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Space Wolves - Choices


Zeromute

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Evening Brothers,

 

I think I *may* have settled on an army that I want to begin with. In total I think I went through about 7 or 8 variations.

 

Sadly I've got 45pts left and can't for the life of me find anything worth taking.

 

Critique welcome, sink your claws in!

 

HQ:

Rune Priest: Runic Armour, JotWW, LL

Total: 120

 

Wolf Guard x 5: Power Fist x 2, Combi-Plasma x 2, TDA+CML x 1

Total: 185

 

Grey Hunters x 9: Meltagun x 1, Power-Axe x 1, WS, MotW

Transport: Drop Pod

Total: 215

 

Grey Hunters x 9: Meltagun x 1, Power-Axe x 1, WS, MotW

Transport: Drop Pod

Total: 215

 

Grey Hunters x 9: Meltagun x 1, Power-Axe x 1, WS, MotW

Transport: Drop Pod

Total: 215

 

Long Fangs x 5: Missile Launchers x 4

Total: 115

 

Long Fangs x 5: Missile Launchers x 4

Total: 115

 

Razorback x 1: TL-LC x 1

Total: 75

 

Land-Speeder x 2: Typhoon Upgrade x 2, Multi-Melta x 2

Total: 200

 

Total: 1455

 

Not sure what I want to do with the last 45. I was thinking of adding a LW to the army, but not sure what purpose that would serve.

 

Cheers

 

N

As a side note, make sure those 4 snipers only traded out their ccw and kept their bolt pistols.

 

 

Why swap out ccw and not boltpistols? I'm curious as to your emphasis here.

 

Because they both perform exactly the same in close combat. However, if you somehow find yourself within 12" of the enemy and decide its a good idea to fall back (say behind an advancing GH pack) so as not to sacrifice your sniper rifles to melee, you can fire the bolt pistols without it being snap fire, and set up your rifles next turn.

 

It just gives you options for ranging your advancing enemy and still maintaining a ccw should you absolutely need to melee.. which for a sniper scout pack, is generally undesired.

As a side note, make sure those 4 snipers only traded out their ccw and kept their bolt pistols.

 

 

Why swap out ccw and not boltpistols? I'm curious as to your emphasis here.

 

Because they both perform exactly the same in close combat. However, if you somehow find yourself within 12" of the enemy and decide its a good idea to fall back (say behind an advancing GH pack) so as not to sacrifice your sniper rifles to melee, you can fire the bolt pistols without it being snap fire, and set up your rifles next turn.

 

It just gives you options for ranging your advancing enemy and still maintaining a ccw should you absolutely need to melee.. which for a sniper scout pack, is generally undesired

.

Exactly. No advantage to keeping CCWs, but there can be an advantage to having those Pistols.

The main uses I see a Wolf Guard for in a Long Fang pack is

 

A) an extra wound. Stick him at the front to take hits. Keep him plain jane, or toss him in some terminator armor and/or give him a storm shield.

 

:) stick him in Terminator armor and toss on a Cyclone Missile Launcher to give you two more missile shots.

 

 

probably otherwise that people kit him out, but those are the most common I have seen.

 

 

Ooh, a Whirlwind. Probably the most underused SM vehicle, I always smile when I see one roll out. B)

 

Two things I wanted to ask.

 

For the wolf guard with the Cyclone Missle Launcher don't you have to have a pack of five wolf guard in order to take the ML?

 

And second in the game I played the whirlwind really was ineffective one, because it received bad rolls and two, even when it was only off by an inch or two, because it was firing against small space marine squads it wasn't hitting anything. So then wouldn't it be better to save a whirlwind for when you're fighting horde forces like orcs?

Two things I wanted to ask.

 

For the wolf guard with the Cyclone Missle Launcher don't you have to have a pack of five wolf guard in order to take the ML?

 

Yes, 5 wolf guard are needed per special weapon (cyclone launcher, assault cannon, or heavy flamer).

 

And second in the game I played the whirlwind really was ineffective one, because it received bad rolls and two, even when it was only off by an inch or two, because it was firing against small space marine squads it wasn't hitting anything. So then wouldn't it be better to save a whirlwind for when you're fighting horde forces like orcs?

 

Generally bringing the "pie plate tosser" is best for horde armies, yes. All template weapons tend to fair better against horde armies, but for those circumstances, you're usually catering your list to a specific army and most people with finite models/compositions make lists for all-comers.

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