Littlebighead Posted September 3, 2011 Share Posted September 3, 2011 you guys are proberly thinking nooob.. well i am to this edition of warhammer 40k i stopped playing six years ago and now just started up again!! ( i feel old <_< ).. im not gonna waste anymore of your time.. I just wanted to ask about making a very close combat orientated SW army around 1000 points..so i thought why not ask the guys who know :P.. thanks fellas responses would be much appreciated.. Link to comment https://bolterandchainsword.com/topic/237586-new-space-wolves-armyhelp/ Share on other sites More sharing options...
Wulfebane Posted September 3, 2011 Share Posted September 3, 2011 For close combat, you want to get right up in their face on Turn 1. All your Fast Attack options are good for this, as well as Drop Pods and/or Rhinos charging flatout for your Grey Hunter and Wolf Guard TDA packs (and Blood Claws, I guess.. but I'll get to that). What I've seen a lot of people that love Close Combat use are TWC held in reserve, then charge up a side of the table and sweep across the gunline in a SPRAY OF BLOOD AND GORE AND CARNAGE AND AND... ahem... Haven't used them myself, due to the lack of any sculpts I like, but I'll be going this route when there are. Alongside them are usually an HQ on TW and a pack of fen. wolves, etc. My current preference for melee is taking a Land Raider Crusader, stuffing it with 15 Blood Claws and either a Wolf Priest or Ragnar and then charge up a side of the table AND SWEEP ACROSS THE GU-- you get the idea. I absolutely hate foot-slogging Blood Claws and would prefer, if taking a BC unit, them to be either Swift or Skyclaws, but if I want to have them on foot, I always put them in a LRC. I absolutely LOVE a Lone Wolf in TDA with a SS and two fen. wolf "meat shields". Stick him right out in the open and footslogging. Make the model as ostentatious and brutal as possible for that extra mental intimidation, then let your enemy blow ammunition after ammunition on him. My Lone Wolf is often so survivable, that even with this strategy and holding up 1-2 whole squads of troops (and the occasional HQ), he seldom manages to die by the end of the game. Luckily, I seldom play kill point matches. Whether you equip him for tank busting or for scooping up entire squads and keeping them held up in combat for multiple turns, you won't be sorry for bringing him. If you're worried about enemy tank lines taking out your packs before they reach the enemy gunline, you could opt for a pack or more of Wolf Scouts armed with melta bombs and OBEL them behind the enemy to take them out. That, atleast, is a popular method. Don't be upset if they die in a turn or two since most people expect them to.. but for the cost of the pack, it's worth it. I imagine with all the focus on close combat, you'll be going with less (or no) heavy support choices. You can likely suppliment this with Land Speeders and Attack Bikes or pretty much any of the non-Rhino Vehicle options. Link to comment https://bolterandchainsword.com/topic/237586-new-space-wolves-armyhelp/#findComment-2865640 Share on other sites More sharing options...
Silverwolf Posted September 5, 2011 Share Posted September 5, 2011 Yeah for 1000pt pure-assault I'd go something like Wolf Priest - Space Marine Bike 3 Wolf Guard - 3x Power Fist & Combi-Melta 5 Wolf Scouts - Melta, Power Weapon 5 Grey Hunters - Melta, Power Weapon, Wolf Standard, Drop Pod 5 Grey Hunters - Melta, Power Weapon, Wolf Standard, Rhino 3 Swiftclaws - Power Fist, Attack Bike with Multi-melta 3 Swiftclaws - Power Fist, Attack Bike with Multi-melta ^ That's probably pretty close to what your looking for on points, haven't actually costed it up. If there's the points spare it's worth looking at taking another HQ or WOlf Guard on a bike to control that other pack, or drop a bike pack for a Skyclaw pack and take a Wolf Priest or Battle Leader with Jump Pack to keep them aimed where you want. Fine tuning of the list comes down to who your normal opponents are, but the majority of armies I face these days are power armoured. If you have the points spare you might also look at Swapping the Power Weapons for Power Fists on the Grey Hunter teams, and/or taking a Wolf Guard pack leader with Wolf-Claws (to take advantage of his initiative 5) with the scouts, for a scary looking OBEL unit. Edit: Oh another nasty trick I forgot to mention, though a bit pricey, is giving a WG Battle Leader Saga of the Hunter, putting him on a Thunderwolf, and giving him a Storm Shield and weapon of your choice. Added to scouts coming in from reserve he can be quite the nasty surprise for your enemy - though expensive. I tend to steer clear of this sort of thing at such low points, purely because the less you have on the table from the start, the more your opponent is going to be able to control the field. Higher points he becomes a relatively cheap unit that keeps your enemy guessing. Link to comment https://bolterandchainsword.com/topic/237586-new-space-wolves-armyhelp/#findComment-2867283 Share on other sites More sharing options...
Jarl Kjaran Coldheart Posted September 5, 2011 Share Posted September 5, 2011 on your nasty trick, Saga of the Hunter can only be taken by infantry, so no TWMs allowed. i would probably run a little something like this: Wolf Priest, melta bombs and wolf tail talisman Wolf Guard 2 WG in PA with power fists and combi-meltas 1 wg in tda with a chain fist and storm bolter 1 wg in tda with a power weapon and storm shield 1 wg in tda with a power weapon and assault cannon 1 wg in tda with a power weapon and combi melta drop pod grey hunters x 9, plasma gun, power weapon, wolf standard and mark of the wulfen in a rhino with extra armor grey hunters x 9, flamer, power weapon, wolf standard and mark of the wulfen in a rhino with extra armor scouts x 5, melta gun and melta bombs comes out to 998 points. the WG in tda and wolf priest land in the drop pod, with a good armor save and wound allocation should last a turn or two of enemy fire before they get into combat. they can also unleash a decent amount of fire the turn they land, the combi melta and assault cannon cane hurt armor. the two wolf guard in power armor get assigned to a grey hunter pack each, then use the smoke launchers and available cover to do their job. if a capture and control mission, a pack can hodl the objective while its rhino be mobile cover for the other packs rhino. the scouts do their sneaky thing and make life explodey for the enemy, as Russ intended. Wolf Lord Kieran Link to comment https://bolterandchainsword.com/topic/237586-new-space-wolves-armyhelp/#findComment-2867366 Share on other sites More sharing options...
Silverwolf Posted September 5, 2011 Share Posted September 5, 2011 on your nasty trick, Saga of the Hunter can only be taken by infantry, so no TWMs allowed. *May only be taken by a model in power armour that does not have a jump pack or Space Marine bike Nothing saying it in the codex, and nothing in the Errata. Saga of the Hunter is legal for a TWM model. Unless you can show something that says otherwise? Link to comment https://bolterandchainsword.com/topic/237586-new-space-wolves-armyhelp/#findComment-2868020 Share on other sites More sharing options...
Jarl Kjaran Coldheart Posted September 5, 2011 Share Posted September 5, 2011 on your nasty trick, Saga of the Hunter can only be taken by infantry, so no TWMs allowed. *May only be taken by a model in power armour that does not have a jump pack or Space Marine bike Nothing saying it in the codex, and nothing in the Errata. Saga of the Hunter is legal for a TWM model. Unless you can show something that says otherwise? Nope, I'm wrong. I cant find anything in print that prevents it, my bad. I will say that as it prevents a model with a bike and jump pack from using it, i personally find it somewhat...shady that a TW mounted battle leader can do this. it seems like a oversight from GW in my opinion, probably lazy work and just copied and pasted from the above wolf priest entry. but again, its legal, regardless of my personal opinion of itnature. WLK Link to comment https://bolterandchainsword.com/topic/237586-new-space-wolves-armyhelp/#findComment-2868030 Share on other sites More sharing options...
Silverwolf Posted September 5, 2011 Share Posted September 5, 2011 I actually think it fits quite well. Jump Packs & SMBs can't be used as they're loud and noisy. A Thunderwolf on the other hand is the apex predator of Fenris, and despite it's size is likely quite adept at stalking it's prey, so well suited to such outflanking manoeuvres. Link to comment https://bolterandchainsword.com/topic/237586-new-space-wolves-armyhelp/#findComment-2868050 Share on other sites More sharing options...
Spazmonkey Posted September 5, 2011 Share Posted September 5, 2011 x5 wg x1 TDA withcyclone Missle launcher x4 Combis Drop Pod x5 wg x1 TDA withcyclone Missle launcher x4 Combis Drop Pod x6 long fangs x3 rkt x2 las x5 Grey hunters Logan x1 melta x1 Razor back with twl las or aslt cannon x1 banner Motw Bang on 1k, a bit different and deadly. Also gives you 3 nasty scoring units in a 1k list. Link to comment https://bolterandchainsword.com/topic/237586-new-space-wolves-armyhelp/#findComment-2868071 Share on other sites More sharing options...
Jarl Kjaran Coldheart Posted September 6, 2011 Share Posted September 6, 2011 I actually think it fits quite well. Jump Packs & SMBs can't be used as they're loud and noisy. A Thunderwolf on the other hand is the apex predator of Fenris, and despite it's size is likely quite adept at stalking it's prey, so well suited to such outflanking manoeuvres. except in the fluff its mentioned as being more comparable to a charging rhino than a stalking wolf, and game balance would be very nasty at 1k when tooled up with a storm shield and other crazy crap. WLK Link to comment https://bolterandchainsword.com/topic/237586-new-space-wolves-armyhelp/#findComment-2868139 Share on other sites More sharing options...
Grimtooth Posted September 6, 2011 Share Posted September 6, 2011 I am going to jump in here waving a huge stop sign. While the OP is not new to the game, he has been gone for 6the years. OP, you have a basic direction that you want to take but still just get your basics underneath you with not only the new addition of the rules but also with the new Wolves codex. Get your basic HQ and two Troop choices down first. As has been reccommended, a Wolf Priest and a couple of GH packs would be perfect for stretching your legs and learning about how the new Wolves work. I reccommend Grey Hunters over Blood Claws because point per point the Grey Hunter are better then Blood Claws in all aspects, including close combat. The Wolf Priest can just as easily be substituted with a Wolf Guard Battle Leader, but you lose out on the close combat perks the priest brings to the unit. Once you are comfortable, then start looking for the build that is going to suit you. Proxy in some rhinos or droppods to see which you prefer for delivering your assault oriented army. Proxy in Long Fangs, Land Speeders, and Wolf Scouts so you can see what you are going to want for support. . Just get your basic build and after you are comfortable, look to expand. Link to comment https://bolterandchainsword.com/topic/237586-new-space-wolves-armyhelp/#findComment-2868171 Share on other sites More sharing options...
Skirax Posted September 6, 2011 Share Posted September 6, 2011 I agree with Ramses, but just to throw in my 0.12391 pence (That's 2 cents on 06/09/11 chortlechortle) (5) Wolf Scouts - 100 points Melta bombs x5 Nastiest little unit I have ever fielded. Link to comment https://bolterandchainsword.com/topic/237586-new-space-wolves-armyhelp/#findComment-2868463 Share on other sites More sharing options...
clanfield Posted September 6, 2011 Share Posted September 6, 2011 ramses has it by the toes there get a core ready then build your own way id sudgest wolf priest -as he comes grey hunters x10 2 flamers,rhino blood claws x9 -rhino (wolf priest gos here) wolf scouts x5 meltabombs convinetly 1 battle force box you can even convert teh wolf priest out of one of the fellas give or take rhinos and drop pods it works well then just add spice Link to comment https://bolterandchainsword.com/topic/237586-new-space-wolves-armyhelp/#findComment-2868561 Share on other sites More sharing options...
mschrieb Posted September 6, 2011 Share Posted September 6, 2011 on your nasty trick, Saga of the Hunter can only be taken by infantry, so no TWMs allowed. *May only be taken by a model in power armour that does not have a jump pack or Space Marine bike Nothing saying it in the codex, and nothing in the Errata. Saga of the Hunter is legal for a TWM model. Unless you can show something that says otherwise? Nope, I'm wrong. I cant find anything in print that prevents it, my bad. I will say that as it prevents a model with a bike and jump pack from using it, i personally find it somewhat...shady that a TW mounted battle leader can do this. it seems like a oversight from GW in my opinion, probably lazy work and just copied and pasted from the above wolf priest entry. but again, its legal, regardless of my personal opinion of itnature. WLK I believe it says something in the description of the actual saga about only infantry being able to take this saga. I think it was an overcite to not include Thunderwolves in the list of things that it can't be taken in combination with in the actual units entry, but even still, according to unit types in the rule book, all of these things are different unit types. Infantry, bike, Jump pack infantry, and beast/cavalry. Link to comment https://bolterandchainsword.com/topic/237586-new-space-wolves-armyhelp/#findComment-2868713 Share on other sites More sharing options...
Kami Posted September 6, 2011 Share Posted September 6, 2011 to go a little bit deeper into what ramses said: meltaguns on the grey hunters as special weapons, and also a wolf standard for close combat. maybe wolf guard (as grey hunters' pack leaders) with powerfist and combimelta. large packs for close combat and to use the wolf standard's full potential. long fangs with missile launchers to open up/stun transports if you are willing to take also long range firepower into your close combat list. those units were my core for 1000 points when I began. afterwards came wolf scouts, swiftclaw bikes, landspeeders and thunderwolf cavalry. Link to comment https://bolterandchainsword.com/topic/237586-new-space-wolves-armyhelp/#findComment-2868810 Share on other sites More sharing options...
Grimtooth Posted September 6, 2011 Share Posted September 6, 2011 you guys are proberly thinking nooob.. well i am to this edition of warhammer 40k i stopped playing six years ago and now just started up again!! ( i feel old <_< ).. im not gonna waste anymore of your time..I just wanted to ask about making a very close combat orientated SW army around 1000 points..so i thought why not ask the guys who know :D.. thanks fellas responses would be much appreciated.. This was topic I started on buyinf Space Wolves that emphasizes getting into the game. Take a read and also check out the forum FAQ I created for additional information. Link to comment https://bolterandchainsword.com/topic/237586-new-space-wolves-armyhelp/#findComment-2868881 Share on other sites More sharing options...
WG Vrox Posted September 6, 2011 Share Posted September 6, 2011 1 Wolf Priest Saga of the Beastslayer 110 8 GH Melta Gun / Standard. Rhino 170 9 GH Melta Gun / Standard. Rhino 185 10 GH Melta Gun/Melta Gun / Standard. Rhino 200 3 Wolf Guard in PA Combi Melta / Thunder Hammer 1 WG joins scouts. 5 Wolf Scouts - Melta Gun 85 1 Dreadnought Assault Cannon default cost. 999 points. - Dread is a diversion to allow Rhinos to move forward, scouts & WG hit armor from OBEL and lots of Melta and Thunder Hammers to deal with anything along the way. Edit: if you like the Saga of the Hunter idea drop the Beastslayer and take hunter instead and have him join the scouts and WG. Depending on your opponents army, you have the option to infiltrate, OBEL or scrub joining the scouts and ride with the 8 man GH unit in their Rhino. Link to comment https://bolterandchainsword.com/topic/237586-new-space-wolves-armyhelp/#findComment-2869035 Share on other sites More sharing options...
Silverwolf Posted September 6, 2011 Share Posted September 6, 2011 I believe it says something in the description of the actual saga about only infantry being able to take this saga. Nothing in the saga description either. I just wanted to ask about making a very close combat orientated SW army around 1000 points Hence the reason I didn't just make a comment like yours Bro.Ramses :). He specifically asked for our thoughts on creating a very close combat focused list. Yes, generally speaking, if your new to the game, basically buy a battle-box and have a play around with them. Hell, if you've got old models from any army, just get the codex and proxy until you know what your after. But on CC focus, Skyclaws, Swiftclaws, D.Pod Grey Hunters, & Thunderwolf Cavalry are generally your best bet for getting in fast and hard. Hell higher points throw in some stock standard dreads in pods to drop in their face as bullet-catchers for the rest of your army. Link to comment https://bolterandchainsword.com/topic/237586-new-space-wolves-armyhelp/#findComment-2869040 Share on other sites More sharing options...
Jarl Kjaran Coldheart Posted September 7, 2011 Share Posted September 7, 2011 @Silverwolf: as Valerian points out in another post, it says on page 64 that the Saga of the Hunter is Infantry only. Any character mounted on a TWM is counted as cavalry. Thats why the two cant mix. WLK Link to comment https://bolterandchainsword.com/topic/237586-new-space-wolves-armyhelp/#findComment-2869267 Share on other sites More sharing options...
Silverwolf Posted September 7, 2011 Share Posted September 7, 2011 haha, shhh, yes I just apologised in the other thread :(. Link to comment https://bolterandchainsword.com/topic/237586-new-space-wolves-armyhelp/#findComment-2869271 Share on other sites More sharing options...
Jarl Kjaran Coldheart Posted September 7, 2011 Share Posted September 7, 2011 haha, shhh, yes I just apologised in the other thread :(. LOL! it happens to the best of us. WLK Link to comment https://bolterandchainsword.com/topic/237586-new-space-wolves-armyhelp/#findComment-2869274 Share on other sites More sharing options...
mschrieb Posted September 7, 2011 Share Posted September 7, 2011 @Silverwolf: as Valerian points out in another post, it says on page 64 that the Saga of the Hunter is Infantry only. Any character mounted on a TWM is counted as cavalry. Thats why the two cant mix. WLK Isn't that what i just said? I don't have my codex in front of me, but i am going to guess pg. 64 has the rules for sagas on it. Link to comment https://bolterandchainsword.com/topic/237586-new-space-wolves-armyhelp/#findComment-2869649 Share on other sites More sharing options...
Grimtooth Posted September 7, 2011 Share Posted September 7, 2011 I believe it says something in the description of the actual saga about only infantry being able to take this saga. Nothing in the saga description either. I just wanted to ask about making a very close combat orientated SW army around 1000 points Hence the reason I didn't just make a comment like yours Bro.Ramses :P. He specifically asked for our thoughts on creating a very close combat focused list. Yes, generally speaking, if your new to the game, basically buy a battle-box and have a play around with them. Hell, if you've got old models from any army, just get the codex and proxy until you know what your after. But on CC focus, Skyclaws, Swiftclaws, D.Pod Grey Hunters, & Thunderwolf Cavalry are generally your best bet for getting in fast and hard. Hell higher points throw in some stock standard dreads in pods to drop in their face as bullet-catchers for the rest of your army. The point is that he has not played 6 yrs and your first suggestion is a MSU list without Razorbacks. Getting the core down will allow him not only to get into the game, but also do with what he feels like once he has gotten use to the new codex and the new edition. A Wolf Priest and 2 Grey Hunter packs gets him into the game. He likes the Grey Hunters, but wants to break them down and add Wolf Guard and transports he can easily go into MSU. If he doesn't like the GH, he can convert them to BC. The point being is that he does not need to go out and buy bikes, assault Marines, and transports when all he knows is that he wants a CC oriented army. He can start small, get his flavor locked in, and still be able to modify what he has already bought to create his army. Link to comment https://bolterandchainsword.com/topic/237586-new-space-wolves-armyhelp/#findComment-2869772 Share on other sites More sharing options...
DV8 Posted September 7, 2011 Share Posted September 7, 2011 I'm with Ramses on this one; Grey Hunters are the bread and butter (meat and ale?) of the Space Wolves list, and regardless of the list specifics, you'll find a solid core of them forming the backbone of any Space Wolf army. @OP: While you may want a close-combat army, don't necessarily be too locked down with the idea that Space Wolves have to fight in close combat. In point of fact, Space Wolves excel in the 6" to 12" range. Isolate an aspect of the enemy army within that range, rapid fire, and beg them to charge you (whereupon you Counter-Attack and still receive the +1 attack bonus, for 3 attacks apiece when charged!) Devastating. A Wolf Priest or Rune Priest makes a great, cheap starting HQ to play with, and you can back that up with a couple Grey Hunter squads in Rhinos for mobility. You'll want to eventually decide whether you want your packs to be led by Wolf Guard, or to run 10-strong with special weapons. There are pros and cons, but I weigh in with Pack Leaders, particularly if you're running mech (and the inclusion of a character with unit in transport automatically means it's no longer 10-strong anyways). Also, you'll need to some long-ranged support, and whether you take Long Fangs, Predators, Dreadnoughts or Land Speeders doesn't matter. But it will change your army style significantly. Long Fangs are the easiest to use, but they're also the most inflexible; Land Speeders are the hardest, but (in my opinion) a very versatile way to incorporate some heavy firepower in your army. From there you can tweak and add or change up your army dependent on how you're feeling. For 1000 points, here's a solid list that'll let you get stuck in and (I think) is quite forgiving: HQ // Rune Priest: 100 pts - Jaws of the World Wolf, Tempest's Wrath Elites // 3 Wolf Guard: 129 pts - 2 Power Fists, 2 Combi-Flamers (assigned to Rhinos) - 1 Power Fist, 1 Combi-Melta (assigned to Scouts) Elites // 5 Wolf Scouts: 85 pts - Meltagun Troops // 8 Grey Hunters: 160 pts - Meltagun, Rhino Troops // 9 Grey Hunters: 170 pts - Meltagun, Rhino Troops // 10 Grey Hunters: 215 pts - 2 Meltaguns, Power Fist, Rhino Heavy Support // 6 Long Fangs: 140 pts - 5 Missile Launchers Total // 999 pts Simple and straightforward, with enough toys to get the job done. You can swap the Rune Priest for a Wolf Priest, as they're identical in points. A Rune Priest is more an army support character; his combat ability is sub-par, but it's in his psychic powers that he really shines, able to pick up the slack and support your army in ways no other Space Wolf character can. A Wolf Priest is a combat hammer; straightforward, point him at the enemy and smash. I've included a couple squads led by Wolf Guard (Scouts, 2 Grey Hunter units) and one that's 10-strong in a Rhino (for double Special Weapons) so you can try them both out and see how you like them. The difference in points costs is marginal between 10-strong squads and 9-strong with Wolf Guard, so switching between the two based on preference is up to you. 10 Grey Hunters: 215 pts- 2 Meltaguns, Power Fist, Rhino Total: 215 pts Pros: Free Special Weapon, both can fire every turn. Not taking Wolf Guard frees up an Elites slot for stuff like more Scouts, Dreadnoughts, Lone Wolves, etc. Cons: Leadership 8. Unable to attach characters and still ride in Rhino. Power Fist only has 1 attack basic, 2 on the charge/counter-charge. 9 Grey Hunters: 175 pts - Meltagun, Rhino Wolf Guard Pack Leader: 43 points - Combi-Flamer, Power Fist Total: 218 pts Pros: Leadership 9. Removal of a Grey Hunter or two to accommodate characters does not reduce the effectiveness of the specialists (you'll still have a one-shot Flamer, and the Meltagun). Flexibility of Wolf Guard with equipment allows you to customize your squads to fit the tasks you need them to accomplish. Power Fist has 2 attacks basic, 3 on the charge/counter-charge. Cons: Taking Wolf Guard eats up an Elites slot. You're required to take a minimum of 3 Wolf Guard (less of an issue the more squads you have to assign to; at 1850 I regularly take 5 Wolf Guard to assign as Pack Leaders...it's theoretically harder, but even at 1000 if you're taking 3 Grey Hunter squads that's enough for 3 Wolf Guard). Loss of a second Special Weapon that can fire every turn. DV8 Link to comment https://bolterandchainsword.com/topic/237586-new-space-wolves-armyhelp/#findComment-2869802 Share on other sites More sharing options...
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