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Space Wolfs 1500 points
Wolf Lord Twin wolf claws, saga of the bear - 175
Wolf Priest Saga of Beast slayer - 110
Rune Priest Living Lightning, Thunderclap, Wolf Tooth Necklace, Saga of Warrior Born - 145
Wolf Guard 5 2 Frost Axe, power fist, TH & SS, Power Weapon - 185
Blood Claws 10sw plasma pistol, power weapon - 180
Grey Hunters 10sw 2 x plasma gun, power weapon 185
Grey Hunters 10sw 2 x Plasma gun, power weapon - 175
Grey Hunters 10sw Melta Gun, Melta-gun, power fist - 185
Long Fangs 1 Leader, 5 long fangs 2 heavy bolters, 1 missile launcher, 2 lascannons - 160
TOTAL = 1500
Typically play very terrain heavy or urban tables. Which is why i haven't forked out on transports for any of the squads. Also play a lot of necrons/tau rail guns at my local group so vehicles are not a good idea a lot of the time.
my general aim is to stick to mid ranged firefights with the grey knights and use the blood claws to hit the biggest threats in CC or at least tie them up, Probably with the chaplain attachted to them.
The rune priest is a mobile long ranged cannon and if he gets near or swamped by a mass of troops, preferably low toughness ones, He can use thunderclap to hopefully clear a large group away
The wolf guard are either used as a large counter unit to take on any major enemy squads such as honor guard, termis or any really large squads. If nothing like that is visible I usually split them up between the Grey hunters and blood claws.
The army is more for fun and fluff based than tournaments. However i still like to play a good game and have a good win to horrible losse's ratio so C&C are welcome.
I got lost on the road of life
the list lacks transports for your guys. i know you play terrain heavy and urban. but they are very valuable for movement etc. plus i woudl give your priest the spells Jottw and living lightning for better MC and character killing. the wolf priest is alot worse than move chaplins in the vanilla and other sm codexs. also if your lord is going as he gets. no amount of saga will stop power weapons and power fists from saving him, because he has no invulnerable save. so a belt of russ might help there.
also long fangs, are not good at anything else except anti-tank and the most reliable and cost effective build is 2x lascannon and 2-3x missle launcher.
hope that helps!
Personally I would change some stuff around with this. You currently average 42pts per model in this unit and the unit costs 210pts, not 185pts. Personally I would drop the TH/SS person as he doesn't really add nearly enough for his massive point cost and give the PW guy either a frost blade or a power fist and have the TH/SS guy just have a power fist. If you do that the unit costs 190pts. From there if you really wanted you could upgrade both power fists to thunder hammers and give them combi-meltas and the unit would cost the same, though I would recommend just giving them all power fists because GH/BC units can't really handle MCs or walkers on their own without PFs and PFs are a lot more effective than a frost blade against an MC or a vehicle.
Wolf Guard – 5 – 2 Frost Axe, power fist, TH & SS, Power Weapon - 185Pistols are a waste of points. I would remove the plasma pistol from the blood claws. Bloodclaws themselves aren't even that great. For an extra 3pts per model you can have a permanent 3 attacks without even charging or 4 attacks on the counter-attack by taking WG. For the same cost you can have GH who have better WS, bolters, and they can fire before charging. All you lose is one attack per model when you charge, but that's pretty much made up by bolt pistol fire (which hits more easily and can ignore 5+ saves). I would also recommend against taking a power fist in a unit because they're so overpriced. Math-wise power weapons or MotW are the way to go (MotW is generally better except on the charge against MEQ and possibly some other circumstances).
Blood Claws – 10sw – plasma pistol, power weapon - 180
Grey Hunters – 10sw – 2 x plasma gun, power weapon – 185
Grey Hunters – 10sw – 2 x Plasma gun, power weapon - 175
Grey Hunters – 10sw – Melta Gun, Melta-gun, power fist - 185I would recommend against having so many different kinds of heavy weapons in one unit. The problem is, what happens when the pack master dies? Now you have lascannons and heavy bolters firing at the same enemy. If you lose heavy weapons so you can keep firing at different foes, then you've lost a lot of firepower. From what I gather the best way to go about things is to pick a heavy weapon (two at max) and fill the unit up with them. I would highly recommend missile launchers because they can do anti-tank and anti-infantry so you could have a second weapon type with them if you really want and they would still always be useful even if the pack master died as you wouldn't, for example, be firing at vehicles with heavy bolters and hordes with lascannons as you would with a lascannon/HB unit.
Long Fangs – 1 Leader, 5 long fangs – 2 heavy bolters, 1 missile launcher, 2 lascannons - 160
TOTAL = 1500
Last edited by Phalanx; November 13th, 2009 at 05:46.
40K armies: Tyranids (2001), Space Wolves (2008), Sisters of Battle (2011)
Current Rep: 1337