1750 Pts – Space Wolves Roster
HQ: Rune Priest in Power Armour (1#, 100 pts) – Hops in Rhino
1 Rune Priest in Power Armour, 100 pts (Living Lightning; Murderous Hurricane)
Elite: Wolf Guard Pack (6#, 238 pts)
5 Wolf Guard in Power Armour (Combi-Meltagun x1; Power Fist x1) – Join razorback/Rhino Squads
1 Wolf Guard in Power Armour (Combi-Meltagun x1) – Joins Scouts for double melta
Elite: Lone Wolf in Terminator Armour (1#, 85 pts) – Area Denial/LR threat
1 Lone Wolf in Terminator Armour, 85 pts (Terminator Armour; Storm Shield; Chain Fist)
Elite: Wolf Scouts Pack (5#, 85 pts) – Uses Behind Enemy Lines to tag some important mech/devastator type units.
5 Wolf Scouts Pack, 85 pts (Meltagun)
Troops: Grey Hunters Pack (6#, 155 pts) – Home Base campers
5 Grey Hunters Pack, 155 pts (Meltagun)
1 Razorback (Twin-Linked Lascannon)
Troops: Grey Hunters Pack (6#, 130 pts) – The heavy Bolter Razors push mid, once position is achieved they can use the TL-HB to thin infantry or tag light armor. Each unit has a standard plus a power fist/combi melta wolf guard. Tossing 2 into combat should be pretty solid against anything but uber CC units.
5 Grey Hunters Pack, 130 pts (Wolf Standard; Meltagun)
1 Razorback (Twin-Linked Heavy Bolter)
Troops: Grey Hunters Pack (6#, 130 pts)
5 Grey Hunters Pack, 130 pts (Wolf Standard; Meltagun)
1 Razorback (Twin-Linked Heavy Bolter)
Troops: Grey Hunters Pack (6#, 130 pts)
5 Grey Hunters Pack, 130 pts (Wolf Standard; Meltagun)
1 Razorback (Twin-Linked Heavy Bolter)
Troops: Grey Hunters Pack (6#, 130 pts)
5 Grey Hunters Pack, 130 pts (Wolf Standard; Meltagun)
1 Razorback (Twin-Linked Heavy Bolter)
Troops: Grey Hunters Pack (9#, 170 pts) – Full 10 man unit in a rhino to increase marine presence midfield, also has a WG with fist/melta.
8 Grey Hunters Pack, 170 pts (Wolf Standard; Meltagun)
1 Rhino
Heavy Support: Long Fangs Pack (6#, 140 pts) – I guess I’m that guy.
6 Long Fangs Pack, 140 pts (Missile Launcher x5)
Heavy Support: Long Fangs Pack (6#, 140 pts)
6 Long Fangs Pack, 140 pts (Missile Launcher x5)
Heavy Support: Long Fangs Pack (5#, 115 pts)
5 Long Fangs Pack, 115 pts (Missile Launcher x4)
HQ: 1
Elite: 3
Troops: 6
Fast: 0
Heavy: 3
Total Roster Cost: 1748
Stats: 14 Missiles, 1 TL-Lascannon, 4 TL-Heavy Bolters, 13 Meltas, 6 Vehicles, 63 Marines
My worries are that 6 man units can be pretty fragile, it doesn’t take much to make em pretty much balls in combat but with double melta in each, the hope is meltaguns survive to fry armor. The 10 man unit is pretty tough though and should hopefully boost marine presence. It’s less ranged shooting than I’m used to but it still should get the job done… Should I just turn the razors into rhinos, drop 1 and boost the rest of them in unit size?
Thoughts are very much appreciated.
Ok so somewhat of a biased review. I of course have to look at this as it relates to my army. The lack of lascannons does make me feel a little safer. if i can crush those long fangs turn one ( all my splinter cannons and dump all missiles) i could neuter your shooting phase. It would be almost impossible for those Bolters to bring down the Ravagers so i could kite all day. On the plus side there are still a ton of wolves on the board in vehicles so its more pressure coming at me. I like it (i think its more reliable than last nights list) but careful of being outgunned by an army that can slam through troops. Anything that can efficiently kill your long fangs is going to make your life very hard. That is also still a ton of meltas though!!
Yeah it is 3 less lascannons (2 more missiles) than last nights army, which is a little light on my high str shooting for AV12/13. Keep in mind thou that each twin linked heavy bolter on average will score a pen/glance on AV10, with a chance of more… They’re actually more likely on average rolls to bring down AV10 just because of the 3 shots and twin linked than a lascannon. I was also finding last night that I didn’t really have any shooting to put into getting rid of annoying units like blasterborn unless I dumped out marines… With the additional units I can dump out smaller more expendable units or just pump out HB rounds. The other thing I added was living lightning instead of jaws for the first turn or two to spit out the d6 auto cannon shots. I think the list is more reliable but less big guns overall.
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I agree with Alex.
Obviously the 3 devastators are a solid choice.
I do agree that the 6 man squads are wobbly. They just don’t pack the punch of the full squad… but then against me (Imperial Guard, for those unknowing readers) 6 men are more than enough to take on whatever I have.
The Razorback has a huge drawback i’m finding in that it’s suuuch a juicy target. Not only do you kill an anti tank unit, but you cripple mobility, open up troop units (small units, at that) to easy anti infantry firepower) and prevent meltas – yet another crippling blow to anti tank. There are no drawbacks to shooting at a Razorback.
For your list, I guess it all comes down to how blunt of an attack you want to launch…. rumble in with a bunch of big Grey Hunter packs and bulldoze around, or cut in with the 6 man strike teams and hope to not get overwhelmed 😛
As most people know, I am a fan of the heavy bolter. I did notice in your guys’ game the other night that you lacked the ability to deal with those little blaster squads (which were standing in the open for like 3 turns without even being shot at)
The Heavy bolter razors will probably even that up…
Could stick 2 heavy bolters in one of those dev squads too, and just split fire 😛 although this has obvious drawbacks as well. Or could do 5 heavy bolters and have an awesome squad! 😀 (kidding. But we all know it’d be rad.)
Yeah, I do have a lot of my firepower wrapped up in the long fangs, I guess my hope is that (now) 41 marines screaming towards your lines means you’ll have less inclination to shoot the long fangs. In this list, the razorbacks ain’t the juicy targets they were in my previous list, they’re the only target lol. It would be the same choice if they were rhinos. At least this list I splurged and bought the double melta, wolf standard, & power fist in hopes that something survives to be annoying (fist/melta) and the wolf standard patches over the smaller model count (per unit) in reliability. Also, I do have the one big 10 man squad too that will take some serious dedication to get rid of unless they get hit by something nasty.
Would you suggest any changes?
Here’s a quick net summary of the changes:
-3 Lascannons, – Vindicator
+2 Missiles, +Living Lightning, +4 TL-Heavy Bolters, + 4 Meltaguns, +2 Power Fists, +13 Marines
Essentially I go from 8 to 6 vehicles and lose their big guns to gain an equal number of slightly less powerful guns plus a host of additional weapons plus guys.
I could toss in a few HB to the long fangs and use them as initial wounds but I dilute my AT even further lol, and the razorback HB’s are twin linked :p
I find the list would be extremely well balanced for most competitors. You do have an awful lot of KPs in there but being that 2/3rds games are objective based you should be fine. Don’t see that many men being tabled vary many times either.
For fights against my army make sure you keep the fangs far enough apart so I cant multi charge with my 3 first turn CC units.
Yeah a good portion, although keep in mind the lone wolf and wolf guard are not killpoints due to special rules. I think it’s 17 total. Granted 6 marines do take a decent amount to kill.
Yes, after playing your storm raven I’ve definitely learned a trick or two. The other method is to deply the fangs and then deploy the razorbacks in front. You need to be 12″ from the razors now and prolly closer to 18″ from the long fangs. If I’m really smart I’ll make sure to keep the fangs 9″ back from the razorbacks just in case the raven manages to survive or you have first turn to prevent charges on them. I also added the lone wolf partly for fluff reasons but also to deal with rogue units in my backfield like dreads, etc.
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