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Interested in Space Wolves


Kreon

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I've been a fan of 40k for many years now, but only took the plunge last year to begin a force of my own.

 

I'm at the point now where I'd like to add a small second force to my collection so I can change up my games a little bit, using my main force (Ultramarines 3rd Co) for large games and another force for the 500-1000 point range. My main interest is just something that plays a little differently, and I'm primarily considering Wolves, 1k Sons, and IG.

 

As I understand it, the Wolves primarily play as an assault force with some good backup units for shooting. Unfortunately that's about as much as I know since nobody at my LGS plays them.

 

Can anybody give me a little more in depth of an overview as to the way they feel on the table?

 

The amazing thing about our new codex is a SW army can be just about anything you want it to be.

-Foot slogging infantry force (GH are arguably the best "tactical" SM troops capable of shooting and assault)

-Mechanized or DP force

-Shooting force (a mere 720 points gets you 21 krak missiles with 3 LFs and 3 LS-Typhoons/MM and the rest for infantry etc)

-Cavalry force (TWC and I5 Wolves)

-Hero hammer

 

I would figure out what you want to make first. The SW codex can probably meet anything you dream up.

Some key elements I think make different from codex:

- They favors a more aggressive-in-your-face play style. Sitting back and holding objectives is possible, but is not really playing to the armies strengths.

- Can build a wide variety of army types that are all really effective - there's no magical army type that is a bazillion percent more optimal then other army types. There's room for a lot of synergy in a lot of different configurations

- Cheap, effective basic troop choice that can respond to almost any situation 24 inches from them. excellent shooting, excellent assault - favors aggressive use

- Support HQs support much better then codex equivalents - Wolf Priests and Blood Claws are way more potent then a Chaplain+Assault combo, and go together like ale... and more ale. Rune Priests are a potent psychic choice that befuddles and hamper the enemy armies mobility and keeping your 24 inch kill zone under control.

- Fighty HQs can threaten whole armies with the right sagas and war gear

- Fast beast and cavalry options that can get in the enemies face quickly and deny them much needed charges.

 

You can form a pretty brutal infantry list with following:

3 x 10 Greyhunters with all the trimmings

3 x Rhinos

1 x 5 Wolf Scouts with some melty stuff

1 x 6 Long Fangs with missile launchers

1 x Rune Priest with a chooser of slain, two powers (usually Murderous Hurricane and Living Lightning)

 

Runs about 1000 points at 40 models, and is a great foundation force, and is easy to expand from.

 

(surprising amount of models for 1000 points)

Ummm...thats a battle leader which is a HQ slot not a Pack leader.

The next one down was a single pack leader. I dont know why he kept the battle leader, but if you check the list hes right.

ahh i was just confused because the quoted line said battle leader lol.

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