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Having fun with the Space Wolves


Ranwulf

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Hey guys,

 

so lately I've been losing many games with my Space Wolves. Today, I played with Blood Angels and achieved a crushing victory, wiping out my opponent's army. After that, I figured what to do.

 

Blood Angels will be my "play to win" army; while my Space Wolves will be "crazy fun" army. I love my Space Wolves army, it's absurdly well painted, I love their fluff and hell, they even convinced me to drink beer from time to time (and I used to dislike alcohol). So I want to ask some nice lists that incorporate ours Sons of Russ fluff, or some crazy ideas that should be fun to try, or really fun to use. For instance, using 4 special characters in the army.

 

Cheers!

 

Ran

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First, if you're not having fun, why play a game? I understand what you say about winning, but I have beaten BA with my Wolves, so it can be done. There is nothing wrong with running two armies [or more] but maybe you should try some different mixes for your Wolves.

I beat Blood Angels all the time with my wolves. I usually win 90% of my games. And only lose about 2-3%. Rest I draw.

 

Why are you having trouble winning with Wolves? What tactics are you using? There must be a reason for losing all the time. It can't be just the Space Wolves dex cause we have soo many people winning with them.

Actually I have beaten Blood Angels before, but I play far better with Blood Angels than with Space Wolves. It's not like one army is better than other, is more like better for me. Blood Angels hit harder than Space Wolves, which is why I play better with them.

 

My problem with Space Wolves is probably my lists. I like using some special things in it, like Ragnar Blackmane, Thunderwolves, and when I don't use it, I go with old school two priest, scouts, grey hunter, long fangs.

 

That's why I say Space Wolves are more a "crazy fun", I rather use strange things with them, mostly because I love their fluff, so I would love, for instance use 16 Bloodclaws with Rune Priest (Stormcaller) and Wolf Priest(Saga of the Hunter) and go walking around thorugh the battlefield!

 

Blood Angels are more like "regular fun", they are fun to play, but I don't go wth crazy fluffy lists with them, but usually more interesting Close Combat ones.

 

So, that's what I meant. I probably would win more if I stopped looking in the Internet for lists, and go with what I know to play, like the Blood Angels (I play well with them and all of my lists are handmade, not copied from the Internet).

 

Cheers,

Ran

Blood Angels hit harder than Space Wolves, which is why I play better with them.

 

My problem with Space Wolves is probably my lists.

 

I believe the point people are trying to make is that you can have your cake an eat it too. To claim BA hit harder than SW is a fallacy only because you choose not to play SW with the same respect. There's numerous ways to make a SW army that is both fluffy and successful.

Blood Angels hit harder than Space Wolves, which is why I play better with them.

 

My problem with Space Wolves is probably my lists.

 

I believe the point people are trying to make is that you can have your cake an eat it too. To claim BA hit harder than SW is a fallacy only because you choose not to play SW with the same respect. There's numerous ways to make a SW army that is both fluffy and successful.

 

Between a Lemartes lead Deathcompany unit and a Ragnar led Wolf Guard unit, the first one hits harder with all re-rolls, WS, and Power Weapons inside of it. Don't get me wrong, Space Wolves can hit hard, but Blood Angels hit HARDER with theirs dedicated special units.

 

Ran

Thunderwolves. They have a tendency to slaughter Death Company. I've had games where on Thunderlord has taken down Lemartes and a good chunk of Death Company before falling to a Terminator Squad that charged in to get rid of him. Or maybe try a Wolf Priest, Blood Claws, and a Wolf Guard all in a Crusader. It works beautifully on the charge. Or you could go with Loganwing Wolf Guard. There're quite a few options for close combat uberness.
Blood Angels hit harder than Space Wolves, which is why I play better with them.

 

My problem with Space Wolves is probably my lists.

 

I believe the point people are trying to make is that you can have your cake an eat it too. To claim BA hit harder than SW is a fallacy only because you choose not to play SW with the same respect. There's numerous ways to make a SW army that is both fluffy and successful.

 

Between a Lemartes lead Deathcompany unit and a Ragnar led Wolf Guard unit, the first one hits harder with all re-rolls, WS, and Power Weapons inside of it. Don't get me wrong, Space Wolves can hit hard, but Blood Angels hit HARDER with theirs dedicated special units.

 

Ran

 

 

There's your problem. You seem to think that Space Wolves are an exclusive close-combat army. That's the Blood Angels' specialty, so if that's your thing, then Wolves aren't where you'll hit harder. Wolves are a reactive army, excelling at close ranges 8"-24". They can hold their own in cc, but don't expect them to keep up as well as cc armies.

Blood Angels hit harder than Space Wolves, which is why I play better with them.

 

My problem with Space Wolves is probably my lists.

 

I believe the point people are trying to make is that you can have your cake an eat it too. To claim BA hit harder than SW is a fallacy only because you choose not to play SW with the same respect. There's numerous ways to make a SW army that is both fluffy and successful.

 

Between a Lemartes lead Deathcompany unit and a Ragnar led Wolf Guard unit, the first one hits harder with all re-rolls, WS, and Power Weapons inside of it. Don't get me wrong, Space Wolves can hit hard, but Blood Angels hit HARDER with theirs dedicated special units.

 

Ran

 

 

There's your problem. You seem to think that Space Wolves are an exclusive close-combat army. That's the Blood Angels' specialty, so if that's your thing, then Wolves aren't where you'll hit harder. Wolves are a reactive army, excelling at close ranges 8"-24". They can hold their own in cc, but don't expect them to keep up as well as cc armies.

 

Not really. I said what I said due to the fact our hard hitting units are close combat ones. I can't see how hard can the Space Wolves hit in shooting or cc.

 

Ran

I'm sorry for maybe being naive...but can't both armies hit hard and be played for fun. Most, if not all codices, have "fun" things and "business" things. It seems the thing you've found in BA happens to be fun for you, and good army "business" for winning games and you simply have not found your combination in the SWs dex which does both. If you've only tried one style of play this may be a real possibility. I am also of the opinion if you run a sub optimized list enough you will eventually play it well enough to compete strongly. littlbitz has shown me this since 4th ed. Rulebook and 3rd ed. SW codex.

Shooty Space Wolves mixed in with other units, if done right, might prove something that gets the OP thinking.

 

Long Fangs x 6, 5 x HB/PC

- Plazorback

 

And/or:

 

Dreadnought (kitted out with either dual TLAC arms, or a PC/AC paired to a DCCW with underslung weapon).

 

The problem is finding what the OP considers fun about Space Wolves, and building a synergy force: one that supports the rest of the army, and things can each pull their own weight, and do well. 15 dice of shooting Heavy Bolters into a squad of Death Company might work: however, the units that the OP mentions are by and large heavy close combat. Space Wolves, as it has been said, are close range: this core difference means we can do better shooting at out to 24", just no heavy weapons like a tactical squad.

 

One final point: stat bloat going into the next addition is starting to show with the BA and some of the GK units as their stats go above 6, the old edition limit on the "human" army list stat range. Not going to call this a bad thing, however it's likely something to keep in mind. Close combat specialists are likely best taken care of at range when possible; when not, just trust in your weapons and fight the good fight for the Emperor and Russ.

Blood Angels hit harder than Space Wolves, which is why I play better with them.

 

My problem with Space Wolves is probably my lists.

 

I believe the point people are trying to make is that you can have your cake an eat it too. To claim BA hit harder than SW is a fallacy only because you choose not to play SW with the same respect. There's numerous ways to make a SW army that is both fluffy and successful.

 

Between a Lemartes lead Deathcompany unit and a Ragnar led Wolf Guard unit, the first one hits harder with all re-rolls, WS, and Power Weapons inside of it. Don't get me wrong, Space Wolves can hit hard, but Blood Angels hit HARDER with theirs dedicated special units.

 

Ran

 

 

There's your problem. You seem to think that Space Wolves are an exclusive close-combat army. That's the Blood Angels' specialty, so if that's your thing, then Wolves aren't where you'll hit harder. Wolves are a reactive army, excelling at close ranges 8"-24". They can hold their own in cc, but don't expect them to keep up as well as cc armies.

 

Not really. I said what I said due to the fact our hard hitting units are close combat ones. I can't see how hard can the Space Wolves hit in shooting or cc.

 

Ran

 

Maybe I react a little to harsh but if I play against BA I would forget the objectives and go for an annihilation I hate Blood Angels and I despise them so that said.

IMHO the ork saying "less toys more boys" do I have to say more? I like my LF and 10GH with plasmaguns.

Shoot the hell out of them and then charge what is left of them and see who hits HARDER in the long run.

 

BA and SW are both strong armies with there own play style and they both hit hard only in different ways and they have a rich fluff codex

 

I say again who hits harder in the long run ^_^

good luck!!

Saying Blood Angels hit harder than space wolves is a completly pointless statement...

 

If you compare stats on paper of some units then yeah some hit harder than others from both books.

 

But the point is in reality a battle is'nt i have better stats therfore i win! tactics, deployment, what you take and how you use it all matter.

 

And if you had to compare BA against SW as far as a close combat army goes then i'd say SW are more of a Close range to CC army that BA are because yeah BA do have a few units that are great in CC, pretty much every unit in the SW codex has not onlly 2 CC weps but also counter attack, making even our cheapest troops or even scouts much better than the cheapest troops of a BA army.

 

You say Death company are kick ass ! ...i once knocked out a rhino with dc in it but i could'nt charge...they charged me i lost 2 grey hunters they all died. Though the fact that even though we got charged we stil fought back with 3 attacks each + wolf standard + motw. Rending hits are a biach :o

 

Its all down to the roll of a dice i think people should stop comparing units and asking whats "better" theres far too many factors to be able to say...this is better than that.

I think it also comes down to experience & generalship honestly. Yes, overall comparison BA look overpowered compared to well... anything else. But they die just like regular marines. Also, BA & GK are, IMHO more of a blunt instrument for the kiddies who are new to 40k & will cry & quit playing if they don't win alot whereas Space Wovles are more of a stiletto army that when wielded by someone who truly understands their potential & what they are good/bad/mediocre at they become extremely lethal. I haven't gotten to play ALOT of games w/ my SW just mainly due to never having time when others are available to game. 15 BC led by a Wolf Priest & Wolf Guard w/ 2 flamers, 2 combi-flamers, 2 power fists & getting the charge is actually still one of the most feared units in the game today. I won't lie, I do cringe over the POTENTIAL damage death company can do, however, I don't fear them as once I knock out their transport they're vulnerable to fire & being gunned down just like any other dedicated assault unit having to chevroleg it. If they're jump packers then odds are they're probably a small squad. BA assault squads are NOT that frightening when compared to a GH pack, the only thing that makes them a pain in they're scoring so they can outrun me to objectives. Death Company dreads are nasty but only if they are in lucius pattern drop pods, otherwise, they are usually gunned down pretty easily by our melta heavy lists. If a DC dread gets into cc against a unit w/out inv saves that unit probably will die but then that leaves it open to be shot to hell next turn as well.

 

Keep in mind that what makes a GH pack so dangerous is their ability to long range their bolters, then double tap as the enemy assault unit closes & sit there & receive the charge, pass a Ld test & still fight like they had charged. W/ a wolf standard they re-roll all 1s in that phase & MotW gives them up to 7 more attacks that can potentially act as a power weapon plus a power weapon in the squad makes them very nasty indeed. If you insist on using SW as a straight up assault army you will be disappointed because, aside from armies like Necrons, they're not going to perform very well in such circumstances compared to BA.

OK, I think people are getting far away from what I asked. Blood Angels hit harder and work for me. Space Wolves don't. Mostly because I play better when I am on the offense.

 

Now, what I asked was if anyone has good ideas for "crazy fun" lists for the Space Wolves. My question was not about if anyone thinks they are good or anything, I KNOW they are good, but I play far better with Blood Angels than with my Wolves. As such, I will play the Wolves seeking fluff, playing with my beautifully painted minis and trying some crazy ideas. My Blood Angels, with whom I play better will be played to gather victory and play in the style that I most like, lightning strikes and flight.

 

So please, stop with this "wolves are good, you just have to know how to play with them", or "wolves hit as hard as Blood Angels", because they are more personal visions of the armies than anything, and are not what I asked.

 

Again, does anyone have a interesting fluffy list, or one that have really crazy idea?

 

Ran

I think my list is fun

 

2X 10 GH melta the works

1X 5 GH plasma

1 rune priest

6 longfangs 3 rocket 2 las

4 TWM

1 TWM lord full kit

1 Lonewolf in TDA wolfclaws 2 wolfs

1 razor las

2 rhino's

1 Vindicator

 

It got me 2 annihilation last time I used it in a friendly torny

 

I know its not full of win but its got all the fun stuff, hard hitting deathstar, shooting goodness, runic powers and a S10 pie plate and a why dont you die unit.

2000 Pts - Space Wolves Roster

 

Troops: Wolf Guard Pack (7#, 490 pts)

. . 1 Logan Grimnar, The Great Wolf, 275 pts (Unit Type: Infantry; Belt of Russ; Terminator Armour; Wolf Tail Talisman; Wolftooth Necklace; Storm Bolter; The Axe Morkai; Acute Senses; And They Shall Know No Fear; Counter-attack; Eternal Warrior; Independent Character; Living Legend; Stubborn; The High King; Saga of Majesty)

. . 1 Wolf Guard Pack, 215 pts

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

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

. . . . 1 Wolf Guard in Terminator Armour (Unit Type: Infantry; Terminator Armour; Power Weapon; Assault Cannon; Acute Senses; And They Shall Know No Fear; Counter-attack)

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

 

Troops: Wolf Guard Pack (7#, 460 pts)

. . 1 Njal Stormcaller, Lord of Tempests, 245 pts (Unit Type: Infantry; Frag Grenades; Krak Grenades; Nightwing; Runic Armour; Wolftooth Necklace; 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)

. . 1 Wolf Guard Pack, 215 pts

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

. . . . 3 Wolf Guard in Terminator Armour (Unit Type: Infantry; Terminator Armour; Power Weapon; Storm Bolter; 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 Drop Pod (Unit Type: Vehicle (Open-topped); Transport Capacity: 10 models; Storm Bolter; Drop Pod Assault; Immobile; Inertial Guidance System)

 

Elite: Wolf Scouts Pack (5#, 155 pts)

. . 4 Wolf Scouts Pack, 155 pts (Unit Type: Infantry; Frag Grenades; Krak Grenades; Scout Armour; Melta Bombs; Bolt Pistol x3; Close Combat Weapon x4; Power Weapon x2; Meltagun; Acute Senses; And They Shall Know No Fear; Behind Enemy Lines; Counter-attack; Infiltrate; Move Through Cover; Scouts)

. . . . 1 Wolf Scout w/ Mark of the Wulfen (Unit Type: Infantry; Frag Grenades; Krak Grenades; Scout Armour; Melta Bombs; Bolt Pistol; Close Combat Weapon; Acute Senses; And They Shall Know No Fear; Behind Enemy Lines; Counter-attack; Infiltrate; Move Through Cover; Rending in CC only; Scouts)

 

Elite: Wolf Scouts Pack (5#, 100 pts)

. . 5 Wolf Scouts Pack, 100 pts (Unit Type: Infantry; Frag Grenades; Krak Grenades; Scout Armour; Bolt Pistol x4; Sniper Rifle x5; Missile Launcher; Acute Senses; And They Shall Know No Fear; Behind Enemy Lines; Counter-attack; Infiltrate; Move Through Cover; Scouts)

 

Troops: Wolf Guard Pack (6#, 230 pts)

. . 1 Wolf Guard Pack, 230 pts

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

. . . . 1 Wolf Guard in Terminator Armour (Unit Type: Infantry; Terminator Armour; Power Weapon; Assault Cannon; Acute Senses; And They Shall Know No Fear; Counter-attack)

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

 

Troops: Wolf Guard Pack (6#, 230 pts)

. . 1 Wolf Guard Pack, 230 pts

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

. . . . 1 Wolf Guard in Terminator Armour (Unit Type: Infantry; Terminator Armour; Power Weapon; Assault Cannon; Acute Senses; And They Shall Know No Fear; Counter-attack)

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

 

Composition Report:

HQ: 1 (1 - 2)

Elite: 2 (0 - 3)

Troops: 4 (2 - 6)

Fast: 0 (0 - 3)

Heavy: 0 (0 - 3)

 

Total Roster Cost: 1665

 

Created with Army Builder® - Try it for free at http://www.wolflair.com

This could be fun, provided you have the models to pull it off. And it leaves enough open points to upgrade the heck out of the Termis or add some more units.

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