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1500 Pts - Space Marines Roster - Get of Fenris
1 Rune Priest @ 130 Pts
Space Marine Bike; Wolf Pelt; Power Weapon (x1); True Grit
1 Space Marine Bike
1 Venerable Dreadnought @ 183 Pts
Count as HQ HQ; Twin-Linked Lascannon; Dreadnought CCW; Storm Bolter, Extra Armor,Smoke Launchers
6 Wolf Scouts @ 158 Pts
Bolt Pistol & CCW (x1); Bolt Pistol & Power Weapon (x2); Plasma Pistol & CCW (x2); Meltagun; Melta-Bombs
9 Grey Hunter Pack @ 249 Pts
Bolter & CCW (x4); Bolter & Power Fist (x2); Plasma Pistol & CCW (x2); Meltagun; True Grit; Drop Pod
9 Blood Claws Pack @ 236 Pts
Bolt Pistol & CCW (x7); Bolt Pistol & Power Fist (x2); Frag Grenades; Drop Pod
Wolf Guard Leader Bolt Pistol; Power Fist; Wolf Tooth Necklace
6 Blood Claws Bike Pack @ 210 Pts
Twin-Linked Bolters; Close Combat Weapon (x3); Power Fist (x2); Flamer
1 Land Speeder Squadron @ 85 Pts
Multi-Melta (x1); Typhoon Multiple Missile Launcher (x1)
1 Predator Annihilator @ 160 Pts
Twin-Linked Lascannon; Lascannon (x2), Extra Armor, Pintle-Mounted Storm Bolter
1 Whirlwind @ 85 Pts
Total Roster Cost: 1496
I'd say drop three bikes for more troops.
Three Companies of the 26th Vinancium
143rd Airborne Badgers (99.9% done)
159th Corsair Rifles (35% done))
69th Armored Wall Busters (95% done)
Total 197 men, 12 tanks, 4 Heavy Artillery Pieces
nice list. give your runepriest a frost blade/axe, adding +1 strength, aswell as being a power weapon. Your list says the rune priest only has a power weapon. Use your spare points to give him a bolt pistol(1pt), thus giving him +1 attack in combat. Drop a few bikes, shove the Blood Claws in a rhino with the Rune Priest and off ya go to victory!
Drop melta bmbs on the wolf scouts, they have plentiful plasma and a melta gun.
I really wouldn't bother with a Rhino, storm caller to keep you safe is cool though.
Tornadoes are far superior to Typhoons, and I agree about the bikes.
Predator and Whirlwind are cool.
Every time you read this sig: a fairie dies!
A nice list. Strong anti-armour.
IMO a Typhoon with an MM is not a very good combo. You'll only risk the expensive missiles while getting in range for the MM.
I'd give the Rune Priest a Frost weapon and bolt pistol, as I_Spy_A_Witch said.
Maybe give him a Wolf Tooth Necklace as well.
I'd make the Wolf Scouts cheaper. As they'll probably only survive 1 or 2 turns. I suggest you either go for anti-armour with a cheap meltagun. Or for HQ-hunting with a powerweapon and a couple of plasma pistols.
I agree with Araith. It'd be nice to see an updated version of this list in the not too distant future.
This is definitely a good list if you're primarily playing against heavy armoured armies. Against any type of a swarm army, you're going to get your head handed to you on a platter because you simply cant put enough shots out there to wear them down. Especially at this points level. I know from sad experience that SW are difficult to run balanced at anything under 2000 points, but heres a few things i would recommend.
First, dont bother with a frost axe for your rune priest, give him a rune weapon instead. Also, leave him off the bike and put him in with your Blood Claws squad. A BC squad protected by Storm Caller while assaulting is a very nice thing. Also, with the rune weapong will give you a powerful use for you psychic power when you're in close combat for more than 1 turn. Spend the points you would have on the bike and put it into Rune Armour for the priest, upping his save to 2+.
Second, at this points level, I would strongly recomend dropping your bikes in favor of another squad of troops. Yes, they may not be able to move as quickly on the ground, but you'll probably get better utility out of them than the bikes. In this particular case, I would consider adding a second set of blood claws. They cant carry as much heavy weaponry as the grey hunters can, but they're devastating if used properly.
Third, I would drop the whirlwind and the wolf scouts in favor of a Long Fangs Squad which you could load up with Heavy Bolters and Missle Launchers. Both of these would give you a bit of a long range punch against swarm units, as well as some anti-armour capacity. The Wolf Scouts are useful in that they infiltrate and can go behind enemy lines, but sometimes especially in a 1500 point battle, its more beneficial to have your entire strength on the table from the start.
Fourth, only put one power fist in each squad, especially with the blood claws. If they both get they're attacks its really powerful, but you're putting 20% or more of your squad striking absolutly last. Instead, make one of those powerfists a power weapon. You'll get a similar number of unsavable wounds, and be less likely to take a wound yourself.
Thats about it on my end, hope it helped!
drop all bikes as bikers suck replace with a wolf guard squad with twin lightnin claws !!!!!!!!
I really like this wolf list...it's different than most other wolf lists that I've seen and that's what makes it stand out to me. Most people don't go for the Blood Claw Bikers, but you did, and I think that's awesome!
First - Powerfists...I would argue that you SHOULD keep 2 Powerfists per pack! Powerfists are the most delicious delicious toy for the Space Wolves...what other army can field up to 3 or more powerfists in their basic Troops unit??? Milk it! Here's why:
A. Space Marine Opponents. Most armies out there are filled with Powered Armored Space Marines. Why Space Wolves beat on them is beyond me, but to not only crush marines on a 2+ to wound and negate that powered armor goodness of theirs makes them cry. More so, targeting ICs makes Marine leaders instant pudding if you can get through their invulnerable saves.
B. Wolves are Resilient! Okay, so one argument is that the Powerfists strike last...who frickin cares! You have packed your units with 7 non-powerfisting Power Armored Wolves at Toughness 4. They will almost survive anything to allow your Powerfists to get a go at Initiative 1.
C. Weapons of Massive Destruction. So the opponent has some massive huge warmachine out there that normal wimpy Marines can't handle in closecombat...like a Drednought, Wraithlord, Carnifex or whatever...well guess what, you have at minimal 4 attacks from Strength 8 goodness against them! I've seen many a marines run from a Drednought, but here...your Wolves would jump at the chance to rip one apart! Let them do it! More so, these Powerfists can also be used to rip apart vehicles...just in case you come into range of one.
Wolf Scouts and Then Some. I think you should keep your Scouts. Space Wolves scouts are VERY unique as they can Operate Behind Enemy Lines. What OTHER Scouts can do that? That freaks the hell out of many an opponents...just the pure psychological terror they cause. Your Scouts are decked out to handle both infantry (like Devastator squads who think they are so safe way in the back) and armor...and the melta bombs, although costing you 20pts may seem steep, but in those rare instances when your foe has two tanks side by side bombarding away at you...forget the melta and plasma pistols...charge in for duo meltabombing goodness! On another note, as for Long Fangs, y'know, let the old chaps get some rest. Most commentary that I've read was not in favor of deploying the Long Tooths. More often than naught, they draw a lot of fire in the early game and get wiped out rather quickly. Also, i say keep the Whirlwind. People have been commenting that the Get of Fenris seems weak against "horde" armies...guess what? You have a WHIRLWIND!!! Castellan mines or not, you will hopefully devastate your foes especially since it's no longer a "guess" weapon. I've seen the Castellan mines do wonders...even to the point of scaring an Iron Hands player from moving his Drednoughts delaying them enough to keep them from the objective (gotta love that back armor).
Hmm, your list seems strong, but here's some alternative ideas that you might want to play with...
Anti-Armor and More Melta Goodness. Your force seems quite strong against armor...you got your speeder, your Scouts, your Predator (I may suggest getting HB sponsons instead as they count as defensive weapons and can almost always shoot...but bearing at least 2 Lascannons onto target spells great doom for any vehicles on the receiving end), and your V. Dred. I noticed your two BC packs had no meltaguns (considering they hit at 50% I wonder about arming them with such expensive toys too). I would suggest that perhaps one of them get a melta just in case you meet up with more armor in closer range (or a monster with multiple wounds) and instead, arm your V. Dred with an Assault Cannon. Lascannons are good, but your Dred looks like it's ready to get some action up close and personal. An Assault Cannon allows for both anti-troops and anti-vehicle (with Rending now) although you are somewhat limited in range. However, I think with more firepower to your Blood Claws, your V Dred can afford to shave off some points and get an almost cheesy weapon.
Also, as suggested, you can boost up your Rune Priest...the Power Weapon is alright, but what about a Frost Blade/Axe? That would be cooler and more devastating somewhat! Strength 5 makes a big difference as he has the potential to hack down a deaded Wraithlord! Also, give him a Bolt Pistol. The rules does not state that marine bikers are limited to ONE weapon. They can carry two (check the Games Workshop forums). This gives your Rune Priest an extra attack as previously mentioned. I think you can shave off the pintel mounted Storm Bolter from the Predator.
Anyhow, just my two cents.
However good your advice might be, megaginge and foxen, this list was submitted more half a year ago and the owner has moved on long since. Don't bring up old threads without use.
If you want to talk about the subject I rather advice other SW army threads, the SM forum or the Sons of Russ clan thread.