters, wolf scouts. You could use expensive long fangs with lascannons to keep one *(ortwo with the split fire rule) tanks shaken to minimise their damage. Alternatively, deal with them with any unit in your army once you have got upclose and personal.
If you have the points Nigel (or Mr Storm Caller to you) is expensive but his tempest power tends to really hamper opponet's shooting - effectively providing you with cover.
I don't recommend walking your wolves across the board - transport is key and remember to pack plenty of flamer and melta gear - and most importantly v guard, get in his face and mix it up, fast and aggressive.
look forward to hearing how you do!
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