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Aye Sup. This is my Space Wolves army. This is my first army in 40k and have played 10 games with it and it has worked well so far but always looking to improve it in any way possible. Please feel free to suggest any changes you think will improve it. This is basically getting the army ready for comps so im looking for an all round type of army so to speak... A bit of fire power, great in close combat and able to kill tanks if need be.....Thanks
Wolf Lord 159 Points
Master-Crafted Frost Axe
Belt of Russ
Wolf Guard 234 Points
2 With Power Weapons and Storm Shields
1 With Power Weapon and Storm Bolter
1 With Chainfist and Storm Bolter
1 With Powerfist and Storm Bolter
Rune Priest 135 Points
(with Blood Claws Pack 1)
Master Crafted Power Weapon
Wolf Guard 50 Points
Mark of the Wulfen
Wolf Guard Leader 41 Points
(Grey Hunters Pack)
Grey Hunters 174 Points
7 Grey Hunters
1 With Plasma Pistol
2 With Power Fist and Bolters
1 With Plasma Gun
3 With Bolters
Blood Claws Pack #1 232 Points
14 Blood Claws
3 With Power Fists
11 With Bolt Pistols and CCW's
Blood Claws Pack #2 210 Points
13 Blood Claws
1 With Powerfist
2 With Plasma Pistols
10 With Bolt Pistols and CCW's
Predator Annihilator 136 Points
Twinn Linked Lascannon
Vinicator 129 Points
Total: 1500 Points
looks pretty good. you might want to invest in things that'll help get the infanry to the front line, or something to distract them until the backup arrives. some blood claws in jump packs might help do that. also tooled up scouts.
but those are more like suggestions if you want to expand your army
I agree, get some rhinos!
i thought about that but i htink with this army he'd he better off with a distraction instead. his 12 blood claws can't fit in a rhino. but do get a rhino for the grey slayers.
Ive thought of getting rhinos but ive found that i get into close combat in the second turn any way which is wot would happen if i was in the the rhinos. Ive got enough blood claws etc to take a few casulties in the first round before i get into hand to hand where my army generally dominated most armies......my tactic is normally to let the opposition to go first unless they have a tank such a basalisk etc
Overall looks pretty good except that you are not allowed Meltabombs with your Wolf Lord and Rune Priest - they are not available for models wearing terminator armour - page 14 of Space Wolf codex. On that subject Frag grenades also can't be taken by models in terminator armour.
Not too sure if you actually need the Belt of Russ for your Wolf Lord - I understand your line of thinking with it but with the terminator armour you already get an invulnerable save of 5+ so are paying 25 points for one pip on the dice. Your Wolf Lord also has some terminator guard with him so he won't be picked off easily in long range weaponry - by your army makeup it looks as though you are aiming to get him into combat as quickly as possible. If he is in close combat it is unlikely that he will be killed instantly by any weapon that he is facing - in a worse case scenario you could also have one Wolf Guard attacking the same models as the Wolf Lord in which case the guard can take the brunt of the blows - unless attacking a character who can choose to hit. Same goes for the Storm Shield for your Rune Priest.
In terms of your Rune Priest - I think that a pair of lightning claws would do the trick more nicely. For the same amount of points as you would spend on a master-crafted powerweapon (which you can re-roll one missed hit and no armour saves) you will have an extra attack, reroll all to wound, and no armour saves. You were probably wanting the effect of the Storm shield but I have given my reasons for that above.
You might also want to consider about taking the Wolf Tooth Necklace for the Wolf Lord and Rune Priest. Invariably they will be hitting on 3+ anyway - unless facing some other character or an uber-elite and then will hit on 4+. It might be better spent on your Wolf Guard Leader who has a lower WS. Also not too sure about the pintle mounted stormbolter on the Predator - I tried it for a while and found that it rarely paid for itself unless going against an army with saving throws of 5+.
I am not too sure what you are doing with the Wolf Guard below the Rune Priest - is he a leader for a pack? You are not allowed to use just one Wolf Guard as guard for your character.
If I were you I would take some wolf scouts with meltabombs and blow them damn basilisks away from behind - the chances are fairly slim of getting the Vindicator into action quickly - although with the new vehicle rules who knows.
But overall I like the ideas that you have had and the amount of thought that you put into it - Great Work for the Glory of Russ.
i am saying this out of shear experience and being told and helped by fellow ppl as well
get some rhinos!!!!
if not it doesn't mattter if you reach combat or not you won't have enough men to tack down an army
eventually you get swamped with men and get routed and run!!!
still this can work sometimes your lord might get in then you have 1
your lord is a lot like mine alot of attacks and geared up to the max. but get rid of the wolf guard they are just 200pts waiting to get blown up!!!
use those points to get another blood claw unit w. rhino then your whole army is boosted up w. more men and they will more targets to shoot at while your lord runs in for the kill
< merry crimbo
the mighty fringe
Thanks for the advice Polar Bear and The Mighty Fringe....The reason why ive chosen the Belt of Russ is becoz my Lord has got into a lot of situations where he is up against power weapons etc and the extra pip on the save has saved his arse all the time so far (hasnt died yet in 10 battles)....The Rune Priest has a Storm shield just bcoz the figure has it but im looking to change it for another ccw.......I dont use Rhinos bcoz i havnt got any yet and havnt got the money to get em yet either......also i find im in close combat in the 2nd turn anywayz.....im pretty arsy with my saves too which helps.....i dont loose too many guys from ranged attacks and having the rune priest with the blood claws gives me a 5+ invulnerable save just about every turn with the storm caller ability....The Terminator have done wonders so far for me and it seems to draw attention away from the blood claws whom do most of the damage for me.......
In regards to the not having enough men to take out an army......well thats bollocks (dont mean to sound rude) but every battle including ones against orks and nids ive never been short of men to take em all out......10 battles 10 wins.....
Thanks Polar bear about the melta bombs and frag grenades......just read it then....ill make the changes
In regards to the Wolf Guard....One is a Mark of the Wulfen so hes by himself while the other is running around with the Grey Hunters....
Thanks for all the advice guys...Appreciate it
Sorry, didn't pick up on the Mark of the Wulfen til now. Congratulations on all of the wins. I was also just wondering about your second blood claws pack - is there a reason why you give them plasma pistols instead of 2 more power fists? Do you use them for more shooty than assault? With mine I started with them with plasma pistols but then I decided that they are more likely to hit and with more hits in close combat than using a BS of 3. Anyway, keep on winning and show everyone the goodness and Glory of Russ
The reason why the second blood claw pack has plasma pistols and not powerfist is because i simply dont have the figures.....i can always take one or two from the Grey hunters but that will reduce their effectiveness too much i think.
Ive actually tried a new army or new list should we say......the new army will be posted shortly......so feel free to tear the new one apart