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Thanks for all the suggestions on my earlier post. Here's the list I came up with. Comments welcome.
Rune Priest (or Wolf Lord), Plasma Pistol, Frost Axe, Runic Armor, Wolf Tail, Belt of Russ, Frags.
Venerable Dreadnought: Assault Cannon, DCCW and heavy flamer
9 Blood Claws, 2PW, Rhino with smoke and extra armor
10 Grey Hunters, Plasma gun, PW, bolters and frags
6 Scouts: Meltagun, Meltabombs
Land Speeder: Multi-melta
Land Speeder Tornado: heavy bolter, assault cannon.
The Rune Priest goes in the Rhino with the Blood Claws, and the Scouts go in reserve.
I went with assault cannons for rending. The twin-linked autocannon on the VD is slightly better against low armor vehicles, but rending could compensate. With a high BS, I figured 4 AC attacks with the possibility of rending would be better than the two automatic hits from the Auto. Better against troops, too. Same rational on the Tornado, but I figured I should have at least one multi-melta for tank busting.
Questions: Should the Rune Priest have a runic weapon (hugely expensive) or power fist? For the points, I thought the PW would do plenty of damage in the two troop squads at 1,000 points, and the frost axe would be enough using the RP with the BCs. My only concern is with tank killing early in the game and the Chaos Lord type of problem. I seem to be ignoring the obvious advantage of having two fists in the Blood Claws squad. Given their average WS and BS I thought the PW made more sense and did not add any special guns.
Also, I'm unclear on how the scouts work when they appear. Do they get to move or assault when they appear, or just shoot? Are meltabombs worth it, or should I add plasma or another melta instead?
Thanks for all the help,
This should soon be moved by admin/mod to army list section.
I like your ideas, though I don't agree totally. i would give the rune priest either a frost weapon or a power weapon. power fist on an IC is BAD!!
your landspeeder combo is nice.
Wolf Scouts act as reserves moving on from the table edge so they can move in up to 6" and then assault another 6". this is because they are not entering play via deepstrike. I do not use wolf scouts often. they rock though.. for what you get they can be amazing...
I know you're quite set on your current list but.. at 1K... I would modify this list.
Imperial Guard Variants 69/20/9
Space Wolves 17/16/2
I.G. Armoured Company 7/3/2
I.G. BFG 0/1/2
As NTFH stated, never put a power fist on your ICs. One of their biggest advantages is their improved initiative and having a power fist strips that. Point for point the frost blade is a fantastic weapon and my go to choice.
As far as blood claws go, they should absolutely have fists. Their WS of three typically makes little to no difference when they attack. WS's of three and four both need a 4+ to hit vs. WS four. I would also not hesitate to put a meltagun on them. The lower BS only lowers their chance to hit with it by 16% and it can easily make or break the game with the wolves lack of other tank busting weapons.
The scouts can indeed move and assault when they come into play. I prefer a meltagun and two plasma pistols on them over the meltagun and bombs. Remember that they may only take one meltagun. You could also afford to drop a few of them down to the squad minimum of four in order to give your troops power fists rather than power weapons.
Also, I would not spend the points for frags on the Grey Hunters. True grit makes them more of a defensive unit and typically they are better off rapid firing and eating a charge than charging themselves, especially when they have a plasma gun. I would also take away their power weapon and give them a pair of fists.
I would not worry a great deal about tank killing. Between the Ven Dread and the two excellent speeders you should have armor covered in a 1k match.
Lastly, if you can at all afford it you might want to place the dread in a drop pod. It will make him much more effective as it will allow him to make more use of the relatively short range of the assault cannon and also allow him to get into CC faster. A crafty opponent can prevent the dread from ever getting into melee range with his slow movement, but if his pod lands in good position there is little anything can be done to stop him from engaging.
I'd definately be wanting more infantry models in this list if I were you.
at 1000pts you have a lot of vehicles, yes, and that does make it harder for the enemies with few high-strength weapons, yes...
But who really doesn't take high power guns to the field at 1kpts? I personally have got my Devs at that level armed like hell and have at least a Hellfire Dread.
Admittedly your scouts are going to do most of that job, but you WILL need more than 6 4+ saved wounds to exist in more than 2 turns.Also, your army list should be posted in the ARMY LIST section. It's there for that express purpose.
Post your army lists in the ARMY LIST section! Not that hard!
Good combo with the speeders, I second the dreadnoght in a drop pod idea, unless you drop him infrount of a pack of lascannons or something, lol. Who would be your main scoring units? I'd think the grey hunters would do well for holding a table quater or objective... I like it.
Move forward and stay quiet brothers.
Check out my half finished blog here.
Looks like I ought to adjust some things. Honestly, I'd like two smaller squads of Grey Hunters as fire support, but I'd have to sacrifice something to get them. Where do I find drop pod rules and points? I don't see them in the marine codex, the space wolf codex, or the Core rule book. I assume they're there somewhere...
Good points on the power fists, although I'd have to lose some points elsewhere. To add three power fists to the troops would mean losing scouts. Looks like I could do it if I go with the minimum scouts and no meltabombs.
Do most of you treat your scouts as shooty units? If so, the minimum with a meltagun and two plasma pistols would make sense.
What could I lose from the Rune Priest's wargear? the inv. save is expensive but seems important. Other than that, I could lose either the plasma pistol or the runic armor.
I think you are fine on your infantry count. Frankly the only real place you could find points for more infantry is by losing speeders and you would have to lose both just for a minimized Grey Hunter squad, which is obviously not worth it.
Drop pod rules are found in the Space Marine Codex in the special rule section.
I personally use my scouts as a shooty group. I know a lot of people beef them up with a WGPL and power weapons, but I prefer to keep them nice and lean. Mine come in and take out a piece of rear armor, then use that wrecked vehicle as cover and play the role of nuisance. My opponent isn't going to waste time and resources going after a squad that is worth less than one hundred points when doing so splits his force up. The scouts are free then to move late game toward an objective or a weakened opponent.
I generally run my Rune with only a bolt pistol and a frost blade. I do like the belt on him though and feel that you could do without the runic armor or the plasma pistol. In fact I would highly recommend dropping the plasma pistol. He should be using his storm caller ability every turn for the cover save and the initiative, so he shouldn't get the opportunity to fire a pistol the entire match and even if he does, a "gets hot" failure puts him to half wounds and hands your opponent points. The runic armor is nice, but I think the points could be better spent elsewhere.
I've made some changes based on suggestions.
1. Rune Priest lost the Plasma Pistol and frag grenades (Storm Caller should take care of the frags).
2. Venerable Dread with Drop Pod
3. Added two power fists to the BC and one to the GH. Lost all power weapons.
4. Reduced scouts to four and gave them a meltagun and two plasma pistols. Lost the meltabombs. Basically, I went shooty with them, and something had to go to make up the points for the PF.
As for the troop numbers, that remains a problem, but with no lascannons or the like I figured I'd better keep the Land Speeders and all of the Assault Cannons. It's a 1000 point list, so I shouldn't be facing a huge number of scoring units to my few. The only other adjusment might be to take a Wolf Lord since I'm likely to face Sisters and they might not allow the Storm Caller, since it's a psychic power (we haven't argued that one out yet, though).
Thanks for all of the help.