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2000 SW Army

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536 views 6 replies 5 participants last post by  hydrashok 
#1 ·
Making another attempt at a SW army list. This one is based significantly off of one used by jy2:

HQ: Rune Priest - Chooser, Jaws, Living Lightning
HQ: Rune Priest - Chooser, Storm Caller, Living Lightning

Elites:
2x Dreadnaught w/ 2x TL Autocannon
10x Wolf Guard Pack
- 3x Power Armor w/ Combi-meltagun and power fist(Squad Leaders for GHs in Raorbacks)
- 4x Terminator Armor w/ Combi-meltagun and PF
- 2x Terminator Armor w/ Combi-flamer
- 1x Terminator Armor w/ Mark of the Wulfen, Melta bombs, Combi-meltagun, PF, Cyclone missile launcher
- Drop Pod

Troops:
6x Grey Hunters w/ Meltagun, Rhino
6x Grey Hunters w/ Meltagun, Rhino
6x Grey Hunters w/ Flamer, Razorback w/ LC & TL Plasmagun
6x Grey Hunters w/ Flamer, Razorback w/ LC & TL Plasmagun
6x Grey Hunters w/ Flamer, Razorback w/ LC & TL Plasmagun

Heavy:
6x Long Fangs w/ 5x ML
6x Long Fangs w/ 5x ML

The two rune priests would be part of the GH squads in Rhinos.

The 7 termi wolf guard drop podding in provide some good artillery/devastator busting ability. Their primary use would be dropping behind enemy lines to take out LRs, MCs, or devastator squads. The dreads are basically can openers, there to stand in the back and take out transports. Obviously the long fangs do what long fangs do best.
 
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#2 ·
Hey

Hmmm... straight away I can tell that it is indeed based off of a similar list indeed posted by jy2, and they are extremely effective. Nevertheless, let's examine it closer.

HQ
Very solid Rune Priests here, with no wargear added unnecessarily, and placed in squads that are good in there own right, although those squads are not too beefed, which could pose a hinderance. But as for the RPs they are fine as they are. Good job.

ELITES
The only trouble that I can see with this list is the lack of anti-tank. It is balanced in many other ways, such as cost effectiveness and target priority, but there is nothing that your opponent would not fear. Therefore, I would have to suggest that you either give one of your Dreadnoughts a TL-Lascannon, or you dish out and place one or two in a Long Fang squad. While Autocannons will do quite a reasonable job, I just feel that you would much prefer the added assurance of being able to destroy any high armor value vehicles, rather than just hindering them.

I like your Wolf Guard, however one thing I did notice is that one is outfitted with Mark of the Wulfen and a Power Fist. Unfortunately MotW cannot be used in conjunction with any other weapon. Just with what the model has to begin with, ie. claws and teeth. So no mixing and matching here. Having said that however, I don't think that putting a Powerfist on this model would be a good idea, seeing as how it has a CML. No doubt you will want to protect this valuable weapon, and even though there are other models where you can allocate wounds, I think it needs to protect its own too. By giving it a Powerfist, it is hitting at Initiative 1, and therefore is vulnerable to be destroyed before it can hit back, obviously. So, I would much rather want a Wolf Claw, or two, so that it has a greater chance of survival if ever the squad was charged. Not to mention that it hits hard itself. Other than that minor inconvenince, I think you are using them wisely, and with good intentions, but without the right unit supporting them, ie. a Long Fang squad, they could falter. Just be aware of that.

TROOPS
I said that the biggest problem here was the lack of anti-tank, and even though you do have a Lascannon on each Razorback, I wouldn't be putting all of my faith into them. They are a good means to get some heavy weapons around the breadth of the battlefield, but I don't see them doing a whole lot. This is why I would much rather have some more "solid" Lascannons around the field, to provide some indefinite amount of fire for your Wolf Guard and Grey Hunters, who by the way are pretty good to. It wouldn't hurt to maybe give them a Power Weapon or something of the like, but that is up to you.

HEAVY SUPPORT
Yeah, as I have said, as you have an insane amount of Blast Templates raining across the battlefield, I think that you wouldn't be at a terrible disadvantage if you maybe swapped one or two of them out for a Lascannon, but that is if the Dreadnoughts don't do the same. Regardless, I like the fact that you have two squads of Long Fangs, so that one you can prioritise your targets correctly, and still be able to send other enemy units packing while still covering your Wolf Guard and Grey Hunters. A solid job.

All in all, a good list. You have certainly drawn some inspiration from jy2 and his lists, so you won't be disappointed.

Good Hunting.
 
#3 ·
Terminators count as 2 models in drop pods, so you'll be limited to 5, not 7. Looks like a solid all-comers list but it seems like you may be lacking in CC punch. You definitely have a lot of shooting, but in the world of fast armies and cover saves I'm wondering how it will work on the table.
 
#4 ·
Made a few changes to the list as per suggestions on here. Will sum up the changes after the list:

HQ: Rune Priest - Chooser, Jaws, Living Lightning
HQ: Rune Priest - Chooser, Storm Caller, Living Lightning

Elites:
Dreadnaught w/ 2x TL Autocannon
8x Wolf Guard Pack
- 3x Power Armor w/ Combi-meltagun and power fist(Squad Leaders for GHs in Raorbacks)
- 5x Terminator Armor w/ Combi-meltaguns, melta-bombs, PFs
- Drop Pod

Troops:
5x Grey Hunters w/ Meltagun, Power Weapon, Wolf Standard, Rhino
6x Grey Hunters w/ Meltagun, Power Weapon, Wolf Standard, Rhino
6x Grey Hunters w/ Flamer, Powerfist, Wolf Standard, Razorback w/ LC & TL Plasmagun
6x Grey Hunters w/ Flamer, Powerfist, Wolf Standard, Razorback w/ LC & TL Plasmagun
6x Grey Hunters w/ Flamer, Powerfist, Wolf Standard, Razorback w/ LC & TL Plasmagun

Heavy:
6x Long Fangs w/ 3x ML, 2x LC
6x Long Fangs w/ 3x ML, 2x LC

So, dropped one of the dreads. Kept the other one for anti-transport fire. Dropped down the wolf guard in the pod to 5 termies, each with combi-meltas, power fists, and melta-bombs to further their job as an anti-heavy squad. Beefed up the GH squads a bit, adding Wolf Standards to all of them as well as a PF in each squad. That will put 2 PFs in each of the GH squads not going with a RP thanks to wolf guard squad leaders along with wolf standards, which will help a bit with assault. The Long Fangs each traded 2 MLs for 2 LCs. The MLs can still go for any non-14 armor vehicles or groups of infantry, while the LCs can go for the big ones.
 
#5 ·
This list definately looks better than the first one. I in fact only have one problem I've noticed.

In your list you mention that 3 of your Wolf guard will be joining your squads in Rozorbacks. Simply put these squads will be 7 men with the Wolf Guard and the transports have a 6 man capacity. Should you drop a Grey Hunter from each of these squads you should have enogh to upgrade the Rhino for your 5 man Grey Hunter squad to a Las/ Plas Razorback.

Other than that your list looks pretty solid, best of luck with it :soldier:
 
#6 ·
Doh. I tried to be careful about those transport capacities on the second list, but then I started bouncing stuff around to make up some points and completely forgot. Unfortunately that is one type of validation that army builder doesn't do. So, adjusted list:

HQ: Rune Priest - Chooser, Jaws, Living Lightning
HQ: Rune Priest - Chooser, Storm Caller, Living Lightning

Elites:
Dreadnaught w/ 2x TL Autocannon
8x Wolf Guard Pack
- 3x Power Armor w/ Combi-meltagun and power fist(Squad Leaders for GHs in Raorbacks)
- 5x Terminator Armor w/ Combi-meltaguns, melta-bombs, PFs
- Drop Pod

Troops:
6x Grey Hunters w/ Power Weapon, Wolf Standard, Rhino
5x Grey Hunters w/ Meltagun, Power Weapon, Wolf Standard, Razorback w/ LC & TL Plasmagun
5x Grey Hunters w/ Flamer, Powerfist, Wolf Standard, Razorback w/ LC & TL Plasmagun
5x Grey Hunters w/ Flamer, Powerfist, Wolf Standard, Razorback w/ LC & TL Plasmagun
5x Grey Hunters w/ Flamer, Powerfist, Wolf Standard, Razorback w/ LC & TL Plasmagun

Heavy:
6x Long Fangs w/ 3x ML, 2x LC
6x Long Fangs w/ 3x ML, 2x LC

Transport capacity problem should be fixed. Rhino squad and meltagun razorback squad are joined by rune priests, flamer razorback squads are joined by power armor wolf guard.
 
#7 ·
The one thing that I noticed is that you gave power fists to three of your GH squads and power weapons to the other two. Using some good old fashioned math hammer you will find that mark of the wulfen out performs power weapons in every possible scenario for the same cost as power weapons, so I would suggest a straight swap of power weapons for motw. Remember that the power fists that the GH are equipped with only get two attacks the first round of combat (base + charge/counter-attack) and only one on any subsequent rounds. Our old friend math hammer tells us that it will out perform motw in the first round of combat against MEQ weapon skill, tounghness, and armor save (0.76 wounds for the motw vs. 0.83), but will actually be outclassed by motw in subsequent rounds (0.62 vs. 0.41). It also strikes at initiative 1 vs. 4 meaning that the model wielding it could be killed before it even had a chance to strike back. So you have to ask yourself the question "Is a power fist that will be outperformed against all infantry by motw worth almost twice the cost?" I would say no because you already have a wolf guard member with a power fist in the squad. Switching the power fists out for motw will save you 30 points which I would use to add a power weapon and extra model with a free flamer to the GH in the rhino with the rune priest attached. Now you have a unit with 3 force weapon attacks, D6+2 motw attacks, and 3 power weapon attacks on the first round of combat and 9 MEQ wounds to act as a tank/tarpit.
 
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