1500pt Space Wolves Army - Warhammer 40K Fantasy
 

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  1. #1
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    Aye guys here is the new updated army for yas.....tis better than the last one i hope. So let us know wot u think bout this one....cheers

    Total Points: 1500 points

    Wolf Lord @146pts
    Thunder Hammer
    Termi Armour
    Wolf Tail Tailsmans
    Wolf Tooth Necklace
    Storm Bolter
    Runic Charm

    Bodyguard @340pts

    5 Terminators
    Storm Bolter
    Wolf Tooth Necklaces
    Chainfists
    Runic Charms (5)

    Ven Dreadi @160pts
    Twin-Linked Autocannon
    Heavy Flamer
    CC Weapon

    Troops
    Grey Hunter Pack @239pts
    Frag Grenades(7)
    Grey Hunter Plasma Gun
    2 Grey Hunters Powerfists Bolt Pistols
    2 Grey Hunters CC Weapon Plasma Pistol
    5 Grey Hunters CC Weapon Bolt Pistols

    Blood Claws Pack @225pts
    Frag Grenades (10) Melta Bombs (10)
    Guard Leader Frost Blade CC Weapon
    2 Blood Claw Bolt Pistols Power Weapons
    7 Blood Claws Bolt Pistol CC Weapon

    Hvy Support
    Long Fang Pack @245pts
    Leader Plasma Gun
    Long Fang Plasma Cannon
    Long Fang Missile Launcher
    Long Fang Lascannon
    Long Fang Multimelta

    Pred Annihilator @145pts
    Lascannon
    Pintle Storm Bolter
    Extra Armour
    2 Heavy Bolters


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  3. #2
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    I might be wrong - I am new to 40K as well, but with your wolf guard leader for the Blood Claws, is there any use in him having two frost weapons? From what I understand if you give him a bolt pistol (which also counts as a single handed weapon) wouldn't you get the same amount of attacks (all with the +1 St) and also be able to shoot as a pistol if at long distance? Although I guess that the figure would look really cool

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    Also, I am not too sure if your Grey Hunters can have Wolf Pelts. I was also just wondering if your Wolf Lord will be joining another unit besides his bodyguard? Although it is cool to have a whole lot of power fists and a Thunderhammer, this also means that all of your models in that unit will be hitting last in Clost combat. Maybe instead of the Thunderhammer for your Wolf Lord, you get twin Lightning Claws and you can rip away to your hearts content first with In 5 and follow through with the Powerfists. I think that it is pretty rare for another army that you are fighting to have so many in a unit that you would need that many powerfists - although it is possible that I am wrong with this - as I said, I am new to this too.

  5. #4
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    Wolf Lord @156pts Thunder Hammer Terminator Armour
    Bolt Pistol Wolf Tooth Necklace
    Belt of Russ Wolf Tail Tailsmans
    The belt of Russ is overused, and I don't think you really need him. If you get stuck in CC its nice against power weap's, but otherwise.... Your termie armor gives you a 5+ so either drop the termie or drop the belt .


    Wolf Guard Bodyguard @290pts

    5 Guard Terminators Storm Bolters Wolf Tooth Necklace
    Powerfists
    I'd say take some chainfists (just in case you make it to a vehicle) and at least an assualt cannon to make them a little more deadly. Termies tend to die fairly fast, esp against a shootie army (wait till you face a BA all-razorback army...)

    Wolf Battle Leader @115pts Thunder Hammer Terminator Armour
    Bolt Pistol Wolf Tooth Necklace
    Good Call, I like the Thunder Hammer, but give him a storm bolter instead of the bolt pistol... It works the same in assault (+1) and while you're marching towards the enemy you might pick a few off.


    Venerable Dreadnought @171 Right Arm Left Arm
    Assault Cannon Combat Weapon
    Extra Armour Heavy Flamer
    Searchlights
    I hate my Ven Dread... Everytime I take this guy, he ALWAYS is killed before making it across the board. His CCW is what really makes him dangerous, the assualt cannon really won't do much in combat. My suggestion would be to put twin-linked autos/lascannons and dump the CCW in favor of a missile launcher. In all the battles where i've seen that combo, its always more effective than trying to get into CC with him. Otherwise, making your opponent reroll his deployment die is always fun and the reroll of the destroy table is fun.


    Grey Hunter Pack Wolf Pelts(9) @239pts

    2 Grey Hunters Bolt Pistols Powerfists
    Grey Hunter Plasma Gun
    2 Grey Hunters Plasma Pistols Combat Weapons
    4 Grey Hunters Bolt Pistols Combat Weapons
    I would say take two 6 man teams of these guys. That way you can still take a special weapon (I prefer melta guns becuz of the up-close 2d6 but plasmas are way cool for killing troops)and two plasma pistols/power weapons for each squad. More bang for your buck, tho transport wise it can be expensive.

    Blood Claws Pack Frag Grenades(10) @213pts (including Leader)

    Wolf Guard Leader Frost Blade Frost Axe
    Blood Claw Bolt Pistol Powerfist
    Blood Claw Flamer Power Weapon
    Blood Claw Plasma Pistol Combat Weapon
    5 Blood Claws Bolt Pistols Combats Weapons
    This is pretty good, I like the flamer in a BC pack, however if you're suing the new assualt rules drop the plasma pistol for a power weapon (so you get your +2 charge). Oh and Polar was right about the Frost blades... Just take one . If you're itching to spend those points on him make his soon to be bolt pistol master crafted.


    Long Fang Pack @175pts

    Long Fang Pack Leader Meltagun
    Long Fang Plasma Cannon
    Long Fang Missile Launcher
    Long Fang Lascannon
    I love Long Fangs!!! I've heard some advice around that you're better off tailoring the force to one type of weapon (all heavy bolters, all plasma cannons). I really like plasma cannons for their blast radius, but they're no so great taking out vehicles. Lascannons RULE! A squad of these with just lascannons will take care of your vehicles. Oh yea, and if you lose the deployment, you may consider putting them in a Rhino.... I've lost my long fangs too many times on the first turn to incoming fire not to do this. The Rhino at least can use blind grens or something to keep em covered.


    Predator Annihilator @151pts Dozer Blades Linked Lascannons
    Pintle Storm Bolter Extra Armour
    2 Heavy Bolters Searchlights
    Good and shootie, drop the search light if you're not playing a nite fight. Also drop the pintle SB since they're damn near worthless when you have 2 HBs . Also, You might find that 2 more lascannons in the sponsons would be more valuable, as your army is fairly "shootie" enough to make it into CC where its supposed to be. You'll find alot of your turns won't be firing, but just running to get your troops into CC.

    So, if there is anything I've learned, take LRs and Rhinos to get your boys into CC. Use other vehicles or Dreads or long fangs to provide covering fire and soften up the enemy line. BTW you migth think of putting a Rune Priest in with your BCs, that always hit first thing, esp on the first charge, can be DEVESTATING to an opponent.
    14 x 3 attacks (+2 for charging +1 for two weapons) plus the 5 attacks possible with your Rune priest makes that one hell of a CC unit .

    Well, hope I helped some, just what I've learned in the past month of playing!
    ---------------------------------
    RaG|NaR

    Mooing peacefully since 1996!
    Got Milk?

    <a href='http://www.adeptusminneapolis.com' target='_blank'>Adeptus Minneapolis</a>

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    Thanks for the advice guys . I actually changed the army over nite coz i realised i had stuffed up on a few things. The army works well but i beleive i have improved on it. To Polar Bear...ive given the Wolf lord the thunder hammer bcoz thats wot the character is representing (Although i would love to give him the lightning claws) The Wolf Guard leader figure has two ccweapons so thats the reason for me giving him a frost blade and ccw instead of the pistol...."sigh"

    Ive only just got these guys so im still workin on a good mix. Im hopefully getting some scouts and some vehicles soon so the army will change again. Im trying to base the army on a comp like army too. Something with firepower and obviously as a space wolves army cb army. Ive got the searchlights in there bcoz in most coms they have a nite fight so im tryin to get use to the idea of em.

    Ive played only 2 games with army (one against chaos and the other against blood angels) and in both cases ive wiped the floor with them but i think i may struggle against armies that fight in mass ie. orcs etc. Ive got a game against tyranids comming up in the next couple of days so lets hope my run can keep on goin...... Thanks agin for all your advice......Also feel free to advise this new army too

  7. #6
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    Hi Wolf Lord, just three things:

    1) A Venerable Dreadnought must be equipped with twin-linked autocannons.

    2) When you play your game vs the Tyranids change the bodyguards chainfists to powerfists, and lose the meltabombs of course

    3) I think giving your Grey Hunters Bolters is a worth while investment because of the &#39;true grit&#39; ability.
    IG since &#39;95.

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    I think the only problem I would have personally is there&#39;s not many troops out there, you know? You&#39;ve got alot of points stored up in not many characters. You lose one guy, and you&#39;ve lost 40-50 points.

    Personally, I like to take 2-3 Tactical squads before I even think of specialist squads, the only worry with what you&#39;ve got there is...I think I count 32-33 targets...

    I dunno, your choice, just something to think about.

  9. #8
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    Hey Wolf Lord,

    Just got done fighting a 1850 pt tyranid battle last nite&#33;&#33;&#33; Here is the army I used:
    Unnamed1850 Pts - Space Wolves Army

    1 Venerable Dreadnought (HQ) @ 173 Pts
    Front Armour: 12; Side Armour: 12; Rear Armour: 10; Dread. CC Weapon;
    Storm Bolter; Multi-Melta
    Extra Armour [5]
    Smoke Launchers [3]

    9 Grey Hunter Pack (Troops) @ 273 Pts
    Bolter / CCW (x5); Bolter / Power Weapon (x2); Plasma Pistol / CCW (x2)

    1 Rhino APC @ [73] Pts
    Storm Bolter
    Smoke Launchers [3]
    Extra Armour [5]
    Hunter-Killer Missile [15]

    1 Wolf Lord (HQ) @ 149 Pts
    Bolt Pistol (x1); Frost Blade (x1)
    Frag Grenades [1]
    Krak Grenades [2]
    Belt of Russ [25]
    Master Crafted Weapon [15]
    Runic Charm [10]

    5 Wolf Scouts (Elites) @ 115 Pts
    Bolt Pistol & CCWep. (x3); Bolt Pistol / Power Wep. (x2); Frag Grenades;
    Melta-Bombs

    9 Blood Claws Pack (Troops) @ 259 Pts
    Bolt Pistol & CCWep. (x7); Bolt Pistol / Power Fist (x2); Frag Grenades;
    Melta-Bombs

    1 Rhino APC @ [73] Pts
    Storm Bolter
    Smoke Launchers [3]
    Extra Armour [5]
    Hunter-Killer Missile [15]

    1 Rune Priest (HQ) @ 181 Pts
    Rune Weapon (x1)
    Frag Grenades [1]
    Melta Bombs [5]
    Chooser of the Slain [10]
    Runic Armour [20]
    Master Crafted Weapon [15]
    Wolf Tooth Necklace [10]

    1 Vindicator Assault Tank (Heavy Support) @ 128 Pts
    Storm Bolter; Demolisher Cannon
    Smoke Launchers [3]
    Extra Armour [5]

    2 Land Speeder Squadron (Fast Attack) @ 130 Pts
    Multi-Melta (x2)

    4 Long Fang Pack (Heavy Support) @ 294 Pts
    Heavy Bolter (x1); Lascannon (x1); Missile Launcher (x1); Plasma Cannon
    (x1)

    1 Pack Leader @ [47] Pts
    Bolter / Power Weapon

    1 Wolf Guard Leader @ [70] Pts
    Chainfist (x1); Storm Bolter
    Terminator Armour [5]
    Wolf Tooth Necklace [10]

    1 Dreadnought (Elites) @ 123 Pts
    Front Armour: 12; Side Armour: 12; Rear Armour: 10; Dread. CC Weapon;
    Heavy Flamer; Assault Cannon
    Smoke Launchers [3]
    Extra Armour [5]

    Models in Army: 38


    Total Army Cost: 1825

    Now, the guy I played against had 1 32 hormaguant squad with flesh borers, 1 32 hormagaunts with scything blades, 2 carnifexs with the 2 shot st 10 weapon that can only glance, 1 hive tyrant with a 3 shot st 8 weapon and a body guard of 3, 1 winged hive tyrant with no weapons but scything blades etc, and 3 biovores.

    Now, I made the mistake of telling my opponent about my wolf scouts "operate behind enemy lines" feature, so I only managed to kill 1 biovore when I came in. But I did tie up his entire command squad (hive and tyrant guard) protecting those stupid things that way. Also give your GHs all bolters/ccws because rapid firing will mow down those guants like NO TOMORROW&#33; Your BCs can be very valuable, having the rune priest there and being able to strike first against them really helped that first turn (pretty much wiped them out the first time I charged with 3/4 attacks per model and then my 5 from the priest). Leave out the power fists and take power weapons, they really help and being able to swing first really makes a difference . Uhm.... my naughts were killed pretty quick, along with my vindicator getting its gun imobolized in the 4th turn (after killing the winged hive tyrant&#33;&#33;&#33;&#33, so that was a good buy. Any ways, just don&#39;t lose hope, keep your tanks behind the hunters, and pound the crap out of any biovores you see... I lost more men to them than any other foe on his army. Don&#39;t be scared of attacking the big creatures, they&#39;re huge but not that great . Good luck, hope it helps&#33;
    ---------------------------------
    RaG|NaR

    Mooing peacefully since 1996&#33;
    Got Milk?

    <a href='http://www.adeptusminneapolis.com' target='_blank'>Adeptus Minneapolis</a>

  10. #9
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    Some notes:

    quote "1) A Venerable Dreadnought must be equipped with twin-linked autocannons."
    A venerable dreadnought does not have to be armed with an assault cannon, note the options under the entry. The old model only came with an assault cannon.

    quote "2 Grey Hunters Tooth Necklace Powerfists Bolt Pistols"
    Grey Hunters cannon take a wolf tooth necklace, pelt, or anything else from the armory. Only individuals specifically identified as having access to the armory can take those items.

    quote "...Rhino at least can use blind grens or something to keep em covered."
    There are no blind grenades in 3rd ed. and if you mean smoke, they only affect the vehicle that uses them.

  11. #10
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    Sorry, WolfRaider, perhaps i was not clear. Wolf Lord, had his Venerable Dreadnought listed as having only a single autocannon when the only autocannon choice is in fact a twin-linked autocannon. I did not mean to sugggest that it was their only weapon choice. I just wanted to make sure he could re-roll his to hit rolls

    Ragnar, you should not use meltabombs vs Tyranids, they are essentially uselessas they are anti-vehicle. "melta bombs need to be clamped in place before activating (page 90)".
    IG since &#39;95.

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