Welcome to Librarium Online!
Join our community of 80,000+ members and take part in the number one resource for Warhammer and Warhammer 40K discussion!
Registering gives you full access to take part in discussions, upload pictures, contact other members and search everything!
OK, I know I have a problem. I start way too many armies and have never managed to collect a single force of more than 1,500 points. However, I just can't shake the itch to try something new, and my latest obsession is with Space Wolves. Besides, I like playing small games of 500 to 1,000 points - I think it forces you to think a lot harder about force selection and makes you play more "tactically", since there are no expendable units at this level.
Enough rambling! Ladies and gentlemen, I give you the army list:
Wolf Lord w/ bolt pistol, master-crafted frost axe, Belt of Russ - 136
Venerable Dreadnought w/ twin-linked lascannons, extra armor - 180
10 Grey Hunters w/ bolters and CCWs, power weapon, power fist, plasma gun - 217
8 Blood Claws w/ bolt pistols and CCWs, power weapon, power fist + 1 Wolf Guard Leader w/ bolt pistol, thunder hammer, wolf tooth necklace, all mounted in a Rhino - 274 (This unit will be joined by the Wolf Lord)
4 Long Fangs w/ missile launchers + 1 Pack Leader w/ bolter and ccw - 189
Total Points: 996
Basically, I wanted to make a balanced force with a strong firebase capable of counter-assault and a bad-ass strike element. The Long Fangs, Hunters, and Venerable Dread will provide a solid base of shootiness that can also hit back hard if anything attempts an assault against it. The Blood Claws and Wolf Lord form a rock hard assault unit that will either be held back for counter-assault (against assault armies) or rush forward into the heart of the enemy army and cause as much damage as possible before death takes them (against shooty armies). My main worry is the Rhino getting blown up early on, but hopefully the enemy will focus their AT weapons on the Dread, not knowing how hard to kill he is.
Any suggestions will be greatly appreciated!
i agreeI like playing small games of 500 to 1,000 points - I think it forces you to think a lot harder about force selection and makes you play more "tactically"
give your long fangs 2 heave bolters and 2 lasconnon so you can take out tranks and ripapart orks, nids and kroot.
<img src='http://www3.telus.net/naran/blackadder/images/BA1adder.jpg' border='0' alt='user posted image' />
<span style='font-size:21pt;line-height:100%'>From now on i shell be known as the black vegetable</span>
nah go with 2 lascannon adn 2 p cannon... but only if points allow.
personally id get rid of the wolf lord
if i remember correctly my scout squad costs 110pts and has 1 meltagun, 2 plas pistols and a power weapon, they are a versatile unit and are effective against any opponent but their strength is taking out artillery/heavy support and armour.
i dont see the point of having a wolf lord to lead your blood claws when they already have a wolf guard???
this leaves you with 30 pts spare(your list was only 996 pts) you could :
get smoke launchers for your rhino if your worried about it being blown up, an extra blood claw, and maybe runic charm and meltabombs for your wolf guard, i think thats around 25pts
"At the end I will be there. For the final battle. For the Wolftime." Last words of Leman Russ
Well I can't just outright drop the Wolf Lord, since I need 2 HQs at 1,000 (1 per 750, always rounding up), but I'll downgrade him to a Battle Leader, who is almost as good. The Wolf Guard in the Blood Claws is probably unnecessary too, so I'll get rid of him and replace him with a ninth BC. Along with a few minor tweaks, this let's me buy a unit of Wolf Scouts, which I think would be very useful against tank-heavy opponents (or just shooty ones in general).
I really like missile launchers as weapons for Long Fangs because they give you enough versatility to concentrate fire on a vehicle or an infantry unit, or split and target one of each. With a mix like 2 lascannons and 2 heavy bolters, if there is either no infantry unit or no vehicle that I can (or want to) target, half my weapons are more or less going to waste, whereas with missiles I can shoot 4 krak or 4 frag rounds at one target and they'll be useful against anything. Also, they're cheap.
Here is the revised list:
Wolf Guard Battle Leader w/ bolt pistol, frost blade, Belt of Russ - 106
Venerable Dreadnought w/ twin-linked lascannons - 175
5 Wolf Scouts w/ bolt pistols and CCWs, meltabombs, 1 power weapon, 1 meltagun - 110
10 Grey Hunters w/ bolters and CCWs, 1 power weapon, 1 power fist, 1 plasma gun - 217
9 Blood Claws w/ bolt pistols and CCWs, 1 power weapon, 1 power fist, 1 meltagun, mounted in a Rhino w/ smoke launchers - 207
4 Long Fangs w/ missile launchers + 1 Pack Leader w/ bolter and CCW - 189
You need those lascannons to take out tanks much more easily.
But otherwise sounds good.
<span style='font-size:8pt;line-height:100%'><span style='font-family:Arial'><span style='font-family:Courier'><span style='color:red'>Your death is left in the hands of Cronus for he is the master of time.</span></span></span></span>
I agree with cronus give the LF 2 x Lascannons 2 x ML which will make a good all purpose Fire Support squad
Ditch the MC on the wolf lords frost blade, he isnt gonna have trouble hitting, Wolf tooth knecklaces are more Space puppyish anyway.
I would be tempted to replace the Wolflord with something cheaper anyway, Wolf priest or WGBL leaps to mind
I would ditch the power weapon out of the wolf scout squad and take another tnk busting weapon, these little monsters appearing on your opponents back line are there to kill chimeras, defilers, whilwinds etc, unless you are using the new rules, they should shoot one vehicle and charge another
I would use the points liberated by changing the Wolf lord to add a second powerfist to the Blood claw squad, replacing the power weapon and get their rhino extra armour
Long fangs is a hard one, my preferences for these comprises of Plsama Cannon (cos it can take out vehicles or infantry, even Marine or CSM infantry), las cannon (for Anti tank duties) or missile launchers (as per plsama but a bit cheaper and less effective against powered armour infantry although tends not to blow up) in pairs, ideally 2 las cannon and 2 plsama cannon, but you are probably short on points and figures and the missile launchers can work
Everything you have been told is a lie!
I don't like your scouts. The best 5 scout squad is 2x bolt pistol/ccw, 2x plasma pistol/ccw, and 1x meltagun for 100 points. This gives you more anti-troop/armor in them.
Keep those missle launchers to lower points. When you play bigger battles I recommend 2x las cannon, 2x missle. Range is important for wolves since their duty is to assault. When you can hit first turn with 4 heavy weapons providing cover fire for wolves, you know something is good. The plasma cannons will force you to move but are still brutal.
You can have a rune priest w/ frost blade, bolt pistol, and storm shield for 106 points. You don't need the belt if he is in a unit. storm shield will take care of the close combat in case you run into other power weapons (I usually do atleast).
Add extra armor to the dreadnought.
Take the bolter off the long fang leader, he doesn't need it.
If any other points are left (if you do the rune priest you do not need smoke launchers) swap the powerweapon in the BC squad for a fist.