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I am very new to WH40K and would like to build a SW army. I have the relevant codex's, but was wondering if some of you more experienced people could please help me out with some suggestions as to what units should be considered. I am wanting to build an army that can fight against all comers and also compete in tournaments. BTW generally what sorts of points/rule restrictions are placed during tournaments?
Most of the Rogue Trader and Grand Tournaments state that you must have at least 1 HQ and 2 Troop choices, other than that its up to youOriginally Posted by da_doktor
Only a few prefer liberty - the majority seek nothing more than fair masters
There is more than one way to build an effective wolf army, that said I will outline what I play at 1850.
Three HQ (mandatory)
1 pack of Wolf Scouts
A few WG Leaders in your scouts / troops
2-3 Grey Hunter Squads
1-2 Blood Claw Squads
Either a bike pack or 1-2 landspeeders
1 pack of Long fangs
1 Predator / Whirlwind
The main consideration is that most of the time you are going to be outgunned at long range. The best bet to combat this is to step up the amount of heavy choices you have and / or put all of your troop choices in rhinos / drop pods. If you can close the gap between your army and theirs with minimal losses you'll at least give yourself a chance at winning against anyone.
The other thing that I'll say is that you need to just look over as many lists as you can and decide what you feel you have to have to be competitive and weigh that against what you like to play. Do not create a list you don't like just because it's "the best," You'll thank yourself later. ((Many people will shun my choice to field Long Fangs, but I love the little buggers.))
i wouldnt suggest long fangs.. and flying around in crazy contraptions "land speeders" is not what leman russ intended! %#&* grizzleyoungbloods &#^&# :tongue:
what you want to figure out first is what type of army you want to play, an all out assault force or shooting,or even somthing between.. then try develop a balanced list from there
ive gone for a in the middle list.. which can assault but also could sit back and be assaulted [nids eldar ect] this is my 1500 point list
Fenrisian Wolves 
Wolf Scouts -1- 
Bolt pistol & ccw 
Melta gun 
Wolf Guard Leader ^^
Blood Claws pack -1- 
Bolt pistol & ccw 
Bolt pistol & power fist 
Grey Hunters pack -1- 
Bolter & ccw 
Bolter & power fist 
Plasma gun 
Grey Hunters pack -2- 
Bolter & ccw 
Bolter & power fist 
Plasma gun 
Grey Hunters pack -3- 
Bolter & ccw 
Bolter & power sword 
Plasma gun 
Last edited by herr telefone; November 22nd, 2005 at 23:38.
fortune favors the brave
Space wolves make the best use of drop pods in the imperium, consider a drop assault. Do not forget landspeeders, far to many wolfs do, they are probably the best shooty optoin wolfs have, and can really help when your out numbed, oh, and you will be out numbed. That being said, you have hands down the best space marine troop choice in the game, that being the GHs, this your core and back bone, they are extreamily veristile at
12" range and CC, getting there is the only tough part.
Space wolves are also the only army that can still make good use of rihnos, but bewarned, you must keep these out of line of sight, for most of the game, as they are death coffens. Use them to jump behind patches of cover ect.
Ill give you ideas for a list later, peace
both feet on the ground! &#^$*&# dont pay attention to the young bloods! :rolleyes:
fortune favors the brave
I prefer Dark Angels but space wolves are great at assault and fast movement, the list mentioned above have predators and whirlwinds but can't the space wolves get a lemon russ exterminator!!!!!!!
plus the lascannon predator can only fire 1 lasconnon if it moves, usually this reduces its capability and effectiveness, try 1 with a TL lascannon and 2 HB side sponsons
Hope this helps
For The Emperor
And Lion El Johnson
I knew there was a day someone would ask me to copy my list in here
but I just won't!
If you are going too play Space Wolves, you got to love them (like we do)
Because f*cking everyting up with the Puppies of Fenris is quite easy.
But don't play Space Wolves to get super-units (better make a direct stop at chaos then)
Play Space Wolves because you love them.
And there is nothing wrong with fielding a good list, but always field units that you like.
I personaly LOVE Wolf Scouts. And will always fill my Elite Slots with 2 squads of them (since I use Wolf Guard for the other, I love Wolf Guard too )
They don't have to be good, they have to be fun.
Just as you remember you have to actually get to your enemy (since most guys like to stop where they are playing against Wolves) you are practically capable of winning every army.
For real fun, when one of my models on the table does something real cool in a battle (not one made up for fluff) he gets a reward.
For 1 thing, My Venerable Dreadnought has a little skull painted on him for every battle in which he died. He actually has 58 skulls now ^_^
But lastly, i had 1 Blood Claw with a Power Weapon left after getting hit by an avatar and wraithguard. the guy kept both enemies in combat for the rest of the game, since he just didn't die (eldar can miss ) I then rewarded him, and now he is the Wolf Guard of my Scouts (for being a loner)
Hope I didn't bored you with that.
Remember, fun! That's what Space Wolves are about, If you want always win, go Blood Angels (nothing personal, but my friend beats me with those )
Your all smiles here, but everybody knows wolves are the best, even though you cant go toe to teo with blood angles for CC, you can still hold about 3 times more powerfists, and annihilate HQs like no other. The scouts alone set them far and away from other chapters. Peace ;o
Space Wolves can be a really tricky army to play, but you will find that Wolf players are among some of the generals most devoted to their individual armies. For whatever reason, the Sons of Russ capture our hearts and the inner barbarian in us all. That said, lets look at some suggestions.
My suggestions for HQ choices depends strictly on the number of points you are going to play. At 1500 and below, I would recommend taking a Venerable dreadnought , (assault cannon and DCCW) and a Rune Priest for your mandatory HQ choices. Keep in mind that regardless of what points level you play, you MUST have 1 HQ choice for each 750 points (or fraction thereof, rounded up) you field. Therefore, if you field 752 points, you must have 2 HQ choices. At 2000 points, I would recommend taking a Wolf Lord and retinue, a Wolf Priest, and a Rune Priest. Still take the Venerable Dreadnought, but use it as an elite, not a HQ. What you equip the characters with is up to you, but I would strongly recommend the Frost Blade, even for the Rune Priest. It costs a little bit more, but it is one of the most powerful power weapons in the game, and you can take as many of them as you have units allowed to hold them.
Onto Elites. I would strongly recommend at least one pack of Wolf Scouts. They are the ultimate Space Wolves trump card. Have a enemy unit thats biting you in the ass, just sitting behind the enemies lines not moving (i.e Basilisk, Devastors, etc)? Well, the Scouts will eliminate them for you! They always start them game in reserve, and when they come into play can do so from the enemy's side of the table. They can fulfill two roles....suicidal tank hunters or suicidal close combat unit. For the tank hunters role, beef them up with melta and plasma weapons (I think you can take a total of 3 of these) and give them meltabombs. I think you can also give them 2 power weapons, do so as this will help them survive if they have to go into CC. I prefer this role because it is much easier to win back their points by destroying a single tank. Usually that one tank is worth way more than the entire squad put together. To use them as a close combat team, beef them up with as many power weapons/power fists as you can. Dont use any two-handed ranged weapons, stick with pistols (either bolt or plasma). Take a Wolf Guard leader carrying either a plasma or bolt pistol and a powerfist. Trust me, this is a unit although it will be small, will tear through just about any enemy squad. The exception to this will be any Space Marine squad (due to power armor) and possibly some other close combat oriented alien squads (i.e. Banshees, Scorpions, Genestealers, possibly Hormagaunts). I dont like this variety as much because its much more difficult to earn their points back (using more points and going against less valuable targets).
In Troops, just take a bunch of your basic squads. You must take a minimum of one Grey Hunters squad, but other than that you're free to make up your mind one the components of your troops section. I would strongly suggest you have no more than 2 blood claws squads to every grey hunters squad. Although they are powerful squads, if you take too many of them you start losing the fire support from the bolters of the grey hunters when you really need it. Also make sure to carry as many powerfists as you can. In a 15 man blood claw squad, you can carry 3 of them, meaning base level troops can actually REALLY hurt a monstrous creature (also remember that said base troops get 4 attacks on the charge). For each of your packs I would also recommend a Wolf Guard leader toting a bolter and a powerfist. For that extra tasting of smiting glory.
Fast Attack. Meh. This is something Im a little leery about. Doesnt really fit in with the Space Wolves fluff (As Herr Telefone suggested, we're a both feet on the ground type army). You can take bikes, but i dont particularly care for them that much. If your set on taking some Fast Attack, I would recommend Landspeeder Tornadoes, in 3 squadrons of 1. Read Chaosbrynn's Essentials for Space Marines Players FAQ for more reasons why....They're too numerous for me to go into right now.
Heavy Support. I concur with JohnPublic, I love me some Long Fangs. Just dont make the mistake of using the squad that comes in the box. Its not a very good mixture of weaponry. The most effective combination that I've found includes 2 lascannons, 2 Missle Launchers, and the Pack Leader. This gives you alot of armor punching ability combined with some anti-infantry ability, and the ability to split fire between two targets. Put them up on a piece of terrain with a commanding view of the table, and you will be in good shape. The only battles I've really ever outright lost have been ones in which I couldnt make use of the terrain to give my Fangs a good spotting ability. When I have been able to, Im usually able to force an draw, if not win outright. Second, I would consider a Leman Russ Exterminator. Unique tank that is only available to our army, and is uniquely suited to an anti-infantry support. It carries very strong armor (14 on front, 13 on sides) and can fire 9 heavy bolter shots and a TL autocannon shot every turn. Thats going to be enough to cause some serious pain on pretty much any non-power armored army. Only problem with it is that its not available right out of the box...your going to have to bitz order the turret for the Leman Russ.
Those are my suggestions on things to consider when making your list...as JohnPublic says though, dont use them just because we might consider them to be "the best", do what you think feels good to YOU. You have chosen an excellent army, truly strive to be worthy of them ;-).