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Bike and Assault Marine heavy list with Thunderwolves?


Merellin

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So, My space wolves have been inactive for a while. I want to do something with them but.. I dont know how to paint them as I find their regular colorscheme boring.. And I dont know what to do with them list wise either.. Then I started thinking, The supplement lets you bring 8 Elite slots and you dont need troops, So why not do a army using many Wolf Guard with Jump Packs and Wolf Guard with bikes? And then a couple of units of Thunderwolves? Think it would be a fun build that might help me get intrest back into my wolves? I have been wanting a bike and assault marine heavy list for a while.. And adding Thunderwolves is just a fun bonus ^_^

Plus doing that will give them all ws5.

 

Have you looked through the various schemes on display here? My Wolves our bolt metal with copper and red trim. There are many shades of blue or grey used and even one orange army. Each Great Company seems to have a different paint supplier ;)

No, I had not looked here.. I probably should! *goes hunting for space wolf photos here on the forum* And I did a calculation, For +4 points over the standard vanilla marine Assault Marines and Bikers, Wolf Guard with bikes or jump pack in the supplement gets +1 WS, +1 Attack and +1 Leadership. Actualy +2 attacks for the bikers due to pistol and sword. And I belive the Wolf Guard have greater access to weapons and equipment then standard Assault Marines or Bikers too!

No, I had not looked here.. I probably should! *goes hunting for space wolf photos here on the forum* And I did a calculation, For +4 points over the standard vanilla marine Assault Marines and Bikers, Wolf Guard with bikes or jump pack in the supplement gets +1 WS, +1 Attack and +1 Leadership. Actualy +2 attacks for the bikers due to pistol and sword. And I belive the Wolf Guard have greater access to weapons and equipment then standard Assault Marines or Bikers too!

 

This is true, but its marginal. We still dont have access to grav. So you will be building them for CC with a pts tax. Most leave them bare bones with melta bombs and target regular units and tank hunt.  Bikes can be very effective, but dont over rely on jink. Like TWC they wipe quickly to volume of fire. 

Im going to take this thread as an opportunity to ask the question, how would you equip them. i Plan on buying Da Raven bike squad, gonna use 5 as WG an 1 for my rune Priest.

Would you simply put bolters and chain sword on all?. As for the priest i plan on using biomancy( should i get lvl 2 psyker?) but what about his gear, leave it as it is?

 

Now if i understand correctly, you get your normal stats with bonuses to :

 

+ 1 T granted for being on bike

+ 1 Attack from Hammer of wrath

+ 1 Attack from wielding pistol and handwep

+ 1 WS for using COF formation

 

someone mentioned +1 Ld where does that bonus come from?

Wolf Guard L9 over Grey Hunter and Bloodclaw L8. It's not a bonus so much as the difference between elites and troops.

 

I haven't looked at the bikes yet, been working on my foot sloggers. Popular build seems to be BP/CCW with a couple melta bombs per squad while relying on the in built twin linked bolter for range. Keep it cheap, high attack count for pushing troops off objectives, a little kick in case you meet armour.

I agree with xxoblivionxx33. Keeping a biker pack behind a more resilient pack is just a safer choice. Plus kitting out the bikers to mirror the TWC will just end up costing you more points. You can also then use them as a body guard for that bio-priest to cast his mojo on the TWC, or the bikers if that ends up being a better choice.

 

I think that adding bikes and jumpers to an already in your face kind of build is nothing but gravy. Some armies will shoot the hell out of you before you get to them, yes. But if you give them multiple threatening packs and throw them into their face, then need to focus on what they think is the most dangerous. And the reality is that they all has serious umph in CC to F some S up.

 

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Well.. I'm bored of my usual 3 units of footslogging Grey Hunters with terminator sergeant and 1-2 units of Longfangs that is the base of every space wolf army I ever built.. And I kind of want a speedy army, And dont care about running only the most super competetive stuff as I only play friendly games with friends. Thats why I'm thinking of a bike and assault marine army with a couple of units of thunderwolf cavalry, Becasue it's diferent, It's speedy, and it seems like fun.

 

I also had an idea of using the supplement to build a Dreadnought army. Bjorn, Plus Murderfang, Plus even more dreadnoughts to fill the elites.. XD

Land Speeders might be fun. Hmm... Two groups of Thunderwolf Cavalry, One with a Wolf Lord on Thunderwolf, Two units of Wolf Guard Bikes, Two or three units of Wolf Guard Jump Marines, And a unit of three Land Speeders... Might that make a fun speedy army? Any sugestions on how to equip them? I normaly give my thunderwolves Storm Shield and Frost Sword. But I never used Wold Guard bikers or jump marines, Or Land Speeders..

I might get some opposition on this, but I really like Vindicators with fast moving units like WGBikers and TWC. You can keep them at bay or focusing on certain targets while the vindi's pound the living snot out of others.

 

I've never run LS because I don't care for the models much. But I certainly can see how they fit nicely into a speedy list!!
 

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so i was reading on these speeders, i think i like them, deep strike, and if i understand u can get double multi-melta on them.

 

this could be an interesting list

twc (fast moving)

wg bikers (fast moving)

voidclaws (deep strike)

speeders (deept strike)

dreadnoughts (pod)

Void claws is a special formation from the supplement champions of fenris, you must take at least 5  wg tda and all must be equipped with double wolf claws. They must come in via deep strike on the first turn, you can reroll the scatter dice when they come into play and they allow you to reroll reserve rolls at long as at least one model from formation is alive.

There is always the option of Iron Priests on thunderwolves. They're a nice option, and can join thunderwolf packs.

 

A Company of the Great Wolf detachment allows you to take 4 HQs on thunderwolf, 8 Iron Priests on thunderwolf, and 18 thunderwolves in three squads of six.

On the topic of using jump infantry.

 

What do people prefer out of taking wolf guard with jump packs, against the cheaper option of skyclaws?

 

Whenever ive run my skyclaws, they always get 2 flamers, and have a wolf priest with JP attached...which gets quite expensive.

 

Dont have my codex but im figuring that wolf guard with packs may now be a better option, as they have less need of a priest to negate low weapon skill (especially if CoF WS5)?

 

Or are a cheap pack of skyclaws run without a wolf priest worth taking? Maybe a small pack to claim back field objectives when needed?

thats what i was thinking, in the old codex WG with JP used to be so expensive  it was never worth it. Cant remember off the top of my head if points wise they now are.

 

 

Wolf guard jumpers (Cof) - WS5, BS4, Ld9, 4 attacks on charge (2 base, 2 CCW) + possible hammer of wrath, options for combi weapons/power weapons

 

Sky Claws - WS3, BS3, Ld8, 4 attacks on charge (1 base, 2 CCW, rage) + possible hammer of wrath, options for minimal special weapons/power weapons

 

 

but im guessing that the wolf guard jumpers come in at about 10 points a model more?

naked versus naked you looking at 75 pts vs. 105. - 30 pts difference. 

2 flamers vs 2 combi-flamers you looking at 85 pts vs 125.  

 

To be honest, for horde clearing and back-field objective capturing, I think Skyclaws are just fine. WG Jump packs I'd kit out with melta bombs and look at melee upgrades. But at this point, you'd really want to pay the extra 2pts per model and go bikes for the jink, twin linked and higher toughness. Each has its role, and just like TWC you can make them 'cheap as chips' or really expensive for the relative number of attacks they bring to the party. 

i'd run the TWC behind a nice unit of bikes. only so you can hope the bikes take the shooty shooty and protect the TWC a bit more, plus the TWC seem to be able to pack a lot more punch, then when you reach some xeno scum, charge in with both and end their days, then once obliterated split off and attack something else, all the while sending 2 units of 3 speeders either side of their flanks gradualy reducing their units out there in number so there is less to mop up. then push forward in rhino's / razorbacks, dropping off GH on objectives and helping take out stragglers. *shrugs* could work biggrin.png

I too would pick SC over WGJumpers. But only cause they are cheap and i might just use em to tie up stuff or grab objectives.

I second the vindicators with TWC. Currently use that and it works grand.
People who will focus too much on the AV13 vindicators will see your TWC to maul some serious face when they arrive without many wounds on em.
And even then my vindi's always managed to survive to atleast T3. Much hurt.
 

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