LoneSniperSG Posted May 12, 2010 Share Posted May 12, 2010 This is something that bounced around in my head for the last week or so.. All I'm really looking for is some critiquing. These last three games have been two draws and a loss. Comparable to my results last year (yes it's been that long since I've played) of two losses and a draw. Shame shame. That will change. This last game showed me the key to running Space Wolves. There can be no screwing around. No sitting pretty and holding turf (unless the mission requires it). In any normal situation, the best thing you can do is assault. Assault, assault assault. Throw your Wolf Priest-led Blood Claw mob at him. Back them up with Rune Priest-led Grey Hunters, and lots of supporting heavy firepower. Vindicators, Predators, Land Raiders and Razorbacks do this well. Whirlwinds should also perform well with giving 48-inch supporting fire. Keep their heads down while your infantry get closer to the charge. So here's my plan. The initial plan and nothing else, because if there is anything else, it won't stay as a plan too long. I'll take transports. Rhinos, man. Rhinos. Land Raiders at 1500 points and above. I've got three feet to move before I get into close combat with him, and that is the ultimate goal of any Space Wolf player, especially against Eldar. All Eldar (perhaps with the odd exception, such as the Avatar of Khaine) are TOUGHNESS 3. Which means even your young, inexperienced, WS/BS 3 Blood Claws will REALLY mess up his works. Deploy, transports loaded. Blood Claws in a Land Raider with the Wolf Priest(15-man pack), Rune Priest and Grey Hunters in Rhinos. Figure.. two squads total. Along with your transports, grab a Predator or Vindicator (or two). These heavy-hitters will advance with the transports. Move the transports their full 12" and pop smoke. Move the assault tanks 6" and fire. While the tanks roll up, the Drop Pods come down. All the remaining Troops, any Wolf Guard and Dreadnoughts will take one. Our Drop Pod assault rule means that half of our pods have to come down on Turn 1. So, find the best places for them to land. Disembark whatever they are carrying, and let loose with the shooting. Deepstrike a Land Speeder along with them (behind the pods to obscure it from return fire). Since your transports now have a 4+ save, any fire they take can be reasonably saved. Your assault tanks will probably take a few knocks, but that is what they are there for. Move the transports another 12" and disembark all squads. Now he has crap all over. All up in his face. By this time, he will have likely moved as well, if not, another round of shooting from the survivng tanks, and the Deep Strikers should give enough leway for your Rhino infantry to move in for the kill. Make sure that in this turn, you get within six inches so they can assault. With that set, try to Deep Strike two more pods, and save any others for the next turn. to give a rough army list, this plan requires: Wolf Lord attatched to 9 Grey Hunters in a Drop Pod Rune Priest, attatched to 9 Grey Hunters in a Drop Pod Wolf Priest, attatched to 14 Blood Claws in a Land Raider Redeemer 10x Grey Hunters in a Rhino 10x Grey Hunters in a Rhino Dreadnought in a Drop Pod 2x Landspeeder (Tornado and Typhoon) 1 Predator 1 Vindicator, or another Predator I have 1500 pts to work with. Am I taking the right approach against Eldar? One of my honored advisors in another threat told me that against Eldar you can either be crazy-aggressive, or sit and hold a strong position with long-reaching weapons. But I'm finding that camping the big guns has not been working. Maybe this is the standard Space Wolves way, but I'm a bit behind the times. Link to comment https://bolterandchainsword.com/topic/201218-hows-this-work/ Share on other sites More sharing options...
Simo429 Posted May 12, 2010 Share Posted May 12, 2010 personally i dont think space wolves are purely an assault based army you do best to use the outstanding well roundness of the wolves long fangs are outstanding fire support, id take them over preds any day of the week i think blood claws are very underrated and opponents dont realise the damage that 14-15 blood claws can sew on the charge Link to comment https://bolterandchainsword.com/topic/201218-hows-this-work/#findComment-2397056 Share on other sites More sharing options...
hauk thunder-kraken Posted May 12, 2010 Share Posted May 12, 2010 I must agree with Simo on this one, i run 2 packs of fifteen bloodclaws, each with a wgbl and power fist.... can bring down full squads of orkboys if used corectly, never played eldar tho, so cant rly help ya there mate. Link to comment https://bolterandchainsword.com/topic/201218-hows-this-work/#findComment-2397236 Share on other sites More sharing options...
Requiem of the Wolf Posted May 12, 2010 Share Posted May 12, 2010 It also depends on the flavor of eldar your opponent is using. But without a doubt,for 140 points,6 long fangs with 5 missile launchers will never fail to make back its point value and more. They can drop 5 frag templates on normal Eldar troops,which will rip apart their guardians and any of their sneakier troops,since to keep them in cover they tend to bunch up alot. Also if you know he is going with alot of Rangers,bring a whirlwind. It has a Large blast template that completely ignores cover saves and will have him screaming in frustration time and again. Your long fangs will also make short work of any vehicles he has,even if they have the holo fields. And best of all you can keep most of your army assaulting,and these two units can give great fire support. Also make sure if he has a heavy weapons platform with his guardian squad that he measures the line of sight from the guardian firing it like the codex says,rather then from the weapon itself. I had a opponent last Tournament leave the weapon platform on top of a small plateau while his troops were out of sight hiding behind it,and still shooting it. He was a fairly new player so I am pretty sure it was accidental not intentional,but still it is something to watch for. Link to comment https://bolterandchainsword.com/topic/201218-hows-this-work/#findComment-2397895 Share on other sites More sharing options...
LoneSniperSG Posted May 12, 2010 Author Share Posted May 12, 2010 I hear the missile launcher advice, but I don't have any. My army has a grand total of two missile launchers. Link to comment https://bolterandchainsword.com/topic/201218-hows-this-work/#findComment-2397928 Share on other sites More sharing options...
Requiem of the Wolf Posted May 12, 2010 Share Posted May 12, 2010 Ask if your opponent is ok with you proxying them,if not perhaps check ebay for the individual missile launchers. Link to comment https://bolterandchainsword.com/topic/201218-hows-this-work/#findComment-2397954 Share on other sites More sharing options...
LoneSniperSG Posted May 13, 2010 Author Share Posted May 13, 2010 If I may recap on tonight's game. I'd say the initial deployment stages of this plan aided me more than the plan itself. ONCE AGAIN I was beaten into Assault by those aloof, pointy-eared Fail-dar. However, Not a single unit of mine ever went off on its own, and was always under the support of something else. Pack mentality at work. Notable moments.. well.. Podded Grey Hunters, a TLAC/ML Dreadnought and a Flamer/Melta Speeder hosing up a squad of Dire Avengers, giving me the only complete infantry unit elimination. I also flamed an entire squad of Dire Avengers with a Whirlwind Castellan missile, after it scattered five inches away from the squad next to them. I'll give him props for immobilizing, then destroying a Land Speeder, but not for the popped Rhino. Fortunately I didn't have to endure seeing Blood Claws vs Howling Banshees. Link to comment https://bolterandchainsword.com/topic/201218-hows-this-work/#findComment-2398231 Share on other sites More sharing options...
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