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Post your SW Losses.


Marek Grimfang

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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!

 

List?

 

I like seeing the list construction behind such a successful winning streak.

2000 Points of Space Wolf Awesomeness. Completely undefeated so far and totally deadly on the charge!

 

 

HQ:

(225 Points) Wolf Lord Branek Deathwolf

- Frost Blade

- Bolt Pistol

- Wolf Tooth Necklace

- Belt of Russ

- Meltabombs

- Thunderwolf Mount

- Saga of Majesty

 

(145 Points) Battle Leader Girom

- Thunder Hammer

- Storm Shield

- Meltabombs

- Wolf Tooth Necklace

 

(175 Points) Battle Leader Durdin

- Frost Blade

- Bolt Pistol

- Jump Pack

- Meltabombs

- Wolf Tooth Necklace

 

ELITES:

(265 Points) Wolf Guard Pack

- Wolf Brother Agnar – Frost Axe

- Wolf Brother Svengar – Frost Axe

- Wolf Brother Odin – Frost Axe

- Wolf Brother Thorgrim – Frost Axe

- Wolf Brother Bjorn – Frost Axe

- Razroback

- Twin-Linked Assault Cannon

 

(90 Points) Wolf Scout Pack

- 5 Wolf Scouts

- 4 Boltguns

- Plasma Gun

 

TROOPS:

(195 Points) Grey Hunters Pack

- 10 Grey Hunters

- 2 Plasma Guns

- Rhino

 

(195 Points) Grey Hunters Pack

- 10 Grey Hunters

- 2 Plasma Guns

- Rhino

 

(195 Points) Grey Hunters Pack

- 10 Grey Hunters

- 2 Plasma Guns

- Rhino

 

FAST ATTACK:

(100 Points) Thunderwolf Cavalry

- 2 Thunderwolf Cavalry

 

(180 Points) Skyclaw Assault Pack

- 10 Skyclaws

 

HEAVY SUPPORT:

(115 Points) Vindicators

 

(115 Points) Vindicators

 

TOTALS:

Points – 1995

Infantry – 55 Models

Vehicles – 6

Kill Points – 12

Second game for me this night and a loss again orks, after a win against space marines. Testing some things with the new codex, so tonight i decided to check the swiftclaw back in a 1.5k game. Bad choice as they did not help as much as i wanted because of the size of the ork army. I would probably replace these with another bloodclaw pack and with a bit more luck (both of my longs fangs with plasma cannons exploded and twice my rhino rolled one in a difficult terrain) i am sure i will fare better. Next time i will go for more bodies and try to put in a rune priest. Still i have to say that i am impressed how a couple of grey hunters can change the whole game.
So I don't feel I have been faring too well as of late.

 

I just joined up with a new gaming group. They're a cool bunch of guys, for sure. Never overly anal about things unless it's clearly stated in the main rules.

 

This isn't so much a battle report as it is a means to try an analyze what the hell it is I am doing wrong. Maybe someone with an intimate knowledge of the workings of a Space Wolves army can help me.

 

I've been suffering some rather demoralizing losses to my ranks in the last three games though. I chalk up the first two as rusted experience, but tonight was really bad. I focused my army on the infantry. I had 3 squads of 10 Grey Hunters (one with a Rune Priest) and 2 of 10 Blood Claws (One with the Wolf Lord), a pack of 4 BC Bikes with a biker Battle Leader and his Fenrisian Wolf to add their strength. Behind all this a Predator Anni with heavy Bolter sponsons and a Whirly-wind. All infantry units were kitted out with the maximum amount of gear available, minus grenades.

 

I started the game with two Grey Hunter squads on the table, one Blood Claws pack, the bike pack and the two tanks. Dice rolls left me going 3rd of 4.

 

First turn saw my Whirlwind shaken. "Ok, they'll recover next turn, I hope." And little else came at my forces in the way of fire. I spread out my infantry to form a troop shield around my entire deployment zone, and pushed the middle Greys into the area in front of me, between two pieces of cover. This left the right flank Grey Hunters and Priest facing Ultramarines and the left flank Blood Claws and Wolf Lord facing Eldar.

 

Eldar Eldar. Freaking annoying Avatar of Khaine and two squads of Striking Scorpions. By Turn two I found Khaine-y and an Ultra Ironclad Dread getting closer to my troops. The Dread fired over my right Greys and scored a penetrating hit, wrecking the artillery. I rushed my Greys at the Dreadnought, and my Blood Claws at an idle but exposed Khaine, then directed my Anni's fire at a distant War Walker.

 

I only got one wound on the Avatar and the Dreadnought was shaken by my Grey's pfist after a failed round of plasma shooting.

 

The Scorpions shot forward to reinforce the Avatar and surrounded my troops. My Wolf Lord narrowly dodged Khaine's flaming sword, and the entire pack exacted only few casualties against the Scorpions before succuming to the sudden crowded brawl. Meanwhile the Predator suffered a bright lance strike that left its crew shaken, and a biker died from another bright lance strike.

 

My bikes now took to the charge and moved forward, but were unable to do anything due to the combat with the Dread.

 

At this time, reserves entered. A Rhino moved onto the field, and the last Grey Hunters squad came in right beside it. (I should point out that at this point, I was informed that loaded Rhinos had to be deployed straight away and couldn't be used as reserves. I wasn't aware of this and I kind of question it.) The covered Hunters now moved in front of the Predator and took up a defensive line and shot at the nearest Scorpon squad, felling only one of the cursed aliens. The reinforcing Grey hunters shot up the nearest Ultramarines squad as soon as they deployed, and immediately made a dash to the Ultras, locking into a close combat charge that felled two soldiers.

 

The Dreadnought bashed aside nine of my Grey Hunters, leaving the Priest and a remaining fist-wielder to fall back 5 inches.

 

At this point, I was already getting irritated. This was made only worse when Khaine decided to melt my Predator, while the Scorpions charged my Grey Hunters and locked into CC with them, killing all of them in a brutal melee. GUR!

 

The Dreadnought now turned its sight to my Bikers and charged them, suffering a disabled weapon by a thump from the squad's Pfist. The Grey Hunnters continued their combat with the outmatched Ultramarines and cut down all but four of their number.

 

The Grey Hunters continued their combat with the Ultras, felling another marine, while the Dreadnought crushed a bike and pummeled the Fenrisian wolf, forcing the Battle Leader and the remaining biker to retreat two inches.

 

The Eldar now turned their attention away from the Space Wolves, and focused their efforts on the Chaos Space marines present across the field.

 

The Ultramarines also directed their attentions on the Chaos Marines, but with two units tangled up in melee, the Space Wolves were not ignored. The Grey hunters mercilessly cut down the last sons of Guilliman they had attacked, while the single survivng Grey Hunter from another squad darted out from behind the ruined Whirlwind and took a shot at a lone Ultramarines scout, but failed to land any significant damage. The Bikes now found their morale restored and took to battle once again, speeding forward around cover to fire on the Ultramarines scouts, felling three of them.

 

The Avatar of Khaine now focused his wrath on the Wolf Guard Battle Leader, incinerating him with Wailing Doom. (This REALLY ticked me off.)

 

Here the game stopped. It was now abotu 4:30 in the morning and I was probably the only person who didn't have work or anything that morning. So here I am, writing about my night of gaming.

 

Seriously.. what the hell is going on? I thought for certain I had made good choices in army selection, but four things were just wiped out without ANY competition whatsoever. No armor saves, no nothing. This particular game had me facing another Assault-y army of Chaos, a shooty army of Eldar and a shooty army of Ultramarines. But with this group, anything is possible. The Chaos player also has Daemons, Tau and Orks. The Ultramarine player is just beginning, but the guy who supplied his army and helpful advice to the novice has atleast one other army.

 

Next time I am not taking any tanks. No transports, exept maybe a drop pod or two. Infantry and fast attack only. I'll simply just use my Long Fangs for heavy support, because infantry seem to be a thousand times tougher and more destructive than a heavily armored battle machine loaded with large weapons.

 

Honestly, is there some secret to a Wolves army that I missed? Is there some reason why I never get to use ANY of my tanks for more than one freaking turn? $40 for a box and 165 points are starting to take their toll here. Watching it blow up without a fight is aggravating.

 

This is the battle report/help wanted post from a few months ago, and below is the subsequent list.

 

HQ

 

1 Wolf Lord - Belt of Russ, Bolter, MC power axe, runic charm, wolf pelt, talisman, necklace, Frags - 157

 

1 Rune Priest - Runic charm, wolf pelt, talisman, plasma pistol, rune staff

 

1 Wolf Guard Battle Leader - Bike, bolter, power sword, wolf pelt, wolf tail talisman, melta bombs, Fenrisian Wolf

 

TROOPS

 

10 Blood Claws - 9x Bolt Pistol, 8x CCW, Flamer, Fist, Power Weapon, Frags, Rhino

 

10 Blood Claws - 9x Bolt Pistol, 8x CCW, Flamer, Fist, Power Weapon, Frags (Wolf Lord attatched)

 

10 Grey Hunters - 8x CCW, 7x Bolter, 2x Plasma Pistol, Power Fist, Power Weapon, Meltagun

 

10 Grey Hunters - 8x CCW, 7x Bolter, 2x Plasma Pistol, Power Fist, Power Weapon, Meltagun

 

10 Grey Hunters - 8x CCW, 7x Bolter, 2x Plasma Pistol, Power Fist, Power Weapon, Plasma gun (Rune Priest attatched)

 

FAST ATTACK

 

4 Blood Claw bikers - Fist, Power weapon, Flamer (Battle Leader attatched)

 

HEAVY SUPPORT

 

Predator Annihilator - Heavy Bolter sponsons

 

Whirlwind - Pintle Storm Bolter

 

This game was back in march, and using the old rules, obviously.

 

The settings of the game itself was annihilation, with 1v1v1v1 player setup. And it was totally freaking lame. Never doing it again.

I played dark eldar at 1750

 

with

 

2 Runepriests (in gh squads)

 

wolfguard squad mix combi weapons in dp

1 dread 2TLLC ML in DP

2 GH plasma gun melta gun wolf standard Wolf guard leader TDA CML in DP

1 GH in rhino with close combat setup

2 LF 4 missile launchers each

3 Ls typhoons w/ Melta

 

 

against

 

3 squads of incubi in raiders w/ Bright lance

3 Ravagers

6 squads w/ bright lances in raiders w/bright lances

 

I have say the wolves ripped him a new one

having runepriests w/ living lightning and Cyclone missile launchers in GH squads really allows to take on different roles

I lost my one of my GH squads to his incubi but destroyed everything of his.

 

I am finding this kind of shooty wolves very effective against nearly all armies

 

The grey hunters are great all rounders who can do everything and good objective takers

The Land speeders provide anti tank and mobile fire power

The long fangs are doing very nicely with the new terrain rules

The WG provide a little hard hitting surprise ( I am considering turning them into an elite close combat unit as that seems to be missing at the moment )

 

(ive also got 3 victories over eldar with this list so far)

I lost to Daemonhunters last Thursday, mainly because my opponent was using the oh-so-annoying tactic of retreating every time I advanced. At the time I did wonder why he was moving away from my Grey Hunters with his Strength 6 power weapon-wielding silver psychic terminators but hey, who am I to argue?

 

1000pts

 

Wolf Priest

Rune Priest

4 Wolf Guard Termies, storm bolters, power weapons (split between the 4 packs)

Dreadnought, plasma cannon, cc weapon

7 Grey Hunters, melta, power weapon

7 Grey Hunters, flamer, power fist

7 Blood Claws, power weapon

6 Long Fangs, 2 lascannons, 2 plasma cannons, 1 heavy bolter

Land Raider Crusader

 

vs

 

Inquisitor with psycannon, 3 heavy bolter servitors

Brother Captain with psycannon

5 GK Termies, 2 psycannons

5 GK Termies, 2 psycannons

Dreadnought, lascannon, missile launcher

Dreadnought, lascannon, cc weapon

6 GK, incinerator

6 GK, psycannon

 

He got a lucky missile shot from his snipey Dreadnought on my Crusader in the first turn and so my Blood Claws I had to slog across open ground. He tore me apart with an Inquisitor with a psycannon and 3 HB servitors hidden in a bunker and a few psycannon-armed Termies which, combined with my inability to pass 'Storm Caller' cover saves and my Long Fangs succumbing to the Shrouding four turns in a row, meant that when I eventually got into combat, although my Wolves were able to mess the Grey Knights up i didnt have the troops left to make a big enough impact.

 

Therefore I'm gonna have to try a few new things for our rematch next week. I've decided to drop the Rune Priest, mainly because he lost both his wounds from Perils of the Warp and I haven't decided if the points are worth it yet. In his place I've plumped for a Wolf Guard Battle Leader on a bike with twin wolf claws and the Saga of the Warrior Born. I figure I'll turbo-boost him in the first turn to get him into a position to worry the front lines in the second turn.

 

To keep in the theme of getting into combat quicker I've added a squad of Sky Claws. I've been itching to try these out, and I reckon if can coordinate their assault with that of the WGBL I can tie up at least some of his shooting quite nicely. I'll be giving the Rune Priest a jump pack to accompany them, because a squad in enemy lines on Turn 2 with Preferred Enemy and 4 attacks each on the charge makes me feel all warm and fuzzy inside.

 

Finally I'm taking a second, cheaper unit of Long Fangs. I love Long Fangs, and with 3 heavy bolters and 2 missile launchers I should have a solid anti-infantry firebase to go alongside the terminator-killing weapons in the other Long Fang pack.

 

To make room for these I'm dropping a termie and scrapping the Crusader, its just too many points that can go boom in a 1000pt game

 

So my list for next week will be:

 

 

Wolf Priest, crozius arcanum, wolf amulet, plasma pistol, jump pack, wolftooth necklace, wolf tail talisman, meltabombs

 

Wolf Guard Battle Leader, twin wolf claws, runic armour, wolftooth necklace, wolf tail talisman, Saga of the Warrior Born, bike

 

3 Wolf Guard, storm bolters, power weapons, Terminator armour

 

Dreadnought, plasma cannon, cc weapon, wolftooth necklace

 

7 Blood Claws, power weapon

 

7 Grey Hunters, flamer, power fist

 

7 Grey Hunters, meltagun, power weapon

 

5 Sky Claws, power weapon

 

6 Long Fangs, 2 missile launchers, 3 heavy bolters

 

6 Long Fangs, 2 plasma cannons, 3 lascannons

 

 

Comments would be brilliant, and I'll let you know how we perform next week

Bikes vs. S6 weapons isn't that big of a deal.

 

You have to close the 12" distance as fast as you can and drop the hurt. His lucky hit with the gun-dread is the only reason you lost the game. He had absolutely nothing that could stop it other than that.

 

Your entire army needs to be mechanized. You cannot footslog into a GK gunline :S

I played dark eldar at 1750

 

 

 

wolfguard squad mix combi weapons in dp

1 dread 2TLLC ML in DP

 

2 GH plasma gun melta gun wolf standard Wolf guard leader TDA CML in DP

 

1 GH in rhino with close combat setup

2 LF 4 missile launchers each

3 Ls typhoons w/ Melta

 

You cant have more then 10 models in SW DPs. It sucks. i know but thats why you see alot of people running 9 GH + 1 WG and if you only ran 8... then you cant have 2 special wepons =(

 

Personally i think they do fine on thier own. I run 10 with a pair of plasma guns, a W-standard and one with a fist and one with MotW. drop in rapid fire... then get assaulted... get my counter assault and do a lot of damage to a pair of squads or what ever..

 

I run a LRC with 15 BC's a fist a X2 flamers a melta bomb, with a WP with a combi flamer

 

57 attacks from the BC on a charge with preferred enemy is some good =)

 

I run a squad of LF with 4 missles 1 HB and a WG term with a Cyclone Missile, Missiles IMO are the best for the split fire rule. becuase they can either shoot light vehicles (transports, walkers) or go frag and dump a ton of small template damage on some one, or do both!

 

Also. Ragnar is awesome. but i cant justify his points cost.. however. Njal is a house. and SO worth the points

Played my first game with the new Space Wolves this past weekend against a Sister of Battle Force. He wanted to play a 2000pt battle so that he could test it for a tourney this up coming weekend and he wanted to play the wolves for his first time.

 

I showed up with a 1500pt force so I had to add 500pts and took 4 WG TDA with mixed weapons (PW, CML, CF and SB's) riding in a standard LR. The rest of my force was as follows:

 

RP w/PP Murderous Hurricane and Living Lightening

WGBL w/Frost Axe and saga of the beast slayer

Wolf Scouts x6 w/PP, MG, MotW and Meltabombs

Dreadnaught w/ Assault Cannon, Heavy Flamer, Drop Pod

WG x3 (TH & SS, PP & PF, PF)

GH x8 w/MG, Standard, rhino (joined by WG w/TH&SS and RP)

GH x8 w/MG, rhino (joined by WG w/PF, WGBL)

GH x10, flamer, plasma gun

Swiftclaws x3 w/ PW and AB w/MM

LF x6 w/ HBx2 MLx3

Vindicator w/ Dozerblade

 

His force included, from what I remember:

 

Cannoness

4x SOB squads w/2xMG or 2xPG in transport stolen from the consripted IG

1x SOB command squad in stolen transport all geared up

45 IG with a mix of plasma guns and 3 teams of lascannons

2x Immolitors

 

His transports had both TLLC and TLHF on them

 

We rolled annialation(sp) and dawn of war. I won first roll and he opted to have his entire force walk on during his first turn. I was able to establish good lanes of fire for the Vindi and Dread but while I could roll to hit, the dice failed me on penetration shots so the best I did was shaken on the transports. My wolf scouts were able to come up behind his immolitors but couldnt even do any damage after rolling 6's most of the time on the to hit rolls.

 

In the end I did manage to destroy both of his immolitors, the LF's pummelled the IG and what was left was wiped off by the wolf scout w/ MotW. They were the 2 bright spots in my army after the Vindi. With my inability to destroy only 1 of his transports he kept most of his units in the transports and went around cracking open my 2 rhinos and whipping all but the WGBL in one squad and the WG in the other transport in 5 rounds. He also took out my Dread in the 2nd turn.

 

At the end of the game I had:

WGBL

Rhino immoblized

Vindi immoblized

GH x10 never getting into the battle as I didn't deploy them right so they were running around.

LF x6 (the shining star with their elevated position)

WS x 4 w/WG

LR

 

He had:

Cannoness

3x transports immoblized full of SOB's

1x SOB command squad at 1/2 strength

 

He claimed 4 kill points and I got 4 kill points. However after further thoughts, I think he claimed a kill point for killing the WG that came out of the LR as seperate unit. I still had 2 other WG's from the larger pack still deployed on the table with other squads so I don't think he could of gotten the kill point, but I may be wrong.

 

We settled on a draw.

i won by an inch against eldar

 

he had:

3 wraithlords

1 avatar

10 wraith guard

10 howling banshees + eldrad in waveserpent

10 fire dragons in wave serpent

3 jetbikes

10 warp spiders

 

i had:

1 rune priest

20 grey hunters (1 in rhino 1 in DP)

10 blood claws in DP

2 land speeders (heavy flamers and multimeltas each)

2 dreads, 1 twin auocannon one, one assault cannon+ccw

canis wolfborn

2 squads of 10 wolves

3 wold guard (1 was arjac)

1 lone wolf

 

arjac was amazing put him in a squad of wolves, literally as cannon fodder for him, he took out 2 wraithlords and some wraithguard

rune priest took out a wraithlord using the jaws of the world wolf psychic power but then got killed by the avatar (i should have put him in a squad :()

autocannon dread took out the fire dragons and its waveserpent

canis wolfborn got "mind war"'d by eldrad in first turn :( so he didnt get to shine

 

he lost simply because he didnt take enough troops, and i nearly lost because i couldnt get around the table as quickly as he could in his wave serpents etc

 

all in all good stuff :D it was a very enjoyable match

i won by an inch against eldar

 

he had:

3 wraithlords

1 avatar

10 wraith guard

10 howling banshees + eldrad in waveserpent

10 fire dragons in wave serpent

3 jetbikes

10 warp spiders

 

i had:

1 rune priest

20 grey hunters (1 in rhino 1 in DP)

10 blood claws in DP

2 land speeders (heavy flamers and multimeltas each)

2 dreads, 1 twin auocannon one, one assault cannon+ccw

canis wolfborn

2 squads of 10 wolves

3 wold guard (1 was arjac)

1 lone wolf

 

arjac was amazing put him in a squad of wolves, literally as cannon fodder for him, he took out 2 wraithlords and some wraithguard

rune priest took out a wraithlord using the jaws of the world wolf psychic power but then got killed by the avatar (i should have put him in a squad :()

autocannon dread took out the fire dragons and its waveserpent

canis wolfborn got "mind war"'d by eldrad in first turn :( so he didnt get to shine

 

he lost simply because he didnt take enough troops, and i nearly lost because i couldnt get around the table as quickly as he could in his wave serpents etc

 

all in all good stuff :( it was a very enjoyable match

 

You had 4 Elite FOC choices: 2 Dreadnaughts, squad of WG and a Lone Wolf. Thats one too many unless your playing appoc.

I played dark eldar at 1750

 

 

 

wolfguard squad mix combi weapons in dp

1 dread 2TLLC ML in DP

 

2 GH plasma gun melta gun wolf standard Wolf guard leader TDA CML in DP

 

1 GH in rhino with close combat setup

2 LF 4 missile launchers each

3 Ls typhoons w/ Melta

 

You cant have more then 10 models in SW DPs. It sucks. i know but thats why you see alot of people running 9 GH + 1 WG and if you only ran 8... then you cant have 2 special wepons =(

 

Personally i think they do fine on thier own. I run 10 with a pair of plasma guns, a W-standard and one with a fist and one with MotW. drop in rapid fire... then get assaulted... get my counter assault and do a lot of damage to a pair of squads or what ever..

 

 

 

one squad had a plasma gun one had melta gun not both at the same time

You had 4 Elite FOC choices: 2 Dreadnaughts, squad of WG and a Lone Wolf. Thats one too many unless your playing appoc.

 

oh yeah ;) didnt notice that before!!

if im honest the lone wolf did nothing he just literally got himself killed by the avatar and nothing else

I have a new list now that's been doing really well vs all-comers. (I always build vs. all-comers)

 

1749

 

HQ:

Wolf Lord (Saga, TH/SS, WTN, WTT) = 230

Rune Priest (Chooser, WTT) = 115

 

TROOP:

9x Grey Hunters w/ WG (Rhino, PF, cbM, Meltagun, WS) = 228

9x Grey Hunters w/ WG (Rhino, PF, cbM, Meltagun, WS) = 228

7x Grey Hunters w/ Rockfist (Meltagun, WS) = 308

 

ELITE:

Lone Wolf (CF/SS) = 85

 

HEAVY:

LR (EA, MM) = 275

6x Long Fangs (5x ML) = 140

6x Long Fangs (5x ML) = 140

 

The LR is purposely left with 9 models so I can put either my Lord or my Rune Priest in there should the trouble arise. Most of the time, the Wolf Lord sits in there and the Rune Priest (normally with LL and Murderous Hurricane) joins one of the Long Fangs for some ranged domination. The Bird sits on a point of vantage by the Long Fangs to make sure infiltrated units don't pose much of a threat. If my opponent takes DS and its not KP, my Lone Wolf sits and baby sits the Long Fangs.

 

Per shooting phase, I have 10 Missiles and 2x TLLC shots that go out. The armored unit of 2x Rhinos and the Land Raider slowly advances if needed and applies pressure where necessary. I left the Saga objective because my playgroup is so diverse that I often switch between Saga of Warrior Born and Saga of the Bear with Frost Axe of Thunderhammer.

 

So far, I've been doing really well with this list.

I lost to Daemonhunters last Thursday, mainly because my opponent was using the oh-so-annoying tactic of retreating every time I advanced. At the time I did wonder why he was moving away from my Grey Hunters with his Strength 6 power weapon-wielding silver psychic terminators but hey, who am I to argue?

 

He did it because it was the smart thing to do. With Shrouding he gains some protection from your firepower the farther away he is from you. Within 24" his Storm Bolters are very effective. If you are moving to intercept, you can't even touch him with your Bolters until you get within 12"; that gives him a 12" Buffer in which you can't even touch him. The Strength 6 NFW's come in when your extremely attrited forces finally get close to assault.

 

Comments would be brilliant, and I'll let you know how we perform next week

 

You need to come to grips with his force and footslogging isn't going to do it. Get yourself some transports, and some faster moving units.

 

Valerian

Well, my Wolves finally lost in a game to a very close friend who plays IG. Basically it came down to having 9 Leman Russ's with the Plasma Cannon on top and plasma sponsons... not a very appealing prospect to fight.

 

I played against him afterwards with a very different list to what I normally do and absolutely annhilated him!

 

At 2k my list packed Logan, 3 units of Long Fangs and about 30-40 WG with Jump Packs and Combi-meltas... nothing else really. Not very pretty but damn effective. Especially when all of your wolf guard decided to do a massed landing on turn 2, all right on target and all able to crakc open a Leman.

At 2k my list packed Logan, 3 units of Long Fangs and about 30-40 WG with Jump Packs and Combi-meltas... nothing else really. Not very pretty but damn effective. Especially when all of your wolf guard decided to do a massed landing on turn 2, all right on target and all able to crakc open a Leman.

 

The dice gods were with you! For Russ for the All Father!

 

Personally. im not really sure what i would field VS that kinda list. Probably bikes with melta bombs and a Wolf Priest to reroll my to hits

Me and my Buddy played a game today at 1800 pts. set up of board was cities of death style. Lists were chosen and we made a random roll for a mission out of the cities book.

 

It came up Breakthrough.

 

In said mission the defender picks table edge deploys all of his army except Elites and Fast Attack within 6" of table edge. He chose to be defender with 6 six man units of fire warriors, sniper team, hammerhead, 2 broadsides, Commander Farsight and 2 crisis suits, and another HQ crisis suit. He had 2 two man crisis suit teams and a six man stealth suit team in reserve (they all came in turn 2) and all had the requisite drones

 

As attacker i picked an entry point on my table edge and an exit point on his my mission being to get as many unit of the table or within 6" of exit point by end of game (random game length), i had first turn.

 

My list was as follows

 

Njal Storm Caller 245

8 GH w/melta

WG w/PF

Rhino w/Dozer 203

 

9 GH w/Plasma

WG w/PF

Rhino w/Dozer 223

 

9 BC

Wolf Priest

Rhino w/Dozer 275

 

6 LF w/5 ML 140

 

6 LF w/5 ML 140

 

4 Thunder Wolf Cav 1w/SS 1w/TH 1w/melta bombs 265

 

Lone Wolf w/ TDA Frost Blade 55

 

Lone Wolf w/ TDA SS TH 85

 

Speeder w/ HB HF 60

 

5 Skyclaws w/ PW 105

 

Tactically i thought this list was very versatile able to accomplish any mission that may have come up. And for this mission we agreed that it would be half of my units as they are written up, not just troop choices (as that was the way of things when the mission itself was created) He picked Ammo Dump and Tank Traps for stratagems, I picked Booby Traps (not all that great) and Preliminary Bombardment (usually works ok for me but not a single hit this time)

 

Obviously i chose my entry and exit point to be on the far left, away from the broadsides which were on the extreme right (his only deployment error) and his hammerhead which was more centrally located but on the right side of a center building.

 

At this point i should note that Running was helpful to some extent but i knew i couldnt rely on it to get LF's or LW's to the exit point in time unless the game went to 7 turns so they automatically fell into the roles for which they were picked.

 

I wont go into specifics, but it was a hard fought battle that lasted only 5 turns, both GH packs (both suffered heavy casualties but were above 25%), the BC pack(never got out of the Rhino), Skyclaws(2 left), and the Thunderwolf Cav made it off or within 6" of the exit point meaning Victory For The Sons Of Russ!

 

The Speeder was immobilized 2 inches short. The LF did a great job of suppressive fire, and the Cav easily made back their points before riding off into the Whirling Blizzard of Murderous Intent.

 

The LW w/FB didnt add a whole lot except draw some desultory fire, The LW w TH&SS Chased the Hammerhead for a short time (ooooh is Big scary gun toting tank driving away? lol) until crashing into firewarriors coming from the far flank, preventing them from assisting.

 

All in all i learned a few things as this was my first time playing with the Cav and the LW i wish the nature of the mission would have allowed me to use them more. That being said; The Cav was just awesome! Properly screened from fire (easier to do in a city fight i know) they are in my opinion capable of taking out dang near anything you crash them into

 

The LW have an intimidation value if nothing else. Here comes a neigh unstoppable killing machine intent upon his own death as much as yours. Whats that? You just took him out with a Rail gun? Nay 'tis only a flesh wound!

 

Questions, Comments, and Concerns are appreciated!

 

P.S. Njal = Tau Doom

1. Four packs of 15 blood claws.

 

2. Wolf guard (TDA, CF) to lead them.

 

3. Two lone wolves (TDA, SS, CF) to fill my last elite slots.

 

4. Vindicators for my HS slots.

 

5. A mix of Swift/Sky claw packs.

 

 

I'll use Ragnar, if my opponent also has a "named" HQ. If not, I'll use my WGBL and RP.

 

 

My force is a nasty surprise to stoic lists, and nail-biting against ork and nid lists.

 

I've lost 2 battles so far ... out of the current 10 played.

I have a new list now that's been doing really well vs all-comers. (I always build vs. all-comers)

 

1749

 

HQ:

Wolf Lord (Saga, TH/SS, WTN, WTT) = 230

Rune Priest (Chooser, WTT) = 115

 

TROOP:

9x Grey Hunters w/ WG (Rhino, PF, cbM, Meltagun, WS) = 228

9x Grey Hunters w/ WG (Rhino, PF, cbM, Meltagun, WS) = 228

7x Grey Hunters w/ Rockfist (Meltagun, WS) = 308

 

ELITE:

Lone Wolf (CF/SS) = 85

 

HEAVY:

LR (EA, MM) = 275

6x Long Fangs (5x ML) = 140

6x Long Fangs (5x ML) = 140

 

So far, I've been doing really well with this list.

 

My list is very similar i think 3 GH's and 2 LF squads are the most point efficient units available and form a strong base of an army.

 

I support them with LST's and WG and instead the LR but still trying out support units

Another two victories! This brings my total to 9-0. My last two games were against Tyranids and Guard, with both being soundly defeated. I've revised my list a little, here's what I've got it at now:

 

HQ

 

Wolf Lord

-Thunderwolf Mount

-Thunder Hammer/Storm Shield

-Runic Armor

-Wolf-tooth Necklace

-Wolf-tail Talisman

-Saga of the Bear

-2x Fenrisian Wolves

295

 

Battle Leader

-Thunderwolf Mount

-Frost Blade/Storm Shield

-Wolf-tooth Necklace

-Wolf-tail Talisman

-Saga of the Beastslayer

-2x Fenrisian Wolves

215

 

Rune Priest

-Wolf-tooth Necklace

-Wolf-tail Talisman

-Chooser of the Slain

125

 

 

Troops

 

Grey Hunter Squad

-8x Marines

-Meltagun

-Mark of the Wulfen

-Wolf Guard w/Power Fist and Combi-melta

Rhino

218

 

Grey Hunter Squad

9x Marines

-Meltagun

-Mark of the Wulfen

-Wolf Guard w/Power Fist and Combi-melta

Rhino

233

 

Grey Hunter Squad

9x Marines

-Meltagun

-Mark of the Wulfen

-Wolf Guard w/Power Fist and Combi-melta

Rhino

233

 

 

Fast Attack

 

Thunderwolf Cavalry

4x Marines

-4x Storm Shields

-Thunder Hammer

-Melta-Bombs

-Mark of the Wulfen

360

 

 

Heavy Support

 

Long Fangs

5x Marines

-4x Lascannons

Rhino

210

 

Vindicator

115

 

Total: 1999

 

 

The Thunderwolves have yet to be overwhelmingly defeated by anything (usually they don't lose or come close to it until after suffering heavy losses, which usually takes 2-3 turns of heavy fighting or being shot at).

 

To be honest, as much as I'd like to attribute the success of my army to the strength of the list and my awesome generalship skills :blink: , I have to attribute at least some of it to poor caliber of opponents. Most of my opponents have effectively ignored my Thunderwolves, or only put token fire into them, tending to focus more on the Grey Hunters, only to be quite surprised when the Thunderwolves assault and destroy anything they touch in a series of brutal and short fights. Or they don't fight to control objectives, only focusing on killing my stuff, while I sneak GH squads into position to grab and hold objectives (which they do a fantastic job of, BTW).

 

I think part of it comes from no one being quite familiar with the TWC as of yet, given it's a new unit. That'll probably change within six months, though, it certainly already is starting to at my store, now that I'm building a reputation for the nastiness of my TWC "Death Star Unit" ;). Though I haven't really fought any truly hard lists or players yet, I'm confident these guys would still fair quite well in an actual tournament setting.

Its been about half and half for me. When it's worked, the new army has been astonishingly good for me. My list is very fluid at the moment and i had a few losses at 1,000 points purely because i was running a backup list because my store didnt have an extra wolf pack i could buy ;). Had a depressing run last thursday where i lost three consecutive games: Two close fought battles against an excellent sallies player and one absolute arse whipping by an eldar player who fielding a frakkin horrible pathfinder heavy lsit with plenty o walkers and a wraithlord.

 

Honour was sated the next day during a three marines versus three orks apocalypse game. Finally used JOTWW which went brilliantly as it munched Wazdakka Gutsmek and his squad. My lord with the blood claws then proceeded to run down four Ork mobs on their own, with a little help near the end from a lone terminator (that lads getting upgraded to a battle leader i tell you now).

 

As for whats not working for me, id say ive been suffering from armour heavy armies. In 1,500 point games thus far, ive only managed to field a Venerable Dread that had a semblance of anti tank weaponry and of course thats just one gun so easily nullified. Of course this is hardly a codex complaint, my list is constantly evolving as i buy more units. I purchased some devestators today to make a squad of long fangs so i hope this kink has been ironed out finally. Greatly enjoying running a GH heavy list atm aswell as dabbling with Njal in larger games.

Now for those with heavy numbers of Grey Hunter slots, how are you faring with the two available choices?

 

1.) 10 x GH (2 x Spec Weapon) and PF/PW

 

or

 

2.) 9 x GH (1x Spec Weapon) and WG with PW/PF

 

 

Is the WG a major necessity adding that extra +1 Wound and +1 Extra Attack?

 

Or is the extra Spec Weapon making up for the lack of WG, and not much is lost with the GH armed with the PW/PF with his -1 Attack and -1 Wound?

Is the WG a major necessity adding that extra +1 Wound and +1 Extra Attack?

 

Where is the +1 Wound coming from? It all depends what you're using them for. For an all-purpose Grey Hunters squad, the WG w/ Fist is the best way to go. If you're going with a Tank Hunter specialist, go with 10 GH with 2x Meltaguns and MotW. For both of them, I like the Wolf Standard because I find it to be amazing when battling something that's most likely better than you in combat (like Orks, Nids).

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