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Army featuring Njal


MalachiOfRuss

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I've been looking at making an army list (2000 pts) that features Njal Stormcaller, but I'm having a little trouble figuring out how to organize it. How much protection should I give him? Does he need to be in a full 10-man squad, or have you found him survivable in smaller squads? Do you Drop Pod him in, or does he do okay foot-slogging (assuming he's in Terminator armor)? Has anyone fought some battles with him? How have you used him and generally how does it go? Any help would be appreciated.
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welcome to the Fang wolf brother! I do know that our wolf brother, Loki-LaughingDeath has been using him allot as of late! http://www.bolterandchainsword.com/index.p...howtopic=217042 his recent experiences would be of great asset to you. Give him a shout and I'm sure he'd love to give you a heads up. As for tactics... with any HQ, especially a expensive one, you would want some protection. And more importantly, you would want him to make up for his points! first, you should ask yourself what you want him to do. Do you want Njal as a defensive model supporting your troops or long fangs? or do you want njal to be an aggressive and offensive model to help your troops? what other packs are you planning to use in your 2000pts?

Yeah, the issue of "protection" is one that I have been struggling with. That's why I'm having him in TDA, but that limits his transport options: Drop Pod, or Land Raider. The Raider isn't really a great idea because all his powers don't work without line of sight. As far as usage, I was thinking of having him near the fight, but not really in the "thick" of it. I'm wondering if it's enough protection to put him with 5-7 WG with one in TDA with a Heavy Weapon? Or do I need to stuff him with a whole squad of Grey Hunters? I suppose it depends how aggressive I want to be, eh? If I'm going to have him go squad on an objective, then a big Grey Hunter pack should be good because that's what I usually do with them anyway. But if I want him to roam the battlefield, going where he is needed to turn the tide, then I shouldn't tie him down with that kind of role.

 

The backbone of my lists are almost always 2 squads of Grey Hunters and 2 squads of Long Fangs. From there I often have a Land Raider with a squad of WG in TDA and a leader, and often a fast attack unit of some kind (Swiftclaws or TWC). I'll post up some of my lists for commentary.

This list has Njal in a Drop Pod, as well as a Wolf Priest and WGBL coming out of the Land Raider - I call it the "Njal, Hero Heavy" list. My concern with this one is that it is thin on troops.

2000 Pts - Space Wolves Roster

 

HQ: Njal Stormcaller, Lord of Tempests (1#, 270 pts)

. . 1 Njal Stormcaller, Lord of Tempests @ 270 pts (Unit Type: Infantry; Nightwing; Wolftooth Necklace; Runic Terminator Armour; Bolt Pistol; Staff of the Stormcaller; Acute Senses; And They Shall Know No Fear; Counter-attack; Independent Character; Lord of Tempests; Master Psyker; Fury of the Wolf Spirits; Jaws of the World Wolf; Living Lightning; Murderous Hurricane; Storm Caller; Tempest's Wrath; Thunderclap; Saga of Majesty)

 

Troops: Grey Hunters Pack (7#, 125 pts)

. . 6 Grey Hunters Pack @ 125 pts (Unit Type: Infantry; Frag Grenades; Krak Grenades; Power Armour; Bolt Pistol x6; Bolter x5; Close Combat Weapon x6; Flamer; Acute Senses; And They Shall Know No Fear; Counter-attack; Drop Pod)

. . . . 1 Drop Pod (Unit Type: Vehicle (Open-topped); Transport Capacity: 10 models; Storm Bolter; Drop Pod Assault; Immobile; Inertial Guidance System)

 

Troops: Grey Hunters Pack (11#, 195 pts)

. . 10 Grey Hunters Pack @ 195 pts (Unit Type: Infantry; Frag Grenades; Krak Grenades; Power Armour; Wolf Standard; Bolt Pistol x10; Bolter x8; Close Combat Weapon x10; Flamer; Meltagun; Acute Senses; And They Shall Know No Fear; Counter-attack; Drop Pod)

. . . . 1 Drop Pod (Unit Type: Vehicle (Open-topped); Transport Capacity: 10 models; Storm Bolter; Drop Pod Assault; Immobile; Inertial Guidance System)

 

Heavy Support: Long Fangs Pack (6#, 170 pts)

. . 5 Long Fangs Pack @ 170 pts (Unit Type: Infantry; Frag Grenades; Krak Grenades; Power Armour; Close Combat Weapon x5; Lascannon x2; Missile Launcher x3; Acute Senses; And They Shall Know No Fear; Counter-attack; Fire Control)

. . . . 1 Squad Leader (Unit Type: Infantry; Frag Grenades; Krak Grenades; Power Armour; Bolt Pistol; Close Combat Weapon; Acute Senses; And They Shall Know No Fear; Counter-attack; Fire Control)

 

Heavy Support: Long Fangs Pack (7#, 205 pts)

. . 5 Long Fangs Pack @ 205 pts (Unit Type: Infantry; Frag Grenades; Krak Grenades; Power Armour; Close Combat Weapon x5; Heavy Bolter x2; Missile Launcher x2; Multi-Melta x1; Acute Senses; And They Shall Know No Fear; Counter-attack; Fire Control; Razorback)

. . . . 1 Squad Leader (Unit Type: Infantry; Frag Grenades; Krak Grenades; Power Armour; Bolt Pistol; Close Combat Weapon; Acute Senses; And They Shall Know No Fear; Counter-attack; Fire Control)

. . . . 1 Razorback (Unit Type: Vehicle (Tank); Transport Capacity: 6 models; Access Points: 3; Searchlight; Smoke Launchers; Twin Linked Assault Cannon)

 

HQ: Wolf Priest in Power Armour (1#, 105 pts)

. . 1 Wolf Priest in Power Armour @ 105 pts (Unit Type: Infantry; Frag Grenades; Krak Grenades; Fang of Morkai; Power Armour; Wolf Amulet; Melta Bombs; Bolt Pistol; Crozius Arcanum; Acute Senses; Counter-attack; Fearless; Independent Character; Oath of War)

 

HQ: Wolf Guard Battle Leader in Power Armour (1#, 125 pts)

. . 1 Wolf Guard Battle Leader in Power Armour @ 125 pts (Unit Type: Infantry; Frag Grenades; Krak Grenades; Power Armour; Frost Weapon x1; Storm Shield x1; Acute Senses; And They Shall Know No Fear; Counter-attack; Independent Character)

 

Elite: Wolf Guard Pack (7#, 548 pts)

. . 1 Wolf Guard Pack @ 548 pts (Wolf Guard in Power Armour; Wolf Guard in Terminator Armour; Wolf Guard in Terminator Armour; Wolf Guard in Terminator Armour; Wolf Guard in Terminator Armour; Wolf Guard in Terminator Armour; Land Raider)

. . . . 1 Wolf Guard in Power Armour (Unit Type: Bikes; Frag Grenades; Krak Grenades; Power Armour; Space Marine Bike; Bolt Pistol; Power Fist x1; Twin Linked Bolter; Acute Senses; And They Shall Know No Fear; Counter-attack)

. . . . 1 Wolf Guard in Terminator Armour (Unit Type: Infantry; Terminator Armour; Storm Bolter; Wolf Claw; Acute Senses; And They Shall Know No Fear; Counter-attack)

. . . . 1 Wolf Guard in Terminator Armour (Unit Type: Infantry; Terminator Armour; Storm Bolter; Wolf Claw; Acute Senses; And They Shall Know No Fear; Counter-attack)

. . . . 1 Wolf Guard in Terminator Armour (Unit Type: Infantry; Terminator Armour; Storm Bolter; Wolf Claw; Acute Senses; And They Shall Know No Fear; Counter-attack)

. . . . 1 Wolf Guard in Terminator Armour (Unit Type: Infantry; Terminator Armour; Storm Bolter; Wolf Claw; Acute Senses; And They Shall Know No Fear; Counter-attack)

. . . . 1 Wolf Guard in Terminator Armour (Unit Type: Infantry; Terminator Armour; Power Weapon; Storm Bolter; Cyclone Missile Launcher; Acute Senses; And They Shall Know No Fear; Counter-attack)

. . . . 1 Land Raider (Unit Type: Vehicle (Tank); Transport Capacity: 10 models; Access Points: 3; Searchlight; Smoke Launchers; Pintle-mounted Storm Bolter; 2x Twin Linked Lascannons; Twin Linked Heavy Bolter; Assault Vehicle; Power of the Machine Spirit)

 

Elite: Dreadnought (2#, 150 pts)

. . 1 Dreadnought @ 150 pts (Unit Type: Vehicle (Walker); Searchlight; Smoke Launchers; Dreadnought CCW; Heavy Flamer; Multi-Melta; Drop Pod)

. . . . 1 Drop Pod (Unit Type: Vehicle (Open-topped); Transport Capacity: 10 models; Storm Bolter; Drop Pod Assault; Immobile; Inertial Guidance System)

 

Fast Attack: Swiftclaw Biker Pack (4#, 105 pts)

. . 3 Swiftclaw Biker Pack @ 105 pts (Unit Type: Bikes; Frag Grenades; Krak Grenades; Power Armour; Space Marine Bike; Bolt Pistol x3; Close Combat Weapon x3; Swiftclaw Attack Bike; Twin Linked Bolter; Acute Senses; And They Shall Know No Fear; Berserk Charge; Counter-attack; Headstrong)

. . . . 1 Swiftclaw Attack Bike (Unit Type: Bikes; Frag Grenades; Krak Grenades; Power Armour; Bolt Pistol; Close Combat Weapon; Heavy Bolter; Twin Linked Bolter; Acute Senses; And They Shall Know No Fear; Berserk Charge; Counter-attack; Headstrong)

This one has Njal on foot with a big squad of Grey Hunters, plus 2 more small Grey Hunter squads in Razorbacks, and a WGBL in the Land Raider. I think I like this one better because of the more troops, and it still has a leader; but I'm worried that Njal on foot won't be able to get into the fight as much. I could do a list with him in a Rhino, but then I couldn't put him in TDA and I would give him is Invulnerable save, which makes me nervous.

2000 Pts - Space Wolves Roster

 

HQ: Njal Stormcaller, Lord of Tempests (1#, 270 pts)

. . 1 Njal Stormcaller, Lord of Tempests @ 270 pts (Unit Type: Infantry; Nightwing; Wolftooth Necklace; Runic Terminator Armour; Bolt Pistol; Staff of the Stormcaller; Acute Senses; And They Shall Know No Fear; Counter-attack; Independent Character; Lord of Tempests; Master Psyker; Fury of the Wolf Spirits; Jaws of the World Wolf; Living Lightning; Murderous Hurricane; Storm Caller; Tempest's Wrath; Thunderclap; Saga of Majesty)

 

Troops: Grey Hunters Pack (10#, 160 pts)

. . 10 Grey Hunters Pack @ 160 pts (Unit Type: Infantry; Frag Grenades; Krak Grenades; Power Armour; Wolf Standard; Bolt Pistol x10; Bolter x8; Close Combat Weapon x10; Flamer; Plasmagun; Acute Senses; And They Shall Know No Fear; Counter-attack)

 

HQ: Wolf Guard Battle Leader in Power Armour (1#, 130 pts)

. . 1 Wolf Guard Battle Leader in Power Armour @ 130 pts (Unit Type: Infantry; Frag Grenades; Krak Grenades; Power Armour; Wolftooth Necklace; Storm Shield x1; Wolf Claw x1; Acute Senses; And They Shall Know No Fear; Counter-attack; Independent Character)

 

Elite: Wolf Guard Pack (7#, 548 pts)

. . 1 Wolf Guard Pack @ 548 pts (Wolf Guard in Power Armour; Wolf Guard in Terminator Armour; Wolf Guard in Terminator Armour; Wolf Guard in Terminator Armour; Wolf Guard in Terminator Armour; Wolf Guard in Terminator Armour; Land Raider)

. . . . 1 Wolf Guard in Power Armour (Unit Type: Bikes; Frag Grenades; Krak Grenades; Power Armour; Space Marine Bike; Bolt Pistol; Power Fist x1; Twin Linked Bolter; Acute Senses; And They Shall Know No Fear; Counter-attack)

. . . . 1 Wolf Guard in Terminator Armour (Unit Type: Infantry; Terminator Armour; Storm Bolter; Wolf Claw; Acute Senses; And They Shall Know No Fear; Counter-attack)

. . . . 1 Wolf Guard in Terminator Armour (Unit Type: Infantry; Terminator Armour; Storm Bolter; Wolf Claw; Acute Senses; And They Shall Know No Fear; Counter-attack)

. . . . 1 Wolf Guard in Terminator Armour (Unit Type: Infantry; Terminator Armour; Storm Bolter; Wolf Claw; Acute Senses; And They Shall Know No Fear; Counter-attack)

. . . . 1 Wolf Guard in Terminator Armour (Unit Type: Infantry; Terminator Armour; Storm Bolter; Wolf Claw; Acute Senses; And They Shall Know No Fear; Counter-attack)

. . . . 1 Wolf Guard in Terminator Armour (Unit Type: Infantry; Terminator Armour; Power Weapon; Storm Bolter; Cyclone Missile Launcher; Acute Senses; And They Shall Know No Fear; Counter-attack)

. . . . 1 Land Raider (Unit Type: Vehicle (Tank); Transport Capacity: 10 models; Access Points: 3; Searchlight; Smoke Launchers; Pintle-mounted Storm Bolter; 2x Twin Linked Lascannons; Twin Linked Heavy Bolter; Assault Vehicle; Power of the Machine Spirit)

 

Troops: Grey Hunters Pack (7#, 140 pts)

. . 6 Grey Hunters Pack @ 140 pts (Unit Type: Infantry; Frag Grenades; Krak Grenades; Power Armour; Wolf Standard; Bolt Pistol x6; Bolter x5; Close Combat Weapon x6; Flamer; Acute Senses; And They Shall Know No Fear; Counter-attack; Razorback)

. . . . 1 Razorback (Unit Type: Vehicle (Tank); Transport Capacity: 6 models; Access Points: 3; Searchlight; Smoke Launchers; Twin Linked Heavy Bolter)

 

Troops: Grey Hunters Pack (7#, 145 pts)

. . 6 Grey Hunters Pack @ 145 pts (Unit Type: Infantry; Frag Grenades; Krak Grenades; Power Armour; Wolf Standard; Bolt Pistol x6; Bolter x5; Close Combat Weapon x6; Meltagun; Acute Senses; And They Shall Know No Fear; Counter-attack; Razorback)

. . . . 1 Razorback (Unit Type: Vehicle (Tank); Transport Capacity: 6 models; Access Points: 3; Searchlight; Smoke Launchers; Twin Linked Heavy Bolter)

 

Elite: Dreadnought (2#, 150 pts)

. . 1 Dreadnought @ 150 pts (Unit Type: Vehicle (Walker); Searchlight; Smoke Launchers; Dreadnought CCW; Heavy Flamer; Multi-Melta; Drop Pod)

. . . . 1 Drop Pod (Unit Type: Vehicle (Open-topped); Transport Capacity: 10 models; Storm Bolter; Drop Pod Assault; Immobile; Inertial Guidance System)

 

Heavy Support: Long Fangs Pack (6#, 170 pts)

. . 5 Long Fangs Pack @ 170 pts (Unit Type: Infantry; Frag Grenades; Krak Grenades; Power Armour; Close Combat Weapon x5; Lascannon x2; Missile Launcher x3; Acute Senses; And They Shall Know No Fear; Counter-attack; Fire Control)

. . . . 1 Squad Leader (Unit Type: Infantry; Frag Grenades; Krak Grenades; Power Armour; Bolt Pistol; Close Combat Weapon; Acute Senses; And They Shall Know No Fear; Counter-attack; Fire Control)

 

Heavy Support: Long Fangs Pack (6#, 170 pts)

. . 5 Long Fangs Pack @ 170 pts (Unit Type: Infantry; Frag Grenades; Krak Grenades; Power Armour; Close Combat Weapon x5; Lascannon x2; Missile Launcher x3; Acute Senses; And They Shall Know No Fear; Counter-attack; Fire Control)

. . . . 1 Squad Leader (Unit Type: Infantry; Frag Grenades; Krak Grenades; Power Armour; Bolt Pistol; Close Combat Weapon; Acute Senses; And They Shall Know No Fear; Counter-attack; Fire Control)

 

Fast Attack: Swiftclaw Biker Pack (4#, 115 pts)

. . 3 Swiftclaw Biker Pack @ 115 pts (Unit Type: Bikes; Frag Grenades; Krak Grenades; Power Armour; Space Marine Bike; Bolt Pistol x3; Close Combat Weapon x3; Swiftclaw Attack Bike; Twin Linked Bolter; Acute Senses; And They Shall Know No Fear; Berserk Charge; Counter-attack; Headstrong)

. . . . 1 Swiftclaw Attack Bike (Unit Type: Bikes; Frag Grenades; Krak Grenades; Power Armour; Bolt Pistol; Close Combat Weapon; Multi-Melta; Twin Linked Bolter; Acute Senses; And They Shall Know No Fear; Berserk Charge; Counter-attack; Headstrong)

 

Total Roster Cost: 1998

 

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Njal is well worth his points. I have been running him without the TDA because he won't fit in a Rhino or Razorback other wise. Leaving him alone....not such a good idea. He needs a bodyguard and the more the merrier, I would go with 8 Grey Hunters optimized for Close combat and a Wolf Guard Pack Leader in the mix.

 

Land Raider if you are going to go there then you might as well take the Land Raider Redeemer so that way you can make it a full unit of 10 plus the add on characters.

 

Just to let you know Njal will rock your world. There is only one time where he won't. Khornate armies that say NO PSYKERS!! will very effectively shut him down and then you will be wanting a heavy shooting character or unit. I just hope your dice aren't quite as fickle as mine. My dice either run surface of the sun hot.... or absolute zero degrees kelvin. I wish I could get a happy medium!

As much as the terminator armour seems a bonus, it's often better to run him without for the sake of mobility and to better fit in the gravehunters he worked with. Close combat is pretty much a last resort though he can fight. So chances are he will be used for something a Rune Priest primary for:

 

1) His cracking +3 Psychic defence. While this may not be used all the time, 2/3 of psy power blocked is devistating for the other side within 24 inches. May not be much of a difference between 4+ and 3+ could be the difference.

 

2) His tool box of abilitys that give him a selection of abilitys, plus being able to use them. Though that being said most of the time Living Lightning or Jaws will be primary, though being able to chose Storm Caller or Tempest Wraith is great, and being able to use both is cool.

 

3) His Lord of The Tempest abilitys. Main issue is due to game rules the first two abilities don't work if you go second but these abilitys are huge in deciding whether you want to use him or not. Just remember that this ability may be completely useless for much of the game, though thankfully this does not actually count as a power hence it can wreak some serious havok now and again.

 

Is that worth 145 more? Maybe. You pay for a bit of combat ability, but ultimately if one just wants a termie, they would just give the Rune Priest termie armour and insert him in the frontline as a much cheaper substitute. Najl will never be a combat unit for his cost, so unless your taking advantage of everything, theres no point. Grey Hunters will benfit from stormcaller but termies take their +5 cover save with them.

As much as the terminator armour seems a bonus, it's often better to run him without for the sake of mobility and to better fit in the gravehunters he worked with. Close combat is pretty much a last resort though he can fight. So chances are he will be used for something a Rune Priest primary for:

 

1) His cracking +3 Psychic defence. While this may not be used all the time, 2/3 of psy power blocked is devistating for the other side within 24 inches. May not be much of a difference between 4+ and 3+ could be the difference.

 

2) His tool box of abilitys that give him a selection of abilitys, plus being able to use them. Though that being said most of the time Living Lightning or Jaws will be primary, though being able to chose Storm Caller or Tempest Wraith is great, and being able to use both is cool.

 

3) His Lord of The Tempest abilitys. Main issue is due to game rules the first two abilities don't work if you go second but these abilitys are huge in deciding whether you want to use him or not. Just remember that this ability may be completely useless for much of the game, though thankfully this does not actually count as a power hence it can wreak some serious havok now and again.

 

Is that worth 145 more? Maybe. You pay for a bit of combat ability, but ultimately if one just wants a termie, they would just give the Rune Priest termie armour and insert him in the frontline as a much cheaper substitute. Najl will never be a combat unit for his cost, so unless your taking advantage of everything, theres no point. Grey Hunters will benfit from stormcaller but termies take their +5 cover save with them.

You make some really good points. To answer some: no, I don't "just want a termie." What I want to take Njal for is the ability to use 2 powers a turn (defensive and offensive), plus having access to all of the powers, and not have to just pick 2. So that's why I'm taking him (but your point of "why are you taking him" is a good one - special characters should be taken with a purpose in mind, not just "cuz ther kool"). What I was worried about is his durability, since I'm expecting him to draw a lot of fire once my opponents figure out what he can do. I hear you about the value of the armor. Putting him in a 10 man squad should be good enough for defense against shooting, since there aren't a whole lot of AP3 or better weapons out there. However two armies I will commonly face as opponents are Tyranid (with a hoard of gaunts) and Dark Eldar, which are really tough armies to keep out of CC (if we play random vs. "thematic" teams, I could also draw against Black Templar or Blood Angels too). In my particular case, though, I suppose the real test will be the actual battle. Put him in, see how attention he gets (especially if there's a WGBL leading a termie squad out of a LR somewhere else on the field) and see how survivable I need him to be.

Aye, as said. It just depends. If he's leading a unit and he wants to be casting, but fairly close run him in a 5 man squad close behind the 10 man squad and use the 10 man as bubble wrap essencally, blocking the direct way to Njal and other units you may want to keep out of CC while granting cover to the large group.

 

Thats assuming you run Wolf Guard Logan List though, if your running conventional list, then chances are the Rhino is the safest place to be. Where the anti infantry weapons can't get to his squad and 9 other bodies can cover him and he can be provided cover by other Rhinos. Foot slogging is not recommended unless you have methods of very swift movement or a lot of long range firepower. Either way, just go with what you want to do, long as it features Grey Hunters and Long Fangs, can't go too far wrong. ^^

Aye, as said. It just depends. If he's leading a unit and he wants to be casting, but fairly close run him in a 5 man squad close behind the 10 man squad and use the 10 man as bubble wrap essencally, blocking the direct way to Njal and other units you may want to keep out of CC while granting cover to the large group.

Hmm, now that's interesting. I was thinking about putting him with a small squad of 5 WG, giving one TDA and a heavy weapon like a Cyclone or Assault Cannon. If I allocate my points right I can still run a couple full (or nearly full) squads of Grey Hunters, keeping them all in relatively close to support Njal. That would still put him out on foot, though... maybe I will try the Rhino idea and see how that works out points-wise.

 

Thanks for the idea, I'll work up the list.

This is just a tip, but I find Njal excellent when I find myself facing full Terminator armies. Usually, it is unexpected, but I can make short work of them with Murderous Hurricane(specially if Shrike is involved).

 

I like him being inside of a Rhino just to make sure he can shoot his powers, that's why I rather not give him Terminator armor.

 

Ran

I just picked up a second terminator Rune Priest (love that model) and my fiancée bought me Njal for Christmas. Throw in a couple of packs of terminator Wolf Guard (twin cyclones in each) and that's a fairly solid infantry core. Grab a Hunter Wolf Priest and have a big pack of Blood Claws march in front of them under storm caller and we'll do okay.

Njal was the first Space Wolf model I ever bought and I have yet to use him!

I recently came up with a pretty interesting and unique way to field him and wrote about it on my blog. If you guys are interested, take a peek -

 

Insane Njal Delivery System: Crouching Wolf, Hidden Tempest

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