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new SW army.


SuRge

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Hi,

I've been into 40k for a year or 2 now, and in the past i was more of a collector than a gamer, I have just over 1k of orks and about the same of grey knights. But now I have decided to get more into the gaming side of things. I do know the rules and i have played atleast 10 games so I do have some experience. I have decided to get into space wolves because when i played orks i found the boyz lacking in survivability and one of the keypoints i look for in an army is a solid core. Thats why I chose wolves.

So, I've ordered some basic components for my army, and id like to know what other people thinks my army is lacking.

Please bear in mind this is only the start of my army so when this is painted i will be getting much more.

Space wolf battleforce

Thunderwolf cavalry

10 meltaguns

codex.

 

The group i'm joining mainly play 1-1.5k but i would like to get a 2k army so i can play a different army each game.

I am not keen on transports, as the points-£££ ratio is rediculousley poor, but if they are vital i may change my mind.

regarding long fangs- i like the idea of having them but i dont have a source of missile launchers so id probably do mixed weapon units.

the way i deploy my army would probably be the grey hunters in the center of th deployment zone and the faster and more mobile elements supporting on the flanks. i see a niche in my army for artilery.

regarding the hq setup i would go with a twclord and a rune priest(converted).

im not sure about grey hunters loadouts. please speak you're mind but i wont make any decisions untill the codex arives.

One last thing- im not a fan of spamming the same units.

SuRge

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Welcome to the Fang, may you never hear the cry of your enemy over the your howls of triumph!

 

For starters, here are two decent blogs that have some articles on units and army composition that may help you get started. Bear in mind that like all wargaming articles they are opinions. These are by now means solid fact, you will find your play style in the games you play and from the experience of fielding units.

 

First up posted I would recommend reading the Basics sections as well as the Space Wolves. Touching up on the army you are going to play may help as well.

 

http://www.3plusplus.net/p/armies-in-5th-e...n-articles.html

 

Second a come all style blog. It is communal as it has many different authors for their articles. A lot of "general" tactics and knowledge about Space Wolves.

 

 

http://space-wolves-grey.blogspot.com/

 

 

From some personal experience:

 

1. Long Fangs are amazing, but they have huge targets painted on themselves once they are deployed. I would highly recommend having a highly mobile counter assault unit to help protect them from fast moving or behind enemy line style units. You have a unit of TWC, they excel in this role as they have the ability to move 19-24" and assault.

2. Bloodclaws, fodder, honestly that's what they are. The only time I field them is when I know I'm going to need to tie up a big unit of something. Their ok against Orc, Eldar, and 'Nids. Throw them at a large unit with a wolf priest and they may win out, but more importantly they are going to keep that unit from moving for a couple of turns.

3. Grey Hunters, best troops in 5th edition. Rapid fire, counter attack, double special weapons, and the ability to sneak in two powerfists with a Wolf Guard is amazingly powerful.

4. We can take 4 HQ's. Don't get lured into making four god units that are supported by nothing. Keep them basic and simple.

5. Armor, wolves can easily go mech or foot-slogging. If you want to have a predator or vindicator I would say try to squeeze at least three pieces of armor into your list. This doesn't mean three tanks, but maybe a speeder, a tank, and a dreadnought. This way your opponent has to choose where his anti-tank weapons get pointed instead of having the easy decision of focusing one unit.

 

I hope that helps you get started pup, now get out there and earn your right to become a hunter.

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I too am not a huge fan of either 'cookie cutter' packs, or 'netdecking' army lists, but here are two savory morsels I have gleaned off of the internet and put to good use.

 

One. 7 to 9 Grey Hunters in a Rhino with a melta/plasma gun, wolf standard, and Mark of the wulfen accompanied by a Wolf Guard with a combi weapon and power fist is a tough as nails troops choice that can handle most things you'll come up against. If you decide to run 10 Grey Hunters give one a Fist and up your 'special' weapons to two. Getting a second gun for free is great. I think this option lends itself well to more of the flootslogging style., plus you can then add a Cyclone Missile Launcher Terminator to the pack for extra punch.

 

Two. Long Fangs, while a lightning rod, are an amazing heavy slot choice. Then ability to split fire can be devastating (you see what I did there??!!) for your opponent, and when it gets down to blows the old timers are no slouches in the art of fist to face (or chainsword...kinda the same thing).

 

End of Line

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4. We can take 4 HQ's. Don't get lured into making four god units that are supported by nothing. Keep them basic and simple.

 

This bears repeating. Four wolf lords armed to the teeth are a point-sink trap, especially when sagas get involved... on the other hand, four base cost rune priests, all armed with combinations of living lightning, jotww, and murderous hurricane are devastating.

 

Long Fangs are the. Best. Devastator squad in the game. Split fire + 5 heavy weapons in a 6 man pack with the option of a cml wgpl and adjoined rune priest w/ LL is the scariest long range heavy support unit I can think of.

 

As has been said, dedicated transport is nearly compulsory in 5th edition, and SW make great use of it with their 5 man packs + wgpl in Razorbacks.. and at 40 pts base cost, that's a steal. I can see where vehicles can get pricey, but 40 pt Razorbacks and 35 pt Rhinos per GH pack is the cheapest and most convenient way of getting them to those objectives without getting pumped full of bolter rounds (oh, and drop pods, if you like reserves).

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Thanks for answering my questions. i will probably get another battleforce, a rhino or 2, and a devistator squad. Would any of you ever consider fielding heavy weapons that arent missile launchers? i realy think heavy bolters look awesome and could have a place in my army. (I still havent found a good deal on the web for missile launchers!

Also, what do you think about putting a wolf guard terminator in with grey hunters so that they have access to an assault cannon?

SuRge

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Thanks for answering my questions. i will probably get another battleforce, a rhino or 2, and a devistator squad. Would any of you ever consider fielding heavy weapons that arent missile launchers? i realy think heavy bolters look awesome and could have a place in my army. (I still havent found a good deal on the web for missile launchers!

Also, what do you think about putting a wolf guard terminator in with grey hunters so that they have access to an assault cannon?

SuRge

 

Do NOT ever buy the Rhino kit. Only ever buy the Razorback kit (or Predator/Vindicator/Whirlwind) which contains the Rhino kit in it already. With a handful of magnets ( or even without) you can easily switch your vehicle from rhino to other, based on your army's need.

 

Missile launchers are the most versatile and cost effective of all the heavy weapons. That said, I hate "missilespam" and usually have at most 4 MLs per pack ( often less) allowing for at least 1 lascannon/plasma/mmelta, etc. On occasion, I have a LF pack of 2 multimeltas that I send via rhino straight to the center of the board and bunker down to wait for tanks.

 

A WG in tda with an assault cannon, while amazing, would only really work if you can still keep a full pack so you can put them in a land raider redeemer or crusader. Not being able to transport this pack due to capacity would mean sacrificing 2 ( or 4 rapid fire) bolter shots for the sake of 4 shots with rending...and a pack like this would be inefficient if they were to footslog.

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