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I want to make a small 1500pt elite army and one of the best options is wolfwing, I understand their advantages over deathwing such as they can safety deploy in a drop pod unleash their combi-weapons that give them more flexablity before enduring the counter-attack.
But rather than posting list after list, I thought I'd ask for some advice first so answer me these questions 3...
These are my biggest concerns so some advice would be very helpful, going from mech guard and swarmy deamons to a small army like ain't easy and so far I've only had a quick glance at the codex. I'd also be grateful for any sample army lists?
- What weapons loadout do you consider the best for a 5 man unit of wolf guard terminators?
- What other units do you think are best for supporting them(lone wolves, scouts, dreadnoughts)?
- Since they can't deep strike whats the best way to have the units start off in (all drop pods or some on foot and in land raiders for example)?
An all termie wolfwing could be interesting. I assume for this to be possible, your HQ is Logan Grimnar? (Only take 1 HQ, you will need those points for termies)
As for the questions posed:
1. For each 5 termies, take 1 heavy weapon. I'm a great fan of the assault cannon due to high rof and both anti troop and anti armour capabilities. But the cyclone launcher is a close second so either would work. Numbers will be your main concern. You won't have many, your opponent will. so factoring that and the need to kill meq in the equation, a few power weapns won't go amiss, nor would 1 power fist/thunder hammer. frost blades are great if they can be afforded (not sure iif termies can take frost blades?). Gor range, I don't think there is much choice other than the hw? If I'm wrong on that count, I apologise.
2. Dreadnoughts. After getting your termie numbers to about 20 - 25, invest in a dread. If points permit, make it venerable and load it out with an assault cannon. Mount in drop pod, then ds on turn 1. This will provide some anti troop firepower to start whittling the nuumbers away that you will face. Numbers are your greatest foe.
3. Drop pods all the way. They may be more points sunk into these units, but with the drop pod assault rule and the guidance system, you will be getting in close. Fast. And safe. Meaning your small army can dish out great damage immediately.
Hope this helps and if I manage to root out my codex later on, Ill have a look into a sample list to see what is possible
I have 1 piece of advice, which is to include the following squad:
5 wolf guard (no termie armour)
5 combi meltas
I played against an all termie wolf army, while i played all footslogging non-termie wolves. He used this squad in his army. This was a turn 1 suicide squad, while the rest of his army was termies in landrader with logan, termies in landraider with arjac, and then foot termies with rune priest.
After this game, taking advice from this player, I incorporated this exact squad in my army, and went on to do very well in a tournament (first for best overall, second for best general). Against me, since I use no vehicles, the squad didn't actually do as much as it could have. However, against a normal army, it's wonderful. Every single game in which I came up against landraiders, this squad, without fail, popped 1 on the first turn (just be wary you're subject to scatter).
People drop in dreadnoughts and ironclads, which wield a single melta or multi melta for maybe some first turn vehicle kill. This squad does that, but with a 5-shot redundancy. You might think that, after that initial melta shot, a dreadnought also then presents an imposing threat that the opponent can't ignore. Well in a Logan army, this small squad is a scoring unit; the the opponent still has to dedicate something to deal with it rather than just ignore it. All of this for 150 points, which is 35 points less than an equivalent sternguard squad. But this unit isn't just good against landraiders - vindicators, and demolishers, etc. Kill 1 on the first turn, and there goes a massive threat to your terminator army. Monstrous creatures (well, anything really - 5 melta shots are good against anything except an eldar avatar or necron monolith). If you feel this doesn't fit in with an all termy army, maybe give them termy armour and kit them out?
Wolf Scouts are an excellent addition, as are long fangs. Both of which will make up for significant portions of the shortcomings of an all terminator list.
As stated above, each squad should have a heavy weapon of some sort, and a couple combi-meltas, a guy with a storm shield and a guy with a Power Fist/Thunder Hammer. (these should be different guys, for wound allocation shinanigans)
And honestly, I'd walk them all onto the board, or maybe pod them. Land Raiders are nice, but they're incredibly expensive to table and this is already going to be an army that's very tight on points.
Space marines 6 dread army Wins: 4 ties:2 Loses:7 Modified Standard nilla marines Wins:37 Ties:8 Loses 42 Daemonhunters Wins:3 Ties:0 Loses:1 Full assualt concept army wins: 6 Ties: none Loses: 2
And now my bitter hands cradle broken glassOf what was everything... - Black by Pearl Jam
No offense dude, but you may wish to buy the codex and read it over a few times.