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How to squish bugs.


vikingwolves

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Hello fellow followers of the Allfather and sons of Russ,

 

I will soon be fighting Tyranids and Eldar a lot where I am at. Moved to a new local and I am used to fighting Orks, Tau, and Space Marines. I have only lost once with my Space Wolves, so I am no push over. And I want to keep the good streak going against these Xenos. I have played a couple of games against Eldar and bugs, but I want some advice from Wolves that have fought against them a lot more than me. My thougts are that Longs Fangs and Rune Priests are gonna set the tone of the battle for the most part, shooting at the big 'uns (My opponent usually runs Nid Zilla armies) and slowing them down with MH. Meltas will still be important, scouts won't be as valuable in these games, and a Pred. Devsatator is great at putting the hurt on with volume of shots.

 

My typical all comer list is as follows:

 

 

1499

HQ-

Rune Priest-

w/ Chooser of the Slain

Powers: Living Lighting and MH

 

Wolf Lord-

w/ Power Fist

Storm Shield

Wolf Tooth Necklace

Saga of the Beastslayer

 

Elites-

 

3 Wolf Guard-

w/ 3 Combi-Meltas

3 Power Fist

 

5 Wolf Scouts-

w/ Melta gun

 

Troops-

 

8 Grey Hunters

 

w/ Melta

Wolf Banner

MotW

Rhino

 

8 Gray Hunters-

 

w/ Melta

Wolf Banner

MotW

Rhino

 

5 Gray Hunters-

w/ Melta

Wolf Banner

MotW

Razorback- Twin-Linked Lascannon

 

Fast Attack-

 

3 TWC-

w/ Storm Shield

Thunder Hammer

 

Heavy Support-

 

Vindy

 

6 Longs Fangs-

w/ 5 Missle Launchers

 

WG go with the GH squads, RP and WL go on the 8 man squads, the rest is self explanatory.

 

Any help would be greatly appreciated.

 

Glory to Russ!

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My experience with eldar has not been good. The guy I play usually brings a Farseer with something that makes my Rune Priest roll three dice for my physic test. You add all three and almost never pass. The times I've played him I either don't take a RP or I don't attempt any physic powers until I rid his army of all the Farseers. I'll get you a little bit more info on that rule here soon.

Okay, hopefully this will be useful to you. This is from my experiences and so not definitive....

 

The Wolf Lord. Firstly, on foot is not a good idea. Secondly, with Grey Hunters is not a good idea.

He is quite solid in mêlée. Being on foot makes him slow. So you put him in a transport [as you have done] to speed him up. You can either go Rhino or LR. With a Rhino, the foe thinks 'hmmm, that killy Lord, he's in a light a transport. I'll target that' and so he does, and now your Lord is pounding the ground and is avoidable or, for suitably amazing things, a slow target.

 

You either need to put him on a TWM or a Bike, depending on what else you have in your force. TWC and Fenwolves for the TWM, etc.

 

Now onto the Grey Hunters bit. Greys are an excellent unit, no doubt about it. However.... part of what makes them perhaps the best TROOP type in the game is being flexible and being able to adapt to whatever your foe is doing from T1 until the game finishes.

Shoot the Choppy. Chop the Shooty. Chase the mobile. Flee the juggernaut, etc.

By plonking the 150+ pt Lord in amongst them, you are basically making them a dedicated assault force, and throwing away part of what makes them so good or you stay flexible and waste the Lords mêlée ability.

 

If you do want a foot Lord, you are better off putting him in with Blood Claws or Wolf Guard, two units that are a more dedicated close combat unit.

 

If you can swap the Vindi out for more ML Fangs, you'd be doing yourself a favour. I certainly enjoy Vindis, but Fangs are the premiere SUPPORT unit for long range anti-tank.

Sometimes, range = speed. The Eldar will jerk you around like a kite and your poor Rhinos will be left behind. ML can reach out and slap those degenerate xenos no matter what tricks they pull.

5 frags will hurt horde Nids well enough and krak missiles> one demolisher shot against those MC like the Carnifex, etc.

 

+++

 

I prefer Speeders with MM HF to Scouts. Here are some links, iterating my points.

Link: Space Wolf Grey ~ top five units You'll have to go to the comments section to see my points.

 

Link: 3++ is the new black ~ Speeders versus Scouts

 

+++

 

Link:Space Wolf Grey ~ versus Nids stuff.

 

Link: Grey Mage on Eldar

 

+++

 

Runes of Warding are what requires you to roll 3d6 for psy-tests. Which is actually very powerful considering its cost and that it is table-wide. I guess the Eldar pay too much for other stuff, so its all swings and roundabouts.

That is correct about the farseer. You have to roll three dice and total them up. If the total is 12 or higher you suffer perils:(

 

If I have a rune priest when going against eldar, then I will usually only the rune priest if I have to; and then stop using his powers if he suffers a perils. Unless the farseer dies later/earlier. Scouts have been useful for me against eldar, though you might want to add melta bombs onto them for extra vehicle killing. And if you can get the points max out the TWC and put the lord on one as well with a frost blade. Giving him a decent initiative attack series at strength 6.

 

And if you fight nids, lot of the big bugs are not super speedy, only init 4 or so. So a lord (or how I have down before, ragnar on the charge) with strength 6 power weapon attacks can take down a big bug before it can even swing most likely:).

 

And yes, long fangs are very useful against both. Even the basic missile launcher load out will help pop those annoying to kill eldar vehicles and not give most of the big bugs their armor saves.

 

Oh, and if you can get some plasma weapons in there; those will ruin both nid and eldar days:).

 

May the Allfather be with you!

for nids, keep your rune priest in a rhino at all times and fire out the top hatch . the chooser of the slain is a must. the main tactic i use is to fire 2 squads of long fang, focusing on one big beasty at a time and use the grey hunters to rapid fire the little things. nids dont have frag grenades so cover is your friend and also thay have a hard time opening up transports so keep them in there rhinos. your better of with large squads of grey hunters, as nids are far better in cc and will go streight through small units. The important thing when it comes to nids is to not get to focussed on just killing the big scary things as the little gaunts will still destroy your army through shear weight of numbers if you ignore them.
Okay, hopefully this will be useful to you. This is from my experiences and so not definitive....

 

The Wolf Lord. Firstly, on foot is not a good idea. Secondly, with Grey Hunters is not a good idea.

He is quite solid in mêlée. Being on foot makes him slow. So you put him in a transport [as you have done] to speed him up. You can either go Rhino or LR. With a Rhino, the foe thinks 'hmmm, that killy Lord, he's in a light a transport. I'll target that' and so he does, and now your Lord is pounding the ground and is avoidable or, for suitably amazing things, a slow target.

 

You either need to put him on a TWM or a Bike, depending on what else you have in your force. TWC and Fenwolves for the TWM, etc.

 

Now onto the Grey Hunters bit. Greys are an excellent unit, no doubt about it. However.... part of what makes them perhaps the best TROOP type in the game is being flexible and being able to adapt to whatever your foe is doing from T1 until the game finishes.

Shoot the Choppy. Chop the Shooty. Chase the mobile. Flee the juggernaut, etc.

By plonking the 150+ pt Lord in amongst them, you are basically making them a dedicated assault force, and throwing away part of what makes them so good or you stay flexible and waste the Lords mêlée ability.

 

If you do want a foot Lord, you are better off putting him in with Blood Claws or Wolf Guard, two units that are a more dedicated close combat unit.

 

If you can swap the Vindi out for more ML Fangs, you'd be doing yourself a favour. I certainly enjoy Vindis, but Fangs are the premiere SUPPORT unit for long range anti-tank.

Sometimes, range = speed. The Eldar will jerk you around like a kite and your poor Rhinos will be left behind. ML can reach out and slap those degenerate xenos no matter what tricks they pull.

5 frags will hurt horde Nids well enough and krak missiles> one demolisher shot against those MC like the Carnifex, etc.

 

+++

 

I prefer Speeders with MM HF to Scouts. Here are some links, iterating my points.

Link: Space Wolf Grey ~ top five units You'll have to go to the comments section to see my points.

 

Link: 3++ is the new black ~ Speeders versus Scouts

 

+++

 

Link:Space Wolf Grey ~ versus Nids stuff.

 

Link: Grey Mage on Eldar

 

+++

 

Runes of Warding are what requires you to roll 3d6 for psy-tests. Which is actually very powerful considering its cost and that it is table-wide. I guess the Eldar pay too much for other stuff, so its all swings and roundabouts.

 

My gray hunter units and Lord are all in Rhinos, so i don't know if most of this applies. I only have one speeder in my total army right now, but I just might have to get a couple more soon to these guys. My scouts have always done me good. But these are new enemies, so I will have to adapt.

 

For now, I will probably have to use my Pred. in a Dev. pattern to do what I need to do against nids. Eldar, they are a bit tricky. But they are squishy so they will easy to take out if I can play against their weaknesses. Having a power fist that hits on 3+ and rerolls against tough bosses has always done me good. One game against Eldar actually, my Wolf Lord kill an Avatar, a dire avenger squad, and a ranger squad all by himself in this setup.

 

But as far as my seemingly melee setup, my thinking is use what is given to us. Having MotW and a Wolf Standard for only 25 points seems to be the way to go since we don't pack missle launchers in or squads. And 20 points powerfists are insane.

 

If you have any more input, please let me know.

 

But as far as my Wolf Lord goes, I have found that his configuration has always worked for me since most other bosses in armies are 5+ toughness and hit with a good to great weapon skill.

for nids, keep your rune priest in a rhino at all times and fire out the top hatch . the chooser of the slain is a must. the main tactic i use is to fire 2 squads of long fang, focusing on one big beasty at a time and use the grey hunters to rapid fire the little things. nids dont have frag grenades so cover is your friend and also thay have a hard time opening up transports so keep them in there rhinos. your better of with large squads of grey hunters, as nids are far better in cc and will go streight through small units. The important thing when it comes to nids is to not get to focussed on just killing the big scary things as the little gaunts will still destroy your army through shear weight of numbers if you ignore them.

 

 

The cover and large squad comments are good points. Being in cover in something I always use for my long fangs, but since my gray hunters are usually on the move in Rhinos it is a little difficult. But I will take heed to your words.

VS. Tyranids.

1454 points total

 

HQ-

Rune Priest-110

w/ Chooser of the Slain

Powers: Living Lighting and MH

 

Wolf Lord- 160

w/ Power Fist

Storm Shield

Wolf Tooth Necklace

Saga of the Beastslayer

 

Elites-

 

3 Wolf Guard- 129

w/ 3 Combi-Meltas

3 Power Fist

 

Troops-

 

8 Grey Hunters- 190 points

 

w/ Plasma

Wolf Banner

MotW

Rhino

 

8 Gray Hunters- 190 points

 

w/ Plasma

Wolf Banner

MotW

Rhino

 

10 Gray Hunters- 185 points

w/ 2 Plasmas

Wolf Banner

MotW

 

Fast Attack-

 

Land Speeder Typhoon

 

Heavy Support-

 

Predator- 120 points

w/ Lascannon Sponsons

 

6 Longs Fangs- 140 points

 

w/ 5 Missle Launchers

 

6 Longs Fangs- 140 points

 

w/ 5 Missle Launchers

 

 

Concerns:

1) 40 extra points: TL-Lascannon on Pred.

Upgrade Rune Priest

Upgrade Land Speeder w/ Assault Cannon

2) Rune Priest Powers: JotWW needed vs. Carnifexes, but what else? LL or MH?

3) Plasmas: Can't assault when fired, half their range when moving. Should mobile squads have meltas?

 

 

So here is the revised list. Got rid of the Scouts, fully manned squads of Gray Hunters, a land speeder typhoon, and maxed out my Heavy Support slots. Again, WG are attached to Gray Hunters and only the huge one is foot slogging. Mainly to protect long fangs and play home base troop for objective missions. Concerns are stated above, any more comments are totally welcome.

I'm not very experienced, but what I have is virtually all against the Nids. I think D@n's post summed most of it up really succinctly. I personally love Jaws against the Nids. OK, so most of their uber monstrous creatures have a decent initiative, BUT the Hive Guard have initative 2 and the Tervigon is Iniative 1. Guard are a real threat to your rhinos, with assault 2 str8 missile, T6 and 2 wounds each. I regularly take out a good number of these with a RP in a rhino attacking from the flank. The Tervigon can poo out 3d6 gaunts per turn which move REALLY fast (6" deployment from Tervigon and then can move and assault). He has 6T and 6W has 4 attacks with no armour save, so is not easy to take out in combat and can soak a lot of missiles. I use MH for my other power to slow either genestealers or a death star.

 

Also watch out for the xenothropes. These can pop a landraider with ease at 18" range and have 3++ save. I find the best way to take out these is massed bolter fire. But you better kill 'em because they can also do a str6 ap2 blast at short range (12" or 18" I think) :sweat:

I think this this is better and will help you to counter what your foes will be doing, either flying all over the table or rushing towards you.

 

As for what to do with the last 40 pts, I don't know.

 

You could drop the Wolf Lord and a Grey hunter, then add 2 Runepriests and some goodies to make them unique.

 

LL, JotWW

LL, SC

LL, MH

 

I, and a few others, think Runepriests are part of what makes Wolves great. But I know you like your Lord :rolleyes:

 

I wouldn't upgrade the Pred to have tl LC. It is way too expensive for the damage increase. AC are actually quite good against AV 10-12 and Infantry or MCs.

 

I think that if you want to keep your list as is, then grab two Wolf Guard, and add them to the Long Fangs. If a shots come in, allocate them onto the WG. Meatshield. Cruel but effective. Better than taking off a ML or the split fire Leader eh?

A friend of mine plays tyranids i have only played him a couple of times, but i can offer some insight as to how to fight nids.

 

Tips:

Watch out for rending claws!! they can really ruin your day.

Guants both close combat and ranged have a very low leadership value if they are out of range of a synapse creature killing synapse creatures can help you if you are faced with a blob of guants.

Watch out for nids that can deep strike they can attack your support and destroy them in CC.

As mentioned above shot the CC nids and CC the ranged nids.

Carnifexs are big and scary but they are slow shoot them with anti vehicle weapons, and JOTWW works well on MC such as carnifexs and the big raveners(I blanked on the name).

 

 

Hope I could help,

Starkhan

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