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2000pt list for your picking against guard


Wolflordhicks

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Hey all this is my first attempt with the new dex Im going up against a guard army tomorrow any suggestions?

 

Hq

Rune Priest JOTWW Chooser of the slain, runic armour, storm caller, master of the runes (he is attatched to a grey hunter squad in a drop pod (180)

 

Troop attached to rune priest

Grey Hunters x9

Melta gun Power Fist

Drop Pod (200)

 

Hq

Ragnar (240) he is attatched to blood claws

 

Troops attached to ragnar

Blood Claws x10

Melta gun, Plasma pistol, power fist (195)

 

Heavy LRC

Claws and Ragnar Mounted in a LRC (250)

 

Troops

Grey Hunters x10

plasma gun, power fist (185)

Mounted in rhino (35) want to use drop pod eventually for them

 

Troops

Grey Hunters x10

Plasma pistol, Melta gun, power fist, wolf standard (195)

Mounted in a rhino (35) want to use drop pod eventually for them

 

Elite

Wolf Guard x5

THSS

THSS

THSS

Arjac Rockfist

CF Heavy Flamer (483)

Mounted in drop pod (35)

 

I intend to drop the wolf guard on a flank by his tanks and walk along cracking them open in CC,

 

Followed by dropping the grey hunters and priest along beside them using the rune priest JOTWW to take out his master and hq's and casting storm caller to provide both squads with a cover save.

(I know this is risky relying on the reserve roll but if they dont arrive on turn 2 I should be able to still use them to back up the guard)

 

The other units will move in their transports as fast as possible to his lines to cause as much carnage as possible Tank shocking as I go after troops are deployed.

(If I had the 2 other pods I want I would be dropping the greys and guard on the same turn)

 

Any ideas if you think it will work?

 

Cheers Guys and gals I'd appreciate any other input you can give me (I like to go along with fluff rather than picking all the good units but I think I may have an ok army?)

Firstly, Rune Priest & Grey Hunters:

 

Runic armor? No need. Give him a wolf tail talisman if you're worried about psykers.

JotWW is not a good deal against guard. if you want to put the hurt on, use Murderous Hurricane. 3D6 S3 hits... brutal. That or Living Lightning, especially if he's podding, D6 autocannon shots into some side armor will wreak some havoc.

 

The Grey Hunter unit he's with, make it 8 models, and stick a wolf guard/Pfist in there, more attacks and you save some points. Give him a combi-melta with the points you save from dropping the runic armor.

 

 

 

Secondly, Ragnar, Bloodclaws & LRC:

 

Great choice... except for a few things...

Ragnar is overkill against a guard army, remember, they're mostly WS3, T3 and 5+ save. Hitting on 3, wounding on 2 (furious charge), and them dying on 1-4 is already silly enough.... but, I don't think it's worth it still.

Bloodclaws benefit from either Ragnar's D3, or their on 2 bonus attacks on the charge, not both.

The LRC needs extra armor and a multi-melta. If you're taking a LRC, also, try to fill it up.

 

Here are some thoughts to beef the unit out:

Drop ragnar, put a wolf guard model in the bloodclaws, and toss a Wolf Priest in the unit. The rerolling misses will do you more good than furious charge, against guard. With the added wolf guard in the unit, and the wolf priest himself, you will have about the same, if not more, melee punch.

Drop the meltagun all together. BS3 is fail!

Drop the plasma pistol all together as well. Would you rather a SINGLE BS 3 S7/Ap2 shot? Or another bloodclaw with 4 attacks on the charge rerolling misses?

 

Doing this, you will still have saved points, and increased the quality of the unit.

 

 

 

Thirdly, Grey Hunters:

 

At 110 models you can have 2 special weapons, you only have 1 listed.

Also, Power Fists on 1 attack models are not really worth it. Try a power weapon, or mark of the wulfen (can glance av 13!); it will both save you points and put more attacks in the unit.

 

If you REALLy want a power fist in the unit.

If you give your unit the following:

9 Grey Hunters, Meltagun, Power Weapon(or MotW), a wolf guard with: power fist, combi-melta, mounted in a rhino, it will cost you a little bit more than before, but you get more power fist attacks, plus some extra anti-infantry punch with the power weapon or mark (or both if you can squeeze more points into it!). Whilst not sacraficing much anti-tank ability.

 

 

Fourthly, the Wolf Guard:

 

I'm not sure what else to say other than, "aaaah no!"

 

There are a plethora of options to make this unit better.

 

You can have a 5 man terminator unit in a land raider with a cyclone missile launcher, some chain fists and power fists for about the same price.

 

Try these options:

5 Scouts, Meltagun, meltabombs, mark of the wulfen, Wolf guard, combi-melta, power fist. (168)

1 Thunderwolf Cavalry, TH/SS. (110)

Lone Wolf w/ Terminator Armor, Chainfist/SS (85)

Landspeeder w/ MM/HF (70)

 

Pretty much any mixture of the above units is going to be more devistating, distracting, and powerful than the terminator unit in the drop pod.

 

 

I'd go with 2 of the scouts, a thunderwolf and a land speeder. The thunderwolf takes care of your S10 thunderhammer needs, with just as many attacks on the charge, and more if locked in combat than Arjac.

 

 

 

 

 

As for going along with the fluff, it would be an odd thing to see Arjac (Logan's champion), fighting with Ragnar. Unless your fluff idea would be that Logan sent a wolf guard unit to support Ragnar's assault. Which is fine and dandy, but they're from different companies.

 

Also, I do like the idea of using drop pods, as that's Ragnar's style

 

 

 

As for your strategy, as I said before JotWW is nice and all, but after playing with it for a few games, I've only found significant use for it against 'Nids, Orks and Tau, and the 3D6 S3 hits is a bit more pormising from Murderous Hurricane.

 

Don't expect your rhinos to make it to the guard lines either... that's something that your opponent will need to stop, and chances are, will.

 

4 drop pods is a better choice, so do that once you get them. Consider scouts along with the drop pods, if you can force an iguard player to start in reserve, and you have lots of infantry, you'll be far better off.

 

If you can pull that off, a couple of speeders to catch any Valks is a great idea.

 

 

 

A bit of fidgeting, and you'll have a strong list, that's also very fluffy. Remember, wolf guard leading grey hunters into battle is fluffy, and a good idea!

 

 

 

Good luck with your game tomorrow!

Firstly, Rune Priest & Grey Hunters:

 

Runic armor? No need. Give him a wolf tail talisman if you're worried about psykers.

JotWW is not a good deal against guard. if you want to put the hurt on, use Murderous Hurricane. 3D6 S3 hits... brutal. That or Living Lightning, especially if he's podding, D6 autocannon shots into some side armor will wreak some havoc.

 

The Grey Hunter unit he's with, make it 8 models, and stick a wolf guard/Pfist in there, more attacks and you save some points. Give him a combi-melta with the points you save from dropping the runic armor.

 

 

 

Secondly, Ragnar, Bloodclaws & LRC:

 

Great choice... except for a few things...

Ragnar is overkill against a guard army, remember, they're mostly WS3, T3 and 5+ save. Hitting on 3, wounding on 2 (furious charge), and them dying on 1-4 is already silly enough.... but, I don't think it's worth it still.

Bloodclaws benefit from either Ragnar's D3, or their on 2 bonus attacks on the charge, not both.

The LRC needs extra armor and a multi-melta. If you're taking a LRC, also, try to fill it up.

 

Here are some thoughts to beef the unit out:

Drop ragnar, put a wolf guard model in the bloodclaws, and toss a Wolf Priest in the unit. The rerolling misses will do you more good than furious charge, against guard. With the added wolf guard in the unit, and the wolf priest himself, you will have about the same, if not more, melee punch.

Drop the meltagun all together. BS3 is fail!

Drop the plasma pistol all together as well. Would you rather a SINGLE BS 3 S7/Ap2 shot? Or another bloodclaw with 4 attacks on the charge rerolling misses?

 

Doing this, you will still have saved points, and increased the quality of the unit.

 

 

 

Thirdly, Grey Hunters:

 

At 110 models you can have 2 special weapons, you only have 1 listed.

Also, Power Fists on 1 attack models are not really worth it. Try a power weapon, or mark of the wulfen (can glance av 13!); it will both save you points and put more attacks in the unit.

 

If you REALLy want a power fist in the unit.

If you give your unit the following:

9 Grey Hunters, Meltagun, Power Weapon(or MotW), a wolf guard with: power fist, combi-melta, mounted in a rhino, it will cost you a little bit more than before, but you get more power fist attacks, plus some extra anti-infantry punch with the power weapon or mark (or both if you can squeeze more points into it!). Whilst not sacraficing much anti-tank ability.

 

 

Fourthly, the Wolf Guard:

 

I'm not sure what else to say other than, "aaaah no!"

 

There are a plethora of options to make this unit better.

 

You can have a 5 man terminator unit in a land raider with a cyclone missile launcher, some chain fists and power fists for about the same price.

 

Try these options:

5 Scouts, Meltagun, meltabombs, mark of the wulfen, Wolf guard, combi-melta, power fist. (168)

1 Thunderwolf Cavalry, TH/SS. (110)

Lone Wolf w/ Terminator Armor, Chainfist/SS (85)

Landspeeder w/ MM/HF (70)

 

Pretty much any mixture of the above units is going to be more devistating, distracting, and powerful than the terminator unit in the drop pod.

 

 

I'd go with 2 of the scouts, a thunderwolf and a land speeder. The thunderwolf takes care of your S10 thunderhammer needs, with just as many attacks on the charge, and more if locked in combat than Arjac.

 

 

 

 

 

As for going along with the fluff, it would be an odd thing to see Arjac (Logan's champion), fighting with Ragnar. Unless your fluff idea would be that Logan sent a wolf guard unit to support Ragnar's assault. Which is fine and dandy, but they're from different companies.

 

Also, I do like the idea of using drop pods, as that's Ragnar's style

 

 

 

As for your strategy, as I said before JotWW is nice and all, but after playing with it for a few games, I've only found significant use for it against 'Nids, Orks and Tau, and the 3D6 S3 hits is a bit more pormising from Murderous Hurricane.

 

Don't expect your rhinos to make it to the guard lines either... that's something that your opponent will need to stop, and chances are, will.

 

4 drop pods is a better choice, so do that once you get them. Consider scouts along with the drop pods, if you can force an iguard player to start in reserve, and you have lots of infantry, you'll be far better off.

 

If you can pull that off, a couple of speeders to catch any Valks is a great idea.

 

 

 

A bit of fidgeting, and you'll have a strong list, that's also very fluffy. Remember, wolf guard leading grey hunters into battle is fluffy, and a good idea!

 

 

 

Good luck with your game tomorrow!

The rune priest with the runic armour...has a better save and when using the stormcaller power will protect the guard and greys from ordanance? (if not I will dropand take hurricane)or does tat negate their cover save being a template? (im expecting heavy fire power at least 3 leman russes and 2 basks!!and he has around 100 troops give or take

I think I will drop ragnar (shame I love the model) and take the priest with the claws I hadnt realised how nice a unit it is until you pointed it out to me

 

The wolf guard I know I can probally do a better unit but they will be in the mix of it from turn 1 and I was hoping that they could take on the tanks and crack them open for me causing him to be forced to move the rest of them or face the hammers I dont think he will handle the pressure of them and the incomming claws in their Lrc and rhinos with greys (hes not used to this type of attack in your face turn 1 and ive never used it till now)

 

Thanks fro you view it helps

I hadnt really thought of thoes ideas will take into consideration when I relook at the list soon

If he has 3 russes, and 2 basks, with a mountain of troops... you will NEED to silence those tanks, and quick. Even if it's just shaking them so they can't fire. I'd say it's safe to assume he may have a Demolisher in the mix, and maybe a plasma heavy russ... so your terminators would be more or less doomed from the start. He will just turn and shoot. You need to take advantage of his side armor. Speeders! They will tear through the russes faster than the terminators will, mostly because the terminators will be easy kills for the inevitable Ap2.

 

 

You'll have to play smart, and use terrain to your advantage if you expect to get anywhere near him. You don't provide him with many targets, and your real force will be in his ranks at Turn 3, before that is unlikely. Just be very very agressive, and block his escape, so his tanks have to sit there. With all that infantry he has, he will likely either be bunched up, thus easy to avoid shots via LoS (or at least obtain cover for your tanks), or spread out, and thus unable to focus fire on units.

 

Agressive, just be very very agressive, cover saves will win you the game, and getting to combat turn 3 or earlier is the key.

If he has 3 russes, and 2 basks, with a mountain of troops... you will NEED to silence those tanks, and quick. Even if it's just shaking them so they can't fire. I'd say it's safe to assume he may have a Demolisher in the mix, and maybe a plasma heavy russ... so your terminators would be more or less doomed from the start. He will just turn and shoot. You need to take advantage of his side armor. Speeders! They will tear through the russes faster than the terminators will, mostly because the terminators will be easy kills for the inevitable Ap2.

 

 

You'll have to play smart, and use terrain to your advantage if you expect to get anywhere near him. You don't provide him with many targets, and your real force will be in his ranks at Turn 3, before that is unlikely. Just be very very agressive, and block his escape, so his tanks have to sit there. With all that infantry he has, he will likely either be bunched up, thus easy to avoid shots via LoS (or at least obtain cover for your tanks), or spread out, and thus unable to focus fire on units.

 

Agressive, just be very very agressive, cover saves will win you the game, and getting to combat turn 3 or earlier is the key.

Yes 1 demolisher I think and 2 standard russes, maybe my old exterminator as well (since we cant use it anymore) and no, no plasma tanks I'm relying on making the tanks stop firing at me and the cover saves and his tanks blocking line of sight as if he scatters he will probally hit his ownb troops!! etc from his troops firing through his own troops so I hope it works out he usually deploys all the tanks on one side and the basks on the other with mass troops infront of the tanks not on the side (might work just this once tho) I may drop a squad of greys on their rhino for 2 speeders, (can the speeders deepstrike? I dont have my dex with me), I just have normal speeders would you say take MM with them or HB to mow down his troos?

Cheers and yes I intend to be very aggressive on him from turn 1

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