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will be playing with my own chapter of space maries against an army of Space wolves. please advise for anti-wolf tactics. (guy has heavies in vindicator, LRC and LR)
Easy win: those three tanks are about half his army's points! Take lots of multi-melta attack bikes (for example two squads of three) and/or a drop pod with all combi-melta sternguard that combat squad upon arrival, killing both land raiders on turn 1. Boom, baby.
A squadron of typhoon landspeeders can't hurt: it will stop any rhinos, can easily pop the vindicator through side armor, and will quickly kill lots and lots of MEQ infantry.
If you take sternguard you might want to throw in a librarian with force dome and the avenger as your cheap HQ for sternguard support, MEQ killing power, and nullifying enemy psychic powers. But of course other HQs help just as well: Kantor makes them scoring and gives them an extra attack, Vulkan will make their melta shots much more reliable. Etc...
A scout squad to sit on an objective and bait some of his assault units, maybe throw in Telion to pick out enemy squad leaders or special weapons.
Vindicators are always nice as well, should be used in multiples though.
So many options... Kill those tanks with heavy melta firepower and then laugh at the puny rest of your opponent's army. All eggs in one basket just isn't too competitive.
Bare minimum = librarian and meltas.
Combi-melta sternguard would work well, work wonders as in a pod the meltas could wreck his armor and the AP3 bolters scare almost the rest of his army(If he is in cover use the poisoned 2+ rounds).
Combi-plasma/plasma sterguard will be the bane of any elite infantry that he can field.
A MM venerable or two in a pod would work(as it does against most enemies).
MM speeders, (I just don't like bikes, though they will work).
Plasmagun/ Missile squads could help with anti-transport/marine firepower.
Vulcan enhances all of those choices(aside from a marginal benefit to the Venerable).
Pedro's scoring Sternguard would work well with meltaguards, or plasmaguards.
Telion could be invaluable against basic, no invulnerable save two-wound, runepriests used to "cough" take advantage(spam) the nastier powers available to wolves (If that is his style).
Don't deep strike any speeders or assault troops near him if he takes tempest wrath.
Given the ability to rapid fire or assault him, rapid fire as counterattack negates most of the benefit of charging as he will likely have more close combat attacks than you with pistol and close combat weapon striking at the same initiative and the wolfguard to be in the unit.
Space wolves are a strong army army capable of doing much of what your army can do, just better. Luckily for you, your army is perfectly suited to be one of the strongest counters against his, especially with the amount of armor he is planning on fielding.
Though 1300pts is a bit limited.
Last edited by Zagman; August 1st, 2010 at 00:10.
To be honest I find it odd that you would put this to a poll, yes the Space Wolves are arguably a stronger codex so most people will undoubtably float to that side but his army composition is simply horrible. Melta spam will ruin him while objective games (2 out of every 3 games) will again go horribly for him.
Mech up and pack meltas, once you've knocked out his Land Raiders you should have control of the game, as Red Archer mentioned earlier Multi Melta attack Bikes are extremely useful for this and can even Turbo Boost onto objectives in later turns to contest them. A Librarian is again a must and I personally would not reccomend taking any other characters at this level. Yes Vulcan is very useful but his bonuses are generally not worth the price tag in a game of 1300 pts.
Ask me about the Black and White Space Marine on the Black and White Bike!!!
Grey hunters, drop pods and meltas... game over round 1...
Reading evidently isn't your strength...but I guess that's to be expected from a mead-swilling space-viking with a fur fetish. (aren't the unforgiven obliged to goad space puppies?)Grey hunters, drop pods and meltas... game over round 1...
Last edited by Marnepup; September 15th, 2010 at 20:45.
IG since 1999 __ DA since 2002 __ Tau since 2005 __ SoB since 2007
Brets 1997-1999 __ TK since 2009 __ Empire since 2010
Now, as for the matter at hand... If what you say is true about his list, then meltaspam him from here to oblivion as many have suggested. The pup apparently needs a beating to learn how a true wolf fights!
The guy you're facing obviously has no idea how to run space wolves.
You're SUPPOSED to have a bunch of Grey Hunters and Long Fangs, with everything else being supplementary. Unless he filled those LRs to the brim with blood claws, he's doing it wrong.
As others have said, melta him to death with maybe some ranged tools on the side for when his army suddenly finds itself foot slogging. Then proceed to party with Jim, Jack, and Jose.
Space Marines: Bringing Swords to Gunfights since 30k. And winning.
"Why is there a big red button on the bridge that says 'Exterminatus?'" "Why wouldn't we have one of those? I love that thing."
ewww... 2 LRs in a less than 1500 point list? Maybe he just really likes those models... definitely doing it wrong. Only time I ever use two LR is in 2500 lists. Some people would even argue that's too many.
Also I voted that space marines will win, cause that's what I play and technically both armies are space marines haha. Honestly Space wolves are only better at CC. And possibly more fun and flavorful. But every time I fight a space wolf player the games are pretty close. Haven't actual beat one yet but I usually lose by a very small margin.
His load out is terrible, speaking as another Space Puppy player.
Go the usual Anti-vehicle.
Multi-melta's will ruin him. I'd mount them on Speeders (like someone suggested) so you can quickly move and end his vehicles. Either that or Assault Squad with Melta bombs - or even Chain Fists if you really wanted. But the quicker the better.
Wolf's Vengence - Space Wolves: W: 0 D: 0 L:1
Dragon Isle Lizardmen: W: 1 D:0 L: 0