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Just got the space wolf codex and have made an initial list. Am not a beginner to 40k at all nor a beginner to marine lists (owning vanilla and blood angels). But the space wolves are a bit different to codex chapters so any input into how the list would be better improved would be appreciated. (models would be bought to conform to a finalised list. Sort of creating an end point to reach)
Canis Wolfborn 185
Rune Priest - chooser, jotww, storm caller 110 (joins grey hunters)
Wolf Lord - frost blade and runic armour 145 (joins second grey hunter unit)
15 blood claws - 2 plasma guns, plasma pistol, power fist 275
10 grey hunters - 2 plasma guns, plasma pistol, power fist, mark of the wulfen 215
10 grey hunters - as above 215
15 fenrisian wolves 120
15 fenrisian wolves 120
Lone wolf - 2 wolves, terminator armour, thunder hammer and storm shield 105
Lone wolf - 2 wolves, thunder hammer and storm shield 100
4 Wolf guard - terminator armour and cyclone missile launcher (leads long fangs) 197
terminator armour, thunder hammer and storm shield (leads blood claws)
frost blade (leads grey hunters)
wolf claw (leads grey hunters)
Thunderwolf cavalry 50
Thunderwolf Cavalry 50
Predator - heavy bolter sponsons 85
6 Long fangs - leader and 5 missile launchers 140
Total: 2002 points (the extra 2 points are ok in my local club as we get a 10 point buffer)
The idea for this list is to rush across the field in big units (including characters and wolf guard, the grey hunters are 12 models). This is backed up by long fangs and the predator which are capable of dealing with anything but the most heavy tank (heavy armoured tanks being a real weakness of this list if I am honest) It is supposed to be more characterful than ultra competitive (less tanks and more wolves. Kind of primal theme). The reason that canis and the wol cavalry are seperate is to split opponent's fire. Though they can join if need be.
One question about the list: Is the cyclone missile launcher legal? (one per 5 wolf guard, does this mean i need a fifth wolf guard to be legal?)
Thanks for any feedback. Much appreciated.
The one thing I notice about thi list is the lack of Anti Tank at 2000. 5 Missile Launchers and one Cyclone is all the AT I see!
As for the Cyclone Missile Launcher: It's legal. Don't worry about it.
Last edited by Wolf Guard; March 17th, 2010 at 01:16.
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Armies: Space Wolves, Imperial Guard, Emperors Children, Necrons, Eldar
Thanks for the advice. I didnt really want to conform to a rhino rus army as that is what my vanilla marines are good at and wanted a different style of army.
I completely understand the invulnerable save on wolf lord and dropping the chooser. I may drop the thunderwolf cavalry to bring in more long fangs for anti tank. Would this be a better swap?
I think I will swap the plasma guns on all my units for meltaguns, thereby freeing up a few points and adding some anti tank into the army at same time as meaning i can assault after shooting.
As for the lone wolves, it just comes down to all y dreads being tied up in my blood angels force, so I was trying to get a similarly powerful individual (hence the th and ss). And having a unit of 5 assault termies in my vanilla marines take on and beat a full wound unit of 3 carnifex, I know how resiliant those 3+ inulnerable saves can be.
On the other hand, 2 lone wolves may be too ambitious in asking for a return, so maybe drop the second one. What should I do with these extra 100 points? Put the into the long fangs replacing the twc or a different unit entirely?
Besides the fact that actorz is already experienced with SMs and not aiming for a tourney list he's right, regular SM can do mech better than SWs. Would be a waste really, imo. The point about arriving times with the cav is true, though. I'd risk it in a non-too-comp environment or playtest it a bit.
Besides that I agree with Wolf Guard's points.
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