Jump to content

Best Allied option for 600 points or less for Space Wolves


Gen. Confusion

Recommended Posts

So my title says it all. What are your opinions on the best allied lists for space wolves. I play wolves and I am looking for opinions on the best allied combinations for under 600 points. I have done the guard blob allies and they work ok but I would like to hear from other peoples experiences.

Thanks

Link to comment
Share on other sites

Blood Angels- Stormraven, death company, and a chaplain- slam into the enemy like a ton of bricks, use all the wulfen you like, and get a good anti-flyer option all in one go.

 

Tau- ugh, but its true. Tau bring some good ranged firepower to the table.

 

Eldar- Farseer, Jetbikes, guide the crap out of your drop podding forces while keeping a fast moving reserve for late game objective grabs. Warp Spiders optional, but a great and cheap anti-armor unit they truely are.

 

IG- plenty of scoring bodies and big guns to hold the line while the true warriors drop in and rip the enemy apart at close quarters, works a treat. Direct Fire weaponry is preferred of course, to keep the templates from hurting your own men....

If youre bringing rhinos, leman russ and chimera can saturate the board.

Link to comment
Share on other sites

IG works very well due to squadrons. Blobs will give you scoring units and tanks give you fire support. an alternative is the Armoured Battlegroup in IA vol.1 2ed, which gives you more customizable Leman Russ tank with no infatry tax (what I used to play not too long ago). This works very well. Tanks might be more expensive seeing as FW hasn't updated the list to AM 6ed yet, but you save on the troops tax seeing as ABG can take LR as troops. And yes, it is still legal as long as the IA army list still exists, which it does.

Link to comment
Share on other sites

I am a big fan of vanilla Marine allies for my Wolves, to be honest.

  • Variety of chapter tactics to choose from
  • Scoring bikes fills a gap in the SW codex 
  • Alternatively, take Sniper Scouts for a cheap, effective backfield objective holder
  • Thunderfire Cannon is an absolute steal at 100pts, especially with a free Techmarine
  • Multiple flyers to choose from
  • Sternguard & Centurions are really good

That being said I also have Imperial Guard allies, for some sweet triple Earthshaker action.

 

White Scars are certainly a strong chapter, and I Imagine they would compliment a drop pod force pretty well. It's frustrating that Wolves can't ride in an allied Stormraven (and doubly frustrating that Bjorn can't), but thems the breaks. Bring on the 7th ed Wolfdex...

Link to comment
Share on other sites

I am a big fan of vanilla Marine allies for my Wolves, to be honest.

  • Variety of chapter tactics to choose from
  • Scoring bikes fills a gap in the SW codex 
  • Alternatively, take Sniper Scouts for a cheap, effective backfield objective holder
  • Thunderfire Cannon is an absolute steal at 100pts, especially with a free Techmarine
  • Multiple flyers to choose from
  • Sternguard & Centurions are really good

That being said I also have Imperial Guard allies, for some sweet triple Earthshaker action.

 

White Scars are certainly a strong chapter, and I Imagine they would compliment a drop pod force pretty well. It's frustrating that Wolves can't ride in an allied Stormraven (and doubly frustrating that Bjorn can't), but thems the breaks. Bring on the 7th ed Wolfdex...

 

I second the White scars. But I'd do it a bit differently. I'd take WS as primary detachment because given all the biker troops 2x 10 GH in Rhinos/Pods will do the trick. Seeing as you also can take 2 HQ for 1 slot you can still take your 2x RP and go to town.

Link to comment
Share on other sites

Thanks for all of the ideas Grey Mage. What are your thoughts in white scars bikers as allies to a pod force. Seems like such a force could hit hard and fast. I could also bring a storm talon and storm raven for anti air work.

Not a bad plan, not a bad plan at all. Putting your SW HQ on a bike allows him to extend our rerolls on the outflanking move to the white scars, who in turn add alot of mobility to the list. That also lets you run full tens of Grey Hunters and Fives of TDA WG if you like, without having to make room for the pack leader.

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.