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I'm looking to make a fluff based Space Wolves army. Mostly focused on the fact that there are several comments in the codex that Space Wolves were meant to fight on foot.
Logan Grimnar 275pts (With Grey Hunters)
Rune Priest 135pts (With Wolf Guard)
-Saga for the Warrior Born.
Rune Priest 160pts (With Wolf Guard)
-Saga of the Beast Slayer, Master of Runes
Wolf Priest 125pts (With Wolf Scouts)
-Saga of the Hunter, Plasma Pistol.
Lone Wolf 35pts
-Plasma Rifle, 2 Plasma Pistols, Shotgun, Wulfen. (9 Scouts)
-9 Terminator Armor,
-5 with 2 Wolf Claws,
-2 with Assault Cannons and Power Fists,
-2 with Storm Shields and Power Weapons and
-1 in power Armor and the Mark of the Wulfen.
-1 with Storm Bolter and Power Sword, Terminator Armor
-2 with Power Fists and Storm Bolters, Terminator Armor
-1 with Heavy Flamer and Storm Bloter, Terminator Armor
-1 with Chain Fist and Storm Bolter, Terminator Armor
-1 With Cyclone Missile Launcher and Power Fist, Terminator Armor (To Grey Hunters)
-1 with Power Fist and Storm Bolter and Power Armor, (to Wolf Scouts)
-3 with no upgrades and in Power Armor.
-2 Plasma Rifles, Wolf Standard, Wulfen, (10 Grey Huntes)
My worry is that i Won't have the bodies on the field to take that first wave of fire for the enemy, However i worry about not having the Terminators to have the staying power in an assault.
This could have any units in it with the only rules being all models must be on foot.
Army's used: Space Wolves, Tomb Kings, High Elves, Tyranids, Tau and Eldar.
I always had the impression that the "meant to fight on foot" comments were to show dislike for flying, namely jump packs. Nothing against transports, just the flying bit. Afterall, transports just get you to the fight, you still have to hop out once the action starts.
Which is not to say that foot SW armies aren't viable, if that's what you're wanting.
As to your list... I'd really start by trimming the fat. When making a foot list, you really need as many bodies on the field as you can for ablative wounds. Things like the setup on your wolf scouts, I don't understand. Why so much plasma? Why not skip the plasma pistols, get a meltagun, and then give the sergeant a combi-melta? Maybe just get one power weapon for the squad. Between those, you'll threaten tanks on the board edge, and have enough power weapon attacks to threaten infantry. Anything in the backfield should be easy pickings for them anyways. And get rid of the shotguns. Scouts tend to be an assaulting squad, because they don't want to get into a shooting match with the stuff that they threaten (ie: when they outflank on the board edge, are you going to want them to shoot or assault the devastator squad?)
Which brings up another point: you need some more long range shooty than a single cyclone missile launcher. That and the wolf scouts are the only things that are going to reach across the board. Against any opponent with speed (deldar or ig planes or sm bikes) they'll just stay away from you and shoot you from a distance. Your termie armour will only protect you so much. Right now I feel there is too few termies to protect them (though that might just be because I run a plasma heavy list).
And your HQs. I would start trimming there.
I guess my question is if you're doing a foot army or a logan-wing army. Perhaps a better explanation of your intentions will help on the advice that I give.
Stratagy is this...
The Cyclone Missile Launcher is to go with the Grey hunters, The power armor and power fist Wolf guard is to go with the scouts. Rune Priest and Logan will join which ever squad needs them. the Grey hunters if there is large numbers of High armor values, or the Assault cannon Guard if high transports.
The Plasma weapons are more reliable for damaging a tank then two melta shots. They have a longer effective range, more shots, and more are more then a one trick poney. Plus they are useful for any infantry that may have been left back there. The only rear armor i'd have problems with are land raiders and by the time that they arrive in the back the land raider will have moved will out of melt range.
The shotgun is just for the model that has mark of the Wulfen. Hence why it says "Shotgun" not "Shotguns".
I I might need more long range shooting, but the cyclone missile launcher is not alone. It has two plasma rifles, and two Assault cannons to help. I'm not shooting at Land raiders here but rhinos, chimeras and Trukks. All with low armor that is well in the ability of these guns. As for the range, 24 inches is a very far distance. The Assault cannons will be one the edge of deployment. Unless they line up on their back board edge I'll have them in range.
I don't know what to trimm from the HQ's, both the Rune Priests are there to increase the anti transport with their living lightning, Logan is to make basically the entire army scoring units and for his relentless/tank hunting abilities. The Wolf Priest might be an extra but it gives a serious threat in the back field to push his units closer to me for the two terminator squads to charge.
Army's used: Space Wolves, Tomb Kings, High Elves, Tyranids, Tau and Eldar.
Yes, but there's ways to trim. As an example, for the cost of your rune priest with the warrior born, you can buy a squad of long fangs with 4 missile launchers. They stand on foot, will more often have more shots than your rune priest, have stronger shots than your rune priest, and you're not intending your rune priest to be shooting a lot anyways if you're giving him the warrior born saga.
And again with your wolf priest: nobody leaves their strong cc unit sitting in the backfield. Your scouts shouldn't need any extra punch because they're going for shooty units, which tend to be weak against cc. And if someone does have a strong cc unit in the backfield, you just come in on the opposite board edge.
I run a plasma heavy list. It's all plasma all the time. So please believe me when I tell you that you cannot rely on plasma to be your primary anti-tank. It's great for taking out transports and land speeders. Anything heavier than that (AV 12 or higher) and you're going to be losing as many guys to Gets Hot! rolls as you will be taking out tanks. And if someone shows up with a vindicator, you're really going to be in a world of hurt. Getting in a position to shoot at rear armour isn't that easy with a foot slogging list. You need something you can rely on.
Which I guess is my point: you have plenty of anti-transport, but no anti-tank. That's the weak point I currently see that needs to be addressed.
I think you should use Njal storm caller... with his funky abilities which on average ends up putting your apponents in difficult and dangerous terrain you could really cripple their manouverability, and yes i agree with Klajorne, you need long fangs, lots of them... even better is th fact that logan can give them dirty things like tnak hunters and relentless.. perhaps consider these options?
Saga of the hunter is worth it to as you can allow the character and a unit he's attached to to outflank/infiltrate (unless my opponent was making things up... i did kinda just skip the marks of chaos *cough* i mean sagas) but yeah with that attach him to another unit so there's two potential units to outflank the enemy. I dunno space wolves is a lot like the chaos codex too many options... why not just play Skyrar's Dark wolves (CSM) and field units of 15-20 marines? i only know one person to do that and its horrible... he hasn't lost yet well he lost to my dark angels many times but that doesn't count it wasn't at the hobby clubs lol
Win Loss Ratios:
GK: 2:1 Daemons: 5:2 SoB: 5:1 CSM: 1:1 IG: 5:2 BA: 3:1 Deathwing: 6:1 Ravenwing: 1:3 DA 3rd Company: 3:1 SM: 3:1 Necrons: 5:1