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All wolf guard army?


Dizzy BlackClaw

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Ive been thinking about running Logan Grimnars all Wolf Guard army lately and was wondering if anyone else uses the list so i could get some advice?

you mean no long fangs, grey hunters, bloodclaws, scouts, swiftclaws or skyclaws? Tactically you would be constricting yourself. Sure you would have elite army, but it will be a small one. My 2 cents.

Well it just depends on how you want to use them and at what point value you'll be playing at. You could do missile spam by taking 9 and 1 with a CML as many times as you could, along with fangs and speeders and dreads.

 

And don't be afraid to leave them as is if you really want all guard. They have as many attacks as claws on the charge, and bolters are free.

 

Using pods might make things interesting to. All terminators is another option. Don't be afraid to bring something new to the table.

It would certainly be an interesting choice.

 

Challenging too.

 

They have a lot of options, so I'm not sure you couldn't overcome the weaknesses. It would take a great deal of thought though.

 

 

when you say "all wolf guard" what do you mean? I'm assuming you're not adverse to taking dreads and support vehicles to round things out?

Also, it needs to be stated- Just because you have Logan Grimnar as your commander doesn't mean you CAN'T take other unit types, such as Long Fangs, Grey Hunters, and Blood Claws... It means that any Wolf Guard units you take count as Troops instead of Elites. That gives you some more flexibility than normal armies, allowing you to fill Elite slots with Wolf Scouts, Dreads, an Iron Priest or Lone Wolf. THAT would be the advantage of Grimnar as commander in my book.

I've used Logan plenty of times to make my Wolf Guard troops. While Wolf Guard are nice and customizable, there are still reasons to take Grey Hunters anyway.

1) Bolters AND bolt pistols. It's nice to have the option to either rapid fire or assault.

2) Wolf Standard. Re-rolling all ones in an assault phase can drastically change the outcome, especially if you're prone to rolling 1s to wound with power fists.

3) Mark of the Wulfen. This guy slices and dices anything from guardsmen to dreadnoughts with a boatload of rending attacks.

4) Melta guns, Plasma guns and to a lesser extent, Flamers. While your Wolf Guard can take combi-weapons, it's still no replacement for repeated melta/plasma shots.

 

That being said, having some squads of all Wolf Guard can be great. In large games, I usually run two squads of all WG. One of them runs with all storm bolters, the other with all power weapon/bolt pistol. When they're being used as troops, the storm bolter squad is amazing in objective games, as they can come in via drop pod and claim an objective while still being able to put out twenty bolter shots at 24" range every turn to give the rest of my army fire support. The power weapon squad is usually paired with two storm shields and a wolf priest to take down pretty much anything. I've used Ragnar with them a few times to scary effect. Ragnar gives them +d3 attacks on the charge AND furious charge, making them I5 S5 and the priest gives them rerolls to hit. With 4-6 power weapon attacks on the charge and all the buffs given them by the two ICs, not much can survive an assault by them. I've wasted an entire seer jetbike council with fortune by charging with this setup.

 

Being able to take Storm Shields on your wolf guard squad can make them far more survivable than your opponent would normally give them credit for. Most armies rely on plasma/melta shots to deal with marines. Just taking two shields can cut your losses from AP weapons by 2/3. You can take the shield with a Wolf Guard pack leader attached to another squad, but you'd be risking your high leadership value each time you use it.

 

Don't be afraid to mix in terminator armor with your power armor WG either. While TDA does give a 5+ invulnerable save, you'll fail that 2 times out of 3. It's much more point effective to just sacrifice a power armor figure to an AP1 or power weapon hit than gamble with a unit twice it's points. You'll also be able to cram more in your drop pods and land raiders.

 

Basically, know the strengths of your Wolf Guard, and use them for that. Don't play them as troops just because you can. There's a reason they are an elite unit. If you're only using a squad of them to hold an objective and nothing more, you're not getting the best use out of them.

There are a few army lists in the space wolves section that are logan led, but it does help if you let us know exactly what you want in your army.

 

I play a terminator wing list, with all my troops as termies, and sometimes add some TWC or a unit of longfangs, though if I do I find they attract all the ap3 fire and often die...

 

I feel a mixed armour list can be more effective, taking 10 wolfguard (8 in pa, 2 in terminator armour with chain/fists and cyclones) can be nice, I just love the feel of an all terminator army, though a few rolls of 1 and your nice expensive squad is dead...

 

logan's special rules really work well with a squad of long fangs (relentless/tank hunters), as well as with an assault based force (preferred enemy/+1 attack once per game), so taking only wolf guard doesn't quite work as well to the best of his abilities.

If you want a Wolf Guard army, you may as well do the Space Wolves version of the Deathwing army.

 

storm bolters and power fists for everyone.

5-man squad.

1 Chainfist per unit

1 power sword per unit (or wolf claw if you prefer)

1 cyclone per unit.

 

Only difficulty will be getting thunder hammer and storm shield terminators into the list due to their massive points cost.

Technically speaking, he'd have access to jump packs and bikes.

 

And realistically speaking, these are over-costed upgrades and not worth taking for full units (that is, full units of Jump Pack or Biker Wolf Guard).

 

And with enough guard, he could get atleast 1 group of 5 cyclones to "simulate" long fangs.. no split fire though...

 

I don't know what codex you're using, but you can't assign Wolf Guard to other Wolf Guard packs. The most you could have in a single squad would be 2 Cyclones (from a full 10-strong squad).

 

 

DV8

The way I usually see it done is a bunch of 5 man Wolf Guard squads with 4 power armor marines and then 1 Wolf Guard in Terminator armor and a Cyclone Missile Launcher. Maybe 3-4 squads like that, and then a couple that are 10-strong with 2 CMLs.

 

Back those up with Thunderwolf Cavalry, Long Fangs, Lone Wolves, Wolf Scouts, etc.

 

I don't think an army with nothing but Wolf Guard is reasonable, but using them as a core troop in a non-mech army is very viable.

Well, I find pure terminator wolf guard fun, not as powerful without some support things that aren't terminators, like long fangs or thunder wolves.

 

At 1500 points I have logan, rune priest, arjac and 17 terminators, with 3 drop pods. I'm always out numbered and have won more then I've lost :P

ALL Wolf Guard is not a good idea, unless you want to do an all terminator list, which can be fun, and somewhat competitive I suppose.

 

If you are willing to add Long Fangs to the mix, you could do a pretty kick ass missile spam list. Take 4 power armored wolf guard for every 1 terminator WG, give the termie a CML, and repeat. You can take a ridiculous amount of missiles that way. Throw in some combi-weapons here and there and you have a missile spam list that is decent. Great on kill point missions since you have no vehicles!

if you go the WG TDA way then dont over load the units with stuff that doesnt help, costs to much, or is just wasted.

 

I recently used Logan Wing for the first time last week against a thunderwolves/Long fang spam list.

 

My Army consited of

 

Logan

 

5 x WG

5 x TDA

4 x Combi Plasma

1 x Chain Fist

1x Cyclone

Drop Pod

= 265

 

Copy this 4 times, with some Asscan's in instead of cyclones on 2 of the units

 

Then add some scouts to finish of the points.

 

I wiped a unit of TWC on the first turn, the 2nd unit on the 2nd turn, and logan ate 12 long fangs on turns 3 and 4.

 

The combi plasma's roasted the TWC, and the fact that everything was 2+ meant to ML's were no more dangerours than bolters to me.

 

I also forced his TWC lord to break from combat and flee from the board, and wiped another 30 GH.

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