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Post your SW Losses.


Marek Grimfang

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Well today I played a game with my wolves and decided to try a different list to the one I normally do.

 

It was a list with a slight variation from what I normally run, having no WG Terminators or Vindicators and a pair of Dreadnoughts along with 3 Whirlwinds.

 

NOTE* This list was inspired after I watched a documentery on the battle of Waterloo and wanted to try out an unusual tactic.

 

X's are Grey Hunters

O's are Whirlwinds

D's are Dreadnoughts

 

There was also a unit of Wolf Guard and Wolf Lord in reserve who didn't even make it into the battle because it was over turn 3.

 

The layout of the army was something along these lines.

 

XXXXX

X OOO X

X OOO X

X OOO X

X OOO X

X OOO X

XXXXX

 

DD

DD

 

XXXXX

X OOO X

X OOO X

X OOO X

X OOO X

X OOO X

XXXXX

 

DD

DD

 

XXXXX

X OOO X

X OOO X

X OOO X

X OOO X

X OOO X

XXXXX

 

With the enemy attacking from the right of the squares.

 

Now I was fighting a jetbike eldar army and they couldn't use their mobility because the grey hunters covered every angle they could use to disable the whirlwinds and those s5 ordnance shots rendered most of the board a no-fly zone so to speak. And because of the spacing of my units, they wer forced into a direct line of fire to the dreadnoughts who each had 2 sets of twin-lined autocannons.

 

It held up very well against the eldar. It also fought a nid swarm list and utterly decimated it because of the destructive potential of the whirlwinds.

 

However it lacks mobility and is very much a defensive playstyle which is less suited to the wolves.

Another game for me, another victory! This time it was against a Guard army, and the young man definitely knew what he was doing. I lost a lot of Grey Hunters to a Leman Russ Exterminator (the one with the plasma cannon turret), as well as an entire squad to a lucky battle cannon shot. However, my Thunderwolves once again proved unstoppable, as they tore through his lines, concluding the game with him only having a single battered infantry squad left (and it ended on turn 5, so I could have easily ripped them apart for a full table if it had continued).

 

So that's six wins in a row now, I'm definitely liking this, though I certainly had to work for this one. First off, with how my list is built, a Dawn of War setup is definitely my nemesis, as I have to spend at least one extra turn running across the board trying to get to grips with the enemy, and also my Long Fangs need time to get into position then. Comparing this with my game against Eldar, which was also difficult, I find myself realizing the likelihood of my current army struggling with super-shooty armies (i.e. Eldar and Guard). I think I'll need a couple more games to really analyze how they fair, though.

 

I also need to remember to memorize the rules a little more thoroughly, I've been gimping myself slightly by forgetting little things like my Wolf Lord getting five attacks base for riding a TWM. ;)

I'm now 2-0, but the second one was a squeaker.

 

We played 3k vs 3k - IG and SW vs Orks (mainly kans and nobs) and a very power-gaming (which I don't mind) Black Templar. Mostly I dealt with the Templar.

 

I brought the fenrisian wolves just to try something new, and had a Rune Priest (with his higher Ld and "storm caller") escort them up and turn them loose- They died horrible deaths in h2h with a chaplain on bike, but scored a wound. These wolves would be great against mobs of orks, otherwise they will be hard to use effectively due to being so fragile. I knew this, but I didn't realize how competitive this game would be so I took them anyway.

 

My Rune Priest absolutely kicked me in the jumblies. Rolled snake eyes for storm caller on Turn 1, and 6's for living lightning on Turn 2! He never really did much due to bad rolls, and he was ran down by a biker chappy. The Wolf Lord fared a little better, taking down an Emperor's Champion and 3 Marines before he went down.

 

My scouts really let me down also- They came in on the only board edge where they couldn't possibly do any real good. 1 in 6! Usually they do so well.

 

My stand out units- The Grey Hunters (with the 2 meltas, fist, Mow and Standard) really did well- Mopping up a lot of marines and doing some damage to a land raider crusader and kans. My terminator wolf guard also did well and sucked up a ton of fire.

 

MVP goes to the Lone Wolf, who really surprised me- If you don't mind using an elite slot on him, he's well worth the points! My enemy underestimated him, and he proved very hard to kill. He did a lot of marine killing and even damaged one of the land raiders twice with melta bombs.

 

At the end of the game, my team held onto our objective, and their side had no troops to claim their own objective! Narrow victory. The two chaplains on bikes were unstoppable and were still closing in on our objective at the end of the game. Also, we just couldn't manage to destroy the land raiders, no matter how many times I shot them with meltas and lascannons. It was ridiculous.

I've been running a 3K pt list with a pretty heavy mixup of BC's (Mostly Skyclaws) and 3 units of 9+1 GH w/ Rhinos, MG, fists and a WG with a fist. My list has

 

lost to just massive numbers of bugs, and won against a combined space marine force with Blood Angels for the other side. (3K vs 1500 each.) Still not quite

 

sure what to modify, the LF's proved fine, but a third unit of LF's with HB's may prove that little touch, though I'd lose my LRC for the WP+15 BC's that go inside

 

it. I used to use Ragnar, but I seem to find WP's are a bit easier to squeeze more in, if only I could get one more all my SC packs could be led.

Another game for me, another victory! This time it was against a Guard army, and the young man definitely knew what he was doing. I lost a lot of Grey Hunters to a Leman Russ Exterminator (the one with the plasma cannon turret), as well as an entire squad to a lucky battle cannon shot. However, my Thunderwolves once again proved unstoppable, as they tore through his lines, concluding the game with him only having a single battered infantry squad left (and it ended on turn 5, so I could have easily ripped them apart for a full table if it had continued).

 

So that's six wins in a row now, I'm definitely liking this, though I certainly had to work for this one. First off, with how my list is built, a Dawn of War setup is definitely my nemesis, as I have to spend at least one extra turn running across the board trying to get to grips with the enemy, and also my Long Fangs need time to get into position then. Comparing this with my game against Eldar, which was also difficult, I find myself realizing the likelihood of my current army struggling with super-shooty armies (i.e. Eldar and Guard). I think I'll need a couple more games to really analyze how they fair, though.

 

I also need to remember to memorize the rules a little more thoroughly, I've been gimping myself slightly by forgetting little things like my Wolf Lord getting five attacks base for riding a TWM. :lol:

 

Allerka,

 

How are you representing your TWC? Are you just using something else as a "counts-as" for now? Also what are you equipping them with? I'm considering swapping out my Swift Claws for TWC, but just haven't committed to it yet.

 

V

Has anyone tried the Logan/All WG list yet? Wanting to put something together for a big mega-battle this weekend, but hoped to avoid problems that others have experienced.

 

The problem with Wolf Wing or any type of termie-wing is that they have almost no models on the table. Being T4 with 1 wound, it's quite easy to just do enough wounds to a unit to make it take serious losses. I personally advise against the idea of Wolf Wing.

Allerka,

 

How are you representing your TWC? Are you just using something else as a "counts-as" for now? Also what are you equipping them with? I'm considering swapping out my Swift Claws for TWC, but just haven't committed to it yet.

 

V

Currently, I'm just using some guys from my biker army to represent the TWC, and the Fenrisian Wolves. I play on modeling my guys riding cold ones from WHFB (As I'm not actually playing as Space Wolves, merely using the codex, and lizards work better for my Chapter), and using the salamanders from the Lizardman army, if I can figure out a way to pay less than $25/model.

 

As for equipment, I have a Wolf Lord on TWM, wielding a thunder hammer and storm shield, along with runic armor, a wolf-tooth necklace, a wolf-tail talisman, two wolves, and Saga of the Bear. Pretty much pure herohammer there, but he can go toe-to-toe with anything and not bat an eyelash. I also have a WGBL equipped with a frost blade and storm shield (S6 yum :HQ: ), along with the necklace/talisman, and two wolves. They're attached to a four-man TWC unit which all have storm shields, along with one that has melta-bombs, one that has a thunder hammer, and another that has Mark of the Wulfen (which I pretty much took just to make the unit fully complex). The wolves in the unit make for ablative wounds, everyone's got storm shields to weather even the most intense of fire, and I can split off either IC as needed to tackle extra targets (which they do a pretty darn good job of). They're expensive, the WL is 295, the WGBL is 215 (I think), and the TWC is 360, but I've yet to have them wiped out in a game, and they ALWAYS earn their points back and then some in melee.

 

 

Has anyone tried the Logan/All WG list yet? Wanting to put something together for a big mega-battle this weekend, but hoped to avoid problems that others have experienced.

I have a friend who's going to be trying a "Wolfwing" drop pod army, his planned setup and tactics sound pretty solid. I can report back once he gets some games in.

I've been having a bad time against Autarch armies - he doesn't use anything else against my space wolves - admittedly, once in combat my wolves make mine meat out of him - including 4 long fangs (all that was left) (with the +1 attack from grimnar) charging into a unit of firewarriors - grimnar kills one autarch, long fangs started with shooting, then assaulted and took out most of the long fangs, and then a wolf guard with MoW cleared ther rest. :)

 

http://www.bolterandchainsword.com/index.p...p;#entry2157839

 

I have found that Lone wolves are fun - and MoW.

 

If I were to play an apoc game with space wolves, I think I would go for large amounts of lone wolves - I mean, when they all die thats +1 kp each for me :)

Played a game against gunline C:SM yeterday, and got a solid win. I ran 4 WG in TDA + WL in LR, 3x10 GH in rhinos and 15 BCs slogging behind. I used my parking skills (=D) to deny him shooting at my guys, and my TDA guys and Lord just killed everything they touched. His Sicarus was no match for my Lord in CC either =D
How you using Ragnar in your games?

 

I find that his 3+/4++ with no EW just doesn't make up for what he can kill.

I use Ragnar in a Land Raider with a unit of between 6-10 WG with Frost blades and Bolt pistols. In order to keep him safe (so to speak) I use the unit to hunt units with initiative 5 or lower. With that many attacks at that high a strength it wipes out a unit before it can hit back and keeps Ragnar safe, though it can leave the unit exposed to shooting it usually survives.

 

Also, I sometimes use Wolves as meat shields for Ragnar to take those power fist attacks.

Well that is not official, it is just how we play. I put the question in the FAQ, but My friends (aka the people I play with) and I thought that RAI was that because the wolves are wargear you can join a unit. We are also still debating on if the wolves can take wounds assigned to the wolf lord, we decided that until it is FAQ'd or tournament ruled away that I can play it like that. (The thought was that a loyal wolf would impose himself between the powerfist and his master).

 

Overall I think that you have to put ragnar with some heavy CC hitters with weapons that strike at initiative, the most sure way to keep Ragnar safe is to demolish whatever unit he is charging.

Another win for me and my list! That makes seven in a row since the new codex came out now, I think I'm on to something special here. :)

 

The game was against Eldar, with a spearhead deployment (my first playing with it). I had the initiative seized against me, unfortunately, which made things difficult, but I still managed to prevail. My wolf lord was a monster. After an initial disappointment of failing a single 2+ armor save, he proceeded to tear through the xenos with ease, annihilating a seer council of a farseer and four warlocks (passing seven armor saves at once to do it, no less), a fire prism, and then standing against a tank-shocking wave serpent and smashing it down, before finally succumbing to dark reaper fire (I'm starting to hate those guys without my bikers).

 

While this list easily out-assaults anything they face, I've noticed a distinct amount of difficulty with the super-shooty Guard and Eldar, which makes me wonder if some refinement shouldn't be in order to better deal with this. My lone Long Fang squad has been severely disappointing, with them only actually accomplishing anything worthwhile in two of the seven games. I'm wondering if maybe I should drop my Fenrisian Wolves (58 points) to buy them a transport or drop pod, so that I can more readily position them properly for games they need to walk on (which has thus far essentially guaranteed their uselessness), or just deploy them normally and drop the pod to annoy the enemy (a thought which I find amusing :P ).

Me? Well, as I mention earlier in the thread...

 

I've been using a pimped-out WL on TWM, a WGBL on TWM, attaching the both of them to a 4-man TWC unit with all Storm Shields. No need for rolling cover then, they can take a HUGE amount of punishment, and there's only two guns in the game that can instakill them (railguns and demolisher cannons). Also three squads of GHs, each with a WG attached, and one squad taking a Rune Priest as well. Also a unit of FWs, and some Long Fangs with LCs and PCs.

 

As for equipment, I have a Wolf Lord on TWM, wielding a thunder hammer and storm shield, along with runic armor, a wolf-tooth necklace, a wolf-tail talisman, two wolves, and Saga of the Bear. Pretty much pure herohammer there, but he can go toe-to-toe with anything and not bat an eyelash. I also have a WGBL equipped with a frost blade and storm shield (S6 yum :)), along with the necklace/talisman, and two wolves. They're attached to a four-man TWC unit which all have storm shields, along with one that has melta-bombs, one that has a thunder hammer, and another that has Mark of the Wulfen (which I pretty much took just to make the unit fully complex). The wolves in the unit make for ablative wounds, everyone's got storm shields to weather even the most intense of fire, and I can split off either IC as needed to tackle extra targets (which they do a pretty darn good job of). They're expensive, the WL is 295, the WGBL is 215, and the TWC is 360, but I've yet to have them wiped out in a game, and they ALWAYS earn their points back and then some in melee.

The WG squads have a meltagun, a guy with MotW, and a WG attached to each equipped with a power fist and combi-melta, all riding in Rhinos (233 for the ten-man squads including the WG, 218 for the nine-man squad). The Rune Priest has Master of the Runes and the necklace/talisman combo, along with a Chooser (175). I've been using Jaws and Fury with him, but now I'm realizing I should replace Fury with Lightning to give me another option at long-range firepower.

 

I'm also now thinking about how I could squeeze in a transport for the Long Fangs. Giving them a Rhino would give me a fourth vehicle, which, if the Fangs are already set up, can roll up with the others and act as a backup transport, or give them a 12" jump onto the table for a Dawn of War setup, and then play backup anyway. Maybe swapping out their plasma cannons for heavy bolters, that's 30 points right there (I've been pretty unimpressed with them thus far)...

I've faired very well so far.... really happy with the balance of the new codex and have gone semi-mech with greatest success.

 

Whats working: Grey Hunter heavy with mix of wolf guard and long fang backing. Skyclaws making a big impact as are two special weapon GH pods deployed tight for mutual support. Lone wolves great wildcard.

 

Whats not working: Master of Runes - too many leadership tests means taking wounds so basic Rune Priests for me.

 

Favourite tactic -at 1500-2000 points the '3 pod list' is brutal - 2 of 2 special weapon/MoW GH and 1 Impact pod e.g. ven dread or WGTDA - I'll post my favourite list later today in the army list section - thinking it will be a strong for tournaments.

Well I've been going strong with the army I've been using for a while now, 13-0 winning streak! I find that after 1-2 turns of short range poundings by a couple of vindicators, a charge from even a single unit of Thunderwolf Cavalry can clear out even the most heavily defended area of the board. Their is only 1 real problem with my list... half the time my Wolf Lord isn't fighting because throwing him at a unit of firewarriors (who he would ID) is a waste when there are battlesuits to chase down!

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