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(Nearly) All Wolf Guard army advice


Thorian

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Hi starting yet another project due to receiving some spare SW miniatures from a friend, decided i really like the idea of doing an army of heroes using Logan Grimnar, im not that worried about being super competative but don't want to end up with an army that even in a casual play is really weak to the point it is no fun, so will an army built around LG and other various fluffy characters from his great company combined with WG in TA/PA and on Bikes plus Fenrisian Wolves and probably a Dreadnought work at all & if so any advice?

 

 

Thanks in advance for any help offered.

 

 

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well logan is a beast so get him in cc and he should eat most things, same for most other wolf characters

 

drop pods, or if you have the points land raiders will get them where they need to be quickly in relative safety

 

i run a list like this at 1000 pts and it is really silly, but allot of fun. i have a grand total of 12 models including 2 drop pods, logan and arjac.

that sounds like fun, i want to try and do a force properly in the theme of the space wolves, so keep a track of pack losses and don't replace them, things like that. if a guy is the last of his pack he is a lone wolf, and if he does something cool he  becomes wolfguard, and other general coolness can be wolf guard promotion as well.

 

would be really fun, need some more models before i can do it though

I really like running drop pods and land raiders. Arjac is a lot of fun to run with Logan in a death star pack. Never used Fenirisian wolves so can't comment there. I find the issue I run into the most is having enough long range fire support.. as long as you have that covered you're solid. A drop pod or two is used to throw a few guys in the Enemy's deployment zone and give them a little distraction for a turn, if you're lucky two. I do like to run thunder wolves in a Logan wing army, however with Termi's and Raiders it does get a little hard to do..

 

Also, I think the General consensus is to stay away from the Dreadnought. It'll get CC'd to death very quickly unless you want to use it as a long range fire base. I'd use those points on additional Terminators, Long Fangs, or opening up points for a Land Raider.

2000 pt Plasmawing List

 

Logan

 

Rune Priest in TDA

 

Wolf Priest in runic armor/ Plasma Pistol/ Saga of the Hunter

 

Dreadnaught w/ Wolf Tooth Necklace / Lucius Drop Pod

 

9x Wolf Guard w/ dual Plasma Pistols / Drop Pod

 

4x Wolf Guard w/TDA Drop Pod

 

10 Grey Hunters dual Plasma/Plasma Pistol/ MotW/ Banner/ Power Axe

 

5  Grey Hunters w/ Flamer

 

5 Long Fangs 4x Plasma Cannons/ Drop Pod

 

42 models counting Drop Pods 4 possibly 5 scoring units

Some things to think about:

 

The Long Fangs are more of a Static Unit (which I'm sure you know) They will sit and provide overwatch for the rest of your Army. They should be deployed somewhere safe yet close enough to be effective. With Missiles and Lascannons that is no issue. With the Plasma Cannons you have to get much closer to the fight and run a greater risk of getting guys killed with over heat. I'd suggest swapping for some missles as your force suffers a bit in the long range fire power area. I really don't know how the drop pod would benefit them. If the fight is brought to them they die fairly easily.

 

What is your function/strategy the Wolf Priest.

Chooser of the Slain for your Rune Priest is a really good investment and supplement for the Logan Wing IMO.

Again the dreadnought is taking up points that can be used in so many more effective ways. The Land Raider.. while expensive is going to last longer (slightly) and brings the advantage of fire support and Assault for your Terminators.

 

Your Terminators will not be able to immediately assault from the drop pod and they will get shot to death trying to get them into combat.

I don't know if you have any LR models or not, but I would take out some of those wasted points and add another squad of Terminators and try to fit in a LRC.

Thanks for the help and list idea guys but i really dont want to have Grey Hunters, as really want it to be all Wolf Guard & Veterans army, would rather have a weaker but themed list.

 

I will have to try and work out an army list later today or tomorrow and then post it.

Wolf guard are pretty nifty things. I think if you're playing wolf guard you need to think really hard about your delivery method.

 

Wolf guard aren't particularly great foot sloggers. They're not terrible, but it's not their strength. Their strength is close combat - especially that first charge they make early in the game (potentially turn 2). I think this is where they excel.

 

Land Raiders are very expensive, but are definitely worth considering if you're playing at the 2000 points level. For 2000 points, you can get logan and 3 units of wolf guard along with 3 land raiders. Take as many combi plasma guns as you can and give all the land raiders multi meltas.

 

It's a bit gimmicky, but it has the advantage of AV14 for your entire army on turn 1 (thus making most of your opponents guns irrelevant as you cruise up the table) and quite likely a turn 2 charge. Your wolf guard can disembark, fire plasma, and charge all on one turn. This makes for some serious punch and if done right (and with the dice gods in your favour) could decide the fate of the battle. Of course, if they get lucky and blow up some land raiders on turn 1, avoid your turn 2 charge or otherwise outmaneuver you, it might go badly. But it is a solid strat and plays to the strengths of the TDAWG.

Oh, and regarding drop pods. They're good (and very cheap!!). But they do have two extremely noteworthy disadvantages: you need to be able to drop enough on turn 1 in a strategic position so that they can be effective - this means often aiming for an odd number of pods. Secondly, you don't get to charge out of a pod - which is a REAL pain for any melee-oriented unit. To be honest I think that drop pods actually suit grey hunters a bit more than standard TDAWG loadouts.

Some things to think about:

 

The Long Fangs are more of a Static Unit (which I'm sure you know) They will sit and provide overwatch for the rest of your Army. They should be deployed somewhere safe yet close enough to be effective. With Missiles and Lascannons that is no issue. With the Plasma Cannons you have to get much closer to the fight and run a greater risk of getting guys killed with over heat. I'd suggest swapping for some missles as your force suffers a bit in the long range fire power area. I really don't know how the drop pod would benefit them. If the fight is brought to them they die fairly easily.  Logan and the Long Fangs drop down in a drop pod to get a clear firing lane. Logan makes them relentless.

What is your function/strategy the Wolf Priest. Wolf Priest drops with WG plasma pistol granting Stealth and Preferred Enemy

 

Chooser of the Slain for your Rune Priest is a really good investment and supplement for the Logan Wing IMOForgot to list CotS 

 

Again the dreadnought is taking up points that can be used in so many more effective ways. The Land Raider.. while expensive is going to last longer (slightly) and brings the advantage of fire support and Assault for your Terminators. Dread in Lucius can assault the turn it drops

 

Your Terminators will not be able to immediately assault from the drop pod and they will get shot to death trying to get them into combat. Termies are a mix of Melta and CCW

 

I don't know if you have any LR models or not, but I would take out some of those wasted points and add another squad of Terminators and try to fit in a LRC. The Redeemer is a better choice but not for this list.

So Wolf Guard can charge on the same turn as they disembark from the Land Raider?

 

As i thought that was no longer an option in 6th edition but that could be me being slow as i only recently returned to the gaming side of the hobby.

Not just Wolf Guard, any unit. Land Raiders have the Assault Vehicle USR.

 

So Wolf Guard can charge on the same turn as they disembark from the Land Raider?

 

As i thought that was no longer an option in 6th edition but that could be me being slow as i only recently returned to the gaming side of the hobby.

Not just Wolf Guard, any unit. Land Raiders have the Assault Vehicle USR.

Thanks, i have not had to use a vehicle in a game for over 8 years, so not got around to reading the rules in detail.

ORKILL

Dread in Lucius can assault the turn it drops
Just because the dread can assault as soon
as it drops doesn't mean it's going to be worth the points. I still
think those can be better used else where in this list. Also.. the
Lucious drop pod is legal in 40k rules? (I'm new still and don't know)


Logan and the Long Fangs drop down in a drop pod to get a clear firing lane. Logan makes them relentless.
The Long Fangs may have a good firing line, preferred enemy and relentless but that means nothing when they are dead by turn 3.


Termies are a mix of Melta and CCW
And Will still get shot up easily. If they are anything more than a suicide squad they careful planning

The Redeemer is a better choice but not for this list
To each his own. I like the redeemer, but I read a very good review of one that high lights it's shortcomings. Your 9inch flame templates take out the very front runners leaving the guys in the back row whom are further away from the Terminators assault range. Could put the player in a disadvantaged position.

Here is a list without grey hunter's since you want all WG

Logan Grimnar 275
4xWG 202
LR 260
737

 

Rune Preist

PA
CoTS

110


WG 1
5xWG-TDA
DP
285

WG 2
5xWG-TDA
250

WG 3
5xWG-TDA
250

(or you can replace the 3rd squad with another LR I think it's phun)

WG 4
5xWG-PA, PF
110

WG 5
5xWG-PA,PF
110


LF
Sergeant
2x LC
2x ML
145

The smaller WG squads in PA are used to capture objectives (had 1777 points total it's what I did with the extra points.. you can do what you see best for this)

ORKILL

 

Dread in Lucius can assault the turn it drops

Just because the dread can assault as soon

as it drops doesn't mean it's going to be worth the points. I still

think those can be better used else where in this list. Also.. the

Lucious drop pod is legal in 40k rules? (I'm new still and don't know)

 

The dread is worth it as it ties up a squad. The Lucius is legal in some tournaments and is not in others. BTW, in most cases LR are huge point sinks that do not usually earn their points back. I have taken one recently as a dedicated transport and outflanked it using Saga of the Hunter/WP. I have had mixed results with this combo.

 

Logan and the Long Fangs drop down in a drop pod to get a clear firing lane. Logan makes them relentless.

The Long Fangs may have a good firing line, preferred enemy and relentless but that means nothing when they are dead by turn 3.

...and why would they be dead by turn 3? I use the drop Pod to get the squad in cover AND have better firing llines. That doesn't mean that I drop them within assualt range. I used this load out in 'Ard Boyz and it was responsible for killing 3 10 man Purifier squads.

 

Termies are a mix of Melta and CCW

And Will still get shot up easily. If they are anything more than a suicide squad they careful planning

 

Termies are usually not in the first wave, unless there is a vehicle that needs to disappear.

 

 

The Redeemer is a better choice but not for this list

To each his own. I like the redeemer, but I read a very good review of one that high lights it's shortcomings. Your 9inch flame templates take out the very front runners leaving the guys in the back row whom are further away from the Terminators assault range. Could put the player in a disadvantaged position.

 

Against most opponents (PA is everywhere) the Redeemer is the way to go. Especially when outflanking...bye bye Long Fang ML Spam! While my list is far from optimized, it is a different and fun list to play. I am tired of seeing the same old LF ML/TWC copy/paste internet webspam on the table and definitely do not want to continue playing mirror matches everytime I show up at tournaments. Try something different....you might be pleasantly surprised.

 

 

Here is a list without grey hunter's since you want all WG

 

Logan Grimnar 275

4xWG 202

LR 260

737

 

Rune Preist

PA

CoTS

110

 

WG 1

5xWG-TDA

DP

285

 

WG 2

5xWG-TDA

250

 

WG 3

5xWG-TDA

250

(or you can replace the 3rd squad with another LR I think it's phun)

 

WG 4

5xWG-PA, PF

110

 

WG 5

5xWG-PA,PF

110

 

 

LF

Sergeant

2x LC

2x ML

145

 

The smaller WG squads in PA are used to capture objectives (had 1777 points total it's what I did with the extra points.. you can do what you see best for this)

power axes on wolf guard in power armour is very high damage per point spent. They're quite squishy, though. You can always go with mixed saves in a WG unit, which is quite nice. Just make sure you have TDA models in B2B contact in an assault, and allocate wounds to those guys. I think 5 TDA WG + 2 PA WG would be a viable alternative to 6 TDA WG. Assuming that your priority was assault (which it usually should be).

power axes on wolf guard in power armour is very high damage per point spent. They're quite squishy, though. You can always go with mixed saves in a WG unit, which is quite nice. Just make sure you have TDA models in B2B contact in an assault, and allocate wounds to those guys. I think 5 TDA WG + 2 PA WG would be a viable alternative to 6 TDA WG. Assuming that your priority was assault (which it usually should be).

 

Thanks, i never considered having mixed armour, i will have to work out a list.

 

Iirc it also gives you +1BS at anything you are shooting at within line of sight of the CotS.

But surely the rune priest shouldn't be shooting and instead using a shooting power which I didn't think needed a to roll to hit just a psychic test.

Depends on the power:

Needs to-hit

  • Living Lightning
  • Fury of the Wolf Spirits

Does not need to-hit

  • Jaws of the World Wolf
  • Murderous Hurricane
  • Thunderclap

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