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I have been away from thr Rout for quite some time but Space Wolves will always be my favorite army.  I have dabbled a bit in 8th; mostly Guard, but I am drawn back to the Wolves now with PA.  I have been reading the information on the board and I am beginning to develop my army concept.  I'll say up front that I play mostly ITC style games with RTTs and maybe an occasional larger event.  The list below are some ideas that I am beginning to sketch out...

 

In 7th I played Iron Wolves as I enjoy mechanized lists and assault.  I am looking to replicate something similar now.

 

Vindicators - I like the T8 hull most of all and figure I can use them as a tough screen/threat/blockers that have to be dealt with, similar to Don Hooson's use of PBCs.  Vindicators aren't as resilient as PBCs but they demand attention or else the demolisher cannons will do some serious damage.  This can pull fire away from the rhinos and/or TDAWG.

 

Wolf Guard Terminators - I am really wanting to make these guys work.  I am thinking of using 10 with a mix of 3 TH/SS, 5 CP/SS, and 2 SB/SS.  These drop in turn 2 to be a big bully unit that requires it to be dealt with.  Clever use of the extra assault phase movement opportunities will give them more mobility than expected.

 

Iron Priests - these guys are cheaper than WGBLs but have similar stat lines and can take a cheaper TH in the form of a tempest hammer (am I missing something here?) and maybe a frost pistol.  I would field three of them to accompany my GH packs in rhinos.  The lack of an invul save is concerning but I think that can be mitigated with the character rule and good placement in combat.

 

Grey Hunters in Rhinos - I am looking at three packs with a WGPL with a TH/CP, GHPL with a fist, and one plasma gun with chainswords.  As mentioned, an IP would accompany each pack in a rhino to scoot up the board to support the TDAWG or fight for objectives.  Alternatively, these could be replaced by intercessors in impulsors but then I'd lose some punchiness and the ride for the IPs.  BCs could also work but I'd forego any troop shooting ability for pure close combat capability.

 

So pretty much the entire army pushes forward on turn 1, pops smoke, and weathers enemy fire to support the TDAWG when they drop in.  I think a JPWL is essential, probably with a fist.  A JPWP is essential for litanies.  I am torn between a JPRP or Arjac.  The RP can be pretty good at killing chaff and provide some denial capability while Arjac does so much for the TDAWG in terms of killiness.

 

Anyhow, I am excited to be thinking about Space Wolves again and hope to hear and learn from the more experienced folks.

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https://bolterandchainsword.com/topic/363074-a-return-to-the-routand-concepts/
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That list you have works if you want to use old marines.  If you want to do something similar with new primaris marines, check this out: https://www.goonhammer.com/seeking-a-saga-an-interview-with-jon-kilcullen/.  I'm not a fan of his list (he admits it is a passive aggressive list, and I tend to go full aggressive in my playstyle), but there's no denying his results.

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