<2000 1500 pt space wolf tournament army - Warhammer 40K Fantasy
 

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  1. #1
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    1500 pt space wolf tournament army

    Rune Priest- Living Lightning/Fury of the Wolf Spirits - 100
    Rune Priest- Living Lightning/Fury of the Wolf Spirits - 100

    Wolf Guard Pack x3 (3x combi melts, 3x wolf claw) 114
    Wolf Scout x5 (Melta, sniperx4) 96
    Lone Wolf (termie armor, 2 wolf claws, 2 wolves) 85

    Grey Hunter x8 (Melta Gun, Rhino) 160
    Grey Hunter x8 (Melta Gun, Rhino) 160
    Grey Hunter x8 (Melta Gun, Rhino) 160

    Long Fang Pack x5 (x4 missile launchers) 115
    Long Fang Pack x5 (x4 missile launchers) 115
    Long Fang Pack x5 (x4 missile launchers) 115

    Land speeder Typhoon 90
    Land speeder Typhoon 90



    Rune priests in with grey hunters, wolf guards as well. I love wolf one unit of wolf scouts and a lone wolf. Any advise or comments?

    Last edited by Ipoxa; April 29th, 2011 at 02:42.

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  3. #2
    LO Zealot watchwood's Avatar
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    185 (x4)

    Not bad - it's pretty close to mine, actually. You want me to just post my own 1500 list for comparison, or should I just start chewing into yours item by item? :p

    (I've played a couple dozen games with mine - it's pretty good)

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    I'd gladly welcome both I'd like your opinion on the lone wolf especially, he seems like he can be very viable if played right.

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    LO Zealot watchwood's Avatar
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    185 (x4)

    Rune Priest
    Rune Priest, Runic Armour
    5x Wolf Scouts, Meltagun
    5x Wolf Scouts, Meltagun
    6x Wolf Guard, 6x Combimelta
    5x Grey Hunters, Meltagun, Razorback
    5x Grey Hunters, Meltagun, Razorback
    5x Grey Hunters, Meltagun, Razorback
    5x Grey Hunters, Meltagun, Razorback
    Land Speeder Typhoon
    Land Speeder Typhoon
    5x Long Fangs, 4x Missile Launchers, Razorback
    5x Long Fangs, 4x Missile Launchers, Razorback
    =1498

    The Lone Wolf looks nice on paper, but he's generally so easy to kill that he's really only viable in very low point games. I also think that running your Wolf Scouts with a sniper rifles is a bad idea, since most of the time they really should be moving around to angle themselves for a better melta shot. (And honestly, sniper rifles really aren't that good to begin with) For the most part it's decent, though I prefer smaller units with more firepower. You can always gang up a couple of your squads onto an enemy squad if you really need to kill them in assault.

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    Hmm, I really like that list, so why do you put the long fangs in razor backs as well? I figured putting them on the field and starting blasting right away would be best? What powers do you use for your priests? And do you give all your scouts bolters or what?

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    LO Zealot watchwood's Avatar
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    185 (x4)

    Partly for the extra firepower, partly to have them available for the scouts to jack in case outflanking really isn't an option for them, partly so that they have a place to hide against the odd unit that can really rape footmobile infantry on turn 1 (Flamers of Tzeench, etc), partly to have redundant transports in case you need to move another unit around after it's own vehicle has been shot up.

    I've experimented with a few sets of powers - currently I'm partial to Living Lightning and Tempests Wrath. LL's use is obvious, and TW gives you a nice area defense against high mobility units, deepstrikers, and the like.

    I give my half and half of bolters and BP/CCW - it lets you max out the wound allocation shenanigans, which is important when they only have a 4+ save. It'll also let you try to keep alive whatever is slightly more useful against whoever you're currently fighting.

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    So do you move forward with your GH troops to objectives and/or towards their army? Do you prefer outflanking over infiltrate on your scouts?

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    They'll generally move forwards, but not necessarily. A lot of tactics depend on who your fighting - against a CC army like Orks you'll want to keep your distance and wear them down before you get close to engage.

    With Wolf Scouts, use their Behind Enemy Lines rule. It's like outflanking, but massively better.

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    I played my army today, with a few changes that you suggested, i still had 3 squads of GH and everything, but I added another scout squad took away the lone wolf, stayed the same for the most part except some minor upgrades. I played the nids today, he had two tervagons, 2 zoanthroaps, in a their drop pod, the doom of malanti, 2 squads of genestealers with brudelords, and one squad of ten genestealers in their weird hide in a piece of terrain thing and a couple other things, first turn i dang near whiped the table because of everything coming in from his army on outflank, or deep strike. Those missile launchers are amazing when they're coming from everywhere lol.

    Thanks a lot for the tips, after playing the army I see why razorbacks could come in handy sometimes.

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    So this is my final army, I played it four times today, won 3/4 lost to a Eldar army where I just couldn't roll for shit lol. Took second, not too bad, thanks for the help, any more final tips to my army would be great!


    Rune Priest living lightning/ fury of the wolf spirits, 100
    Rune Priest living lightning/ fury of the wolf spirits 100
    5x Wolf Scouts, Meltagun, plasma pistol x2 115
    3x Wolf Guard, 3x Combimelta, 84
    5x Grey Hunters, Meltagun, Razorback 120
    5x Grey Hunters, Meltagun, Razorback 120
    5x Grey Hunters, Meltagun, Razorback 120
    5x Grey Hunters, Meltagun, Razorback 120
    Land Speeder Typhoon 90
    Land Speeder Typhoon 90
    5x Long Fangs, 2x Missile Launchers, 2 lascannon Razorback w/ TL lascannon 220
    5x Long Fangs, 2x Missile Launchers, 2 lascannon Razorback w/ TL lascannon 220

    1499



    Hows this look, everything add up?
    Last edited by Ipoxa; May 1st, 2011 at 05:06.

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