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Advice for a Novice Player,


Baynachew

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Greetings fellow wolflords.

I am busy redoing my list for a local league that happens at my varsity every wednesday, and Lately I have been having trouble getting anywhere.

In terms of understanding my adversaries, i am facing Blood Angels, Dark Eldar, Orks, and 2 Chaos armies, one generic, one specifically 1000 Sons.

So my question is what should i be looking at?

Here are the restrictions (Based on 5th Ed Combat Patrol rules) :

1. Nothing more the 2 Wounds

2. Nothing with a Save (or Invulnerability Save) above 3+.

3. Vehicles allowes, but with a total of 33 Armour points.

4. No Independent Characters

5. Must have one troop Choice.

 

So this was my previous selection:

5 x Long Fang: Heavy Bolter, Plasma Cannon, MultiMelta, Las Cannon.

Wolf Guard Leader: Lightning claws

5x Grey Hunters. Flamer, Plasma and Power fist

1x Rune Priest

 

 

I am thinking of dropping the Long Fang pack in favour of either grey hunters or blood claws.

(and a razorback for the grey hunters)

What would you think would work?

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Greetings fellow wolflords.

I am busy redoing my list for a local league that happens at my varsity every wednesday, and Lately I have been having trouble getting anywhere.

In terms of understanding my adversaries, i am facing Blood Angels, Dark Eldar, Orks, and 2 Chaos armies, one generic, one specifically 1000 Sons.

So my question is what should i be looking at?

Here are the restrictions (Based on 5th Ed Combat Patrol rules) :

1. Nothing more the 2 Wounds

2. Nothing with a Save (or Invulnerability Save) above 3+.

3. Vehicles allowes, but with a total of 33 Armour points.

4. No Independent Characters

5. Must have one troop Choice.

 

So this was my previous selection:

5 x Long Fang: Heavy Bolter, Plasma Cannon, MultiMelta, Las Cannon.

Wolf Guard Leader: Lightning claws

5x Grey Hunters. Flamer, Plasma and Power fist

1x Rune Priest

 

 

I am thinking of dropping the Long Fang pack in favour of either grey hunters or blood claws.

(and a razorback for the grey hunters)

What would you think would work?

Based on your rules long fangs with missile launchers are the key.

 

If nobody can have armor better than 3+ and vehicles are limited then krak rules the field.

 

Our codex also has mini heroes that aren't IC. Lone wolf or single TWC in low point game can be awesome

2. Nothing with a Save (or Invulnerability Save) above 3+.

 

Re-tool your army to reflect this, as you won't need much as far as hard-hitting wargear to take down anything since there won't be anything AP2, and vehicles can be glanced down with nearly anything. Key units to refit are the Long Fangs, WGBL, and that power fist.

 

Most especially, rethink the vast amount of points you're pouring into a small amount of bodies.

 

I agree with your thought on picking up more GHs. For the points range, however, BCs will not be as efficient for their cost. Regardless, I would get rid of the Wolf Guard Battle Leader before I lost the Long Fangs. Just because we can have two HQ units, doesn't mean we have to, especially at such a low points range. Also, don't forget we can have 6 Long Fangs.

 

The razorback isn't a terrible idea, but again, at the low points range, IMO you're better off with more bodies. Only drawback I can see is you're forced to footslog...

 

 

Also, you haven't mentioned how many points your army limit is.

 

 

I'd personally:

- drop the WGBL

- refit the Long Fangs with at minimum 2-3 Missile Launchers and either a lascannon or plasma cannon, NOT both. After that, player preference.

- drop the GH power fist

- buy more GHs and replace the flamer with another plasma gun (only if you have 10 GH, otherwise drop the flamer entirely).

- put the GH pack in a drop pod or rhino (preferably drop pod)

- If you have points left over, I'd either get more GHs (a lot of points left), or a Lone Wolf/Thunderwolf Cavalry model (a few points left).

 

Wait.. I just re-read the rules.

 

No Independent Characters, or no Special Characters?

If the former, you'd have to get rid of your HQ, so that doesn't seem likely.

 

...oh, and welcome to the Fang!

I'd personally:

- drop the WGBL

- refit the Long Fangs with at minimum 2-3 Missile Launchers and either a lascannon or plasma cannon, NOT both. After that, player preference.

- drop the GH power fist

- buy more GHs and replace the flamer with another plasma gun (only if you have 10 GH, otherwise drop the flamer entirely).

- put the GH pack in a drop pod or rhino (preferably drop pod)

- If you have points left over, I'd either get more GHs (a lot of points left), or a Lone Wolf/Thunderwolf Cavalry model (a few points left).

 

Firstly, for not mentioning the total points: we are looking at a 400 pt army as far as i know there is a list available for rules for the 6th combat patrol somewhere. But considering location specific problems such as making the money required to by the book, and delivery usually takes a week or two, we're currently still playing 5th ed. (for now of course)

anyway, firstly, WGBL was a nice addition, giving at least one advantage in terms of close combat. which if facing the BA player, or Ork Player, which specialise in close combat at least an ability to survive.

Secondly, if i go with a group of say 6 Grey Hunters, with a Razorback, that gives me at least a little in terms of bonus fire power. The rules specify no unique characters, so units like lukas the trickster are right out. However you are allow units like Rune Priests and other units providing they dont have more that 2 wounds .

I will post my revised list for you to check out shortly.

 

Oh and thanks :D

anyway, firstly, WGBL was a nice addition, giving at least one advantage in terms of close combat. which if facing the BA player, or Ork Player, which specialise in close combat at least an ability to survive.

 

With that comment, it's like fighting fire with fire. You don't need to have an excellent melee unit to counter a melee-centric army. If anything, you should shoot the crap out of them before they get to you. With that, especially in 6th edition, Grey Hunters have gone from amazing 12-24" tactical units to potentially THE best 12-24" unit (I don't play Tau/Eldar much, so they'd be the only ones I'd maybe consider doubting). Let your Ork and BA opponents come. Rain bolter shells on them, then have them charge and rain bolter shells again in Overwatch.. and THEN smack them with a counter-attack. Rapid firing plasma guns would be amazing here.

 

Like I said, the more bodies the better.. and now that you've cleared up the points confusion, I absolutely think the WGBL is unnecessary. You're sinking 90-110 pts (1 wolf claw or 2?) on a model in PA with no invulnerable save and, as far as I can see, running him up the field to get shot at, potentially missing out on getting him into melee entirely. That 100pts is 1/4 of your entire army allotment - One guy. The Rune Priest makes for another 1/4, but he atleast can sit back in your deployment zone and spout Living Lighting all day til Thor steals his hammer back.

 

I still feel that with so few points, your best bet is multiple bodies over singular, large point models. Its like putting all your eggs in one basket and having someone step on that basket halfway up the battlefield if he takes just two failed armor saves.

Valid point, sorry I haven't had a chance to see the rule changes at all. i have the upgraded errata for the codex, but i haven't seen the rules at all.

Apparently there's a rumour that shooty armies now at least have a good chance of surviving?

so this is my current thought:

10 x GH with 2x flamer or melta + Rhino plus wolf standard and possibly mark of the wulfen + Rhino: 220 Pts

10 x GH with 2 x flamers ( theyr'e free apparently) with Wolf Standard, and Mark of Wulfen: 175

so spend another 5 pts on a meltagun.

would that work?

looking at 400 pts, how about this

 

10GH - Plasma, Plasma, MOTW - 175

 

10GH - Plasma, Plasma, MOTW - 175

 

Lone Wolf - bolt pistol, plasma, MOT -45

 

395

 

Lots of plasma, and the lone wolf becomes the danger CC stopper (MOTW, Rending, fnp, etenal warrior, beast slayer etc etc etc)

Hmm, the only problem with the lone wolf is that he is theory an independent character, which means he may not really be playable unless i can attach him to a squad

 

He is an Independent Character, but not a Special Character. He follows the rules, if you are allowed a Rune Priest, you are allowed a Lone Wolf.

 

As for the comments, you should notice they've both recommended plasma guns. While in 5th, they were good, in 6th they're nigh manditory, now that you can Rapid Fire 24". Something to consider.

 

I agree with Blacksad's recommendation though for Long Fangs (not so sure about the rhino). You'll want something that packs a punch from a defensible distance.

I like the 40 k in 40 min rules . I can't remember if you need to take in HQ/IC in them , for some reason i thought you didn't .

you may look at taking 2 GH squads at 150 pts each ( they won't be 10 man squads ) , + a dread at 100 pts . that will give you some CC punch and some ranged anti LT fire power . the dread is a jack of all trade kind of thing , which at this point level is important . never mind with the 33 point limit on armor he is out as he comes in at 34 . although you may look at a whirl wind for a little less than 100 points and 32 points of armor .

Hmm, the only problem with the lone wolf is that he is theory an independent character, which means he may not really be playable unless i can attach him to a squad

 

He is an Independent Character, but not a Special Character. He follows the rules, if you are allowed a Rune Priest, you are allowed a Lone Wolf.

 

As for the comments, you should notice they've both recommended plasma guns. While in 5th, they were good, in 6th they're nigh manditory, now that you can Rapid Fire 24". Something to consider.

 

I agree with Blacksad's recommendation though for Long Fangs (not so sure about the rhino). You'll want something that packs a punch from a defensible distance.

took the Rhinos in that list to create extra cover for the units :)

I really like this idea, at least with the rocket launchers there is a slight chance of getting a good hit, especially against the Blood Angels. since they're really hard to kill. (at least for me) How ever, the thing that most confuses me about Mark Of the Wulfen, is that it seems that they're only unarmed attack, at least according to my interpretation of what is in the codex, i know from the space-wolves.blogspot.com site which deals in everything that is space wolves say that MOW is a really great in terms of dealing with assaults.

 

So Flamers rather than Meltas?

flamers as first weapon, since it's free, and plasma as second, since it's kewl and shiny and hurts. meltas don't seem all that interesting in 400pt games. what are the odds of someone fielding a landraider then? the missile launchers should be able to punch through most if not all vehicles you encounter, have better range, and are AP3, which is the best you can need when it comes to killing infantry

 

also why I suggested power swords, not axes

 

MotW is indeed unarmed attacks, but with the wolf standard, you're prettymuch guaranteed to have a good amount of them

Melta was trumping plasma moreso in 5th edition, due to it being about the only reliable thing to bring down any armored unit (as I fondly remember my opponents sitting in their landraiders/ghost arks, laughing at me rolling anything but a 6 with my krak missiles).

 

Now that you can glance almost anything to exploding with a couple krak grenades, as well as Wolf Priests allowing rerolls for shooting and Rapid Fire allowed when moving, makes the plasma gun far more enticing in 6th.

 

As for MotW, yes it's unarmed...but with claws! Imagine that Wolverine was just dropped into your GH pack.

We're doing something similar this weekend, but at 500pts.

 

My list is;

 

10 Grey Hunters, x2 plasmaguns, MOTW, Standard, Power Sword, Rhino

5 Grey HUnters, 1 flamer (for the orks I will face), MOTW, Standard, Razorback

Rune Priest with plasma pistol and meltabombs in the razorback.

 

I will be taking along a few other bits to mix it up over the course of the days games, including a pack of fenrisian wolves and some long fangs (3-4 with missile launchers/heavy bolters)

 

I'm liking the idea of a PA lone wolf though. I cold drop down the numbers of GH in the first squad to 6, give them a razorback for more punch and have a lone wolf.

Rune Priest with plasma pistol and meltabombs in the razorback.

 

No offense but this seems a bit silly. If a Rune Priest is ever gunna shoot anything, it should be a psychic power. I guess if all you have are blessing powers from the new options, you'd have no other choice... But it seems so foreign.

Hey all, sorry,

I've had club admin to organise, so i have been too busy to respond.

I like these ideas, also i've had a read at the new rules,

Wow... just wow.

They've made some interesting changes. and also i love the fact that GHs have been given an opportunity to actually hit something.

 

We're playing a test game on wednesday, to the value of 750pts, anything with wounds, no vehicles (so that rules out rhinos and razorbacks). but this is what i've thought so far:

 

Logan hq

 

3 Wolf Guard termies as HQ retinue

 

9 GHs (mark of wulfen, wolf banner)

1 Wolf termie (mark of wulfen, wolf banner)

 

5 Long fangs (missile launchers)

or

4 twc's

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