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  1. #1
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    6th edition Space Wolves 1500pts

    Any advice on the Space Wolves 1500 pt list below? Aiming in the vicinity of semi-competitive.

    Updated

    HQ
    Rune Priest -150pts
    w/ Divination powers + master of runes

    Rune Priest w/Chooser of the slain -110pts
    w/ Jaws of the World Wolf, Living Lightning

    Elites
    3 Wolf Guard -129pts
    3 combi-melta
    3 Power fists

    Troops
    Grey Hunters x9 -170pts
    Plasma Gun, Wolf Standard, MoTW
    Rhino -35pts

    Grey Hunters x9 -170pts
    Plasma Gun, Wolf Standard, MoTW
    Rhino -35pts

    Grey Hunters x8 -155pts
    Plasma Gun, Wolf Standard, MoTW
    Rhino -35pts

    Fast Attack
    Land Speeder Typhoon w/ ML -90pts

    Heavy Support
    Long Fangs x 6 -140pts
    5 Missile Launchers

    Long Fangs x 6 -140pts
    5 Missile Launchers

    Long Fangs x 6 -140pts
    5 Missile Launchers

    Total 1499


    The Wolf Guard go with the 3 GH squads
    The Rune Priests go with each Long Fangs squad
    Speeder goes to harass stuff

    Thoughts or advice on this list?

    Last edited by Yelroc; July 27th, 2012 at 16:53.

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  3. #2
    Senior Member TheComedian's Avatar
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    You don't need 4 squads of GH. The rule that most people agree on is about 1 troop choice per 500 points. So I would drop the last10 man squad. With those points you could add something more diverse to your army. ( dunno point costs for what, but maybe you could fit in some thunder Wolf Cavalry). Also you could add a third LF squad of 6 for extra cheese and cheapness. All your people look good though, just you shud drop the lasts quad and replace them.

  4. #3
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    Quote Originally Posted by TheComedian View Post
    You don't need 4 squads of GH. The rule that most people agree on is about 1 troop choice per 500 points. So I would drop the last10 man squad. With those points you could add something more diverse to your army. ( dunno point costs for what, but maybe you could fit in some thunder Wolf Cavalry). Also you could add a third LF squad of 6 for extra cheese and cheapness. All your people look good though, just you shud drop the lasts quad and replace them.
    Thanks for the feedback. I've updated my list below to:
    • Drop the 4th GH group,
    • Add one GH to two of the remaining squads,
    • Add a third squad of Long Fangs (hoping it's not too cheesy. Please tell me if it is!),
    • Remove the one melta bomb from a Wolf Guard,
    • And add Land Speeder Typhoon with ML.
    Updated list

    HQ
    Rune Priest -150pts
    w/ Divination powers + master of runes

    Rune Priest w/Chooser of the slain -110pts
    w/ Jaws of the World Wolf, Living Lightning

    Elites
    3 Wolf Guard -129pts
    3 combi-melta
    3 Power fists

    Troops
    Grey Hunters x9 -170pts
    Plasma Gun, Wolf Standard, MoTW
    Rhino -35pts

    Grey Hunters x9 -170pts
    Plasma Gun, Wolf Standard, MoTW
    Rhino -35pts

    Grey Hunters x8 -155pts
    Plasma Gun, Wolf Standard, MoTW
    Rhino -35pts

    Fast Attack
    Land Speeder Typhoon w/ ML -90pts

    Heavy Support
    Long Fangs x 6 -140pts
    5 Missile Launchers

    Long Fangs x 6 -140pts
    5 Missile Launchers

    Long Fangs x 6 -140pts
    5 Missile Launchers

    Total 1499

    The Wolf Guard go with the 3 GH squads
    The Rune Priests go with each Long Fangs squad
    Speeder goes to harass stuff

    Thoughts or advice on this list? Is it considered cheesy at all? If so, I'd like to adjust it.
    Last edited by Yelroc; July 26th, 2012 at 16:35.

  5. #4
    KITTENS GIVE MORBO GAS! theyak's Avatar
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    Hi Yelroc,
    I'm just getting back into 40k myself, but from what I know of 6th edition, I would lean away from powerfists on Wolf Guard.
    Power fists/Thunderhammers/Power Axes/Maces all hit last if I remember correctly, and wolf guard are characters.
    The new challenge rules indicate that if you come across anyone with a power weapon or just lucky with attacks you may never get to swing with that fist.
    The way I have been building my grey hunter/blood claw packs have been to have the power fist in the squad upgrade(even though they only have 2 attacks on charge/counter charge) and put a vanilla power weapon or frost blade on the guard. Keep them cheap and expendable, this will allow you to make and take challenges from big nasty things and let your powerfist do its work hidden in the squad. This is all theory but I'm pretty confident that's probably the way to go.

    3x long fangs, I like it! but you will always run the risk of being called "cheesy" if you capitalize on any strength of an army list, it seems to be the way this game rolls.

    For an alternative suggestion: I like to take a small squad of scouts to help with big tanks that like to hide? My lists have been running 5-10man(depending on points) scouts with plasma up the wazoo, wolf guard with thunderhammer and meltabombs on the squad. I use them to get in the side/rear of artillery or fire-lane camping tanks and take them out so my army can move freely. If no vehicles are there, assault a devestator/havoc/longfang etc to tie em up.

    Hope this helps.
    W/D/L Eleventy trillion billion/NONE/ NONE - I am STILL rulezor!
    WINDMILLS DO NOT WORK THAT WAY!

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    Member Genoraptor's Avatar
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    if your spamming fangs you should buy agis defense line at all times why worry about cover when you bring the best save possible to the party for just 50points with option to take a skyfire weapon as pups lack in this dept as they have no flyer as yet. last ed Typhoons rocked, now they suck not worth the points. whats with the two priests, take nijal for same points and be done with it hes super awesome and by far the best psy defense in the game also he knows all the spells of whatever law he wants.... all of deviation anyone! sac off the wolf guard and max out the hunter squads to 10 and take more special weapons for free in the hunter squads its what makes them awesome. moTw is ok but its a lot of points you have spent on it 45pts it nearly two power fists for your hunter units.

    All in all its a solid list you have been a bit wasteful here and there but with three units of hunters and three longfang pack with priests your cant be doing it far wrong!

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    Quote Originally Posted by Genoraptor View Post
    , take nijal for same points and be done with it hes super awesome and by far the best psy defense in the game also he knows all the spells of whatever law he wants.... all of deviation anyone!

    Anyone can say that, however since GW says "all the powers on page 37" or he may roll for two just like any other Runepriest no one does say it otherwise I pretty well agree with you. I think he took two priest to start with however so he could hit the new powers and still have Jaws and LL which are two of the best powers in the game

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    Maces are not unwieldy, it's great to finally see someone have 5 Heavy weapons in a Long Fang squad, I would ditch the 3 Wolf Guard and just go with a tenth Grey Hunter - can still give them Power Fists, use the points from the Wolf Guard for something else - perhaps another Land Speeder?
    I have a blog, check it out :p - http://forthegloryofgorkandmork.blog...commander.html - brand new post 11/04/13

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    I use to always run my WG with powerfist and combi melta but now with the new rules and being classed as characters this changes alot. 1 in a challange the WG will strike last and u will be very lucky if u get to strike back.
    2 if u choose to turn down the challange he cant fight in that phase and u cant use his Ld which is one of the main reasons u take a WG anyway. Also if u read the new rules, any character who rolls a 6 on the to hit rolls he chooses his target in the unit which is brill. I give him a frost blade which gives him 4att at str5. U roll 1 or 2 6s and target his powerfist guy or any model with a special weapon or something and watch ur opponent get annoyed when he has to take them off lol. Also in a challenge 4att str5 is a bit better and good chance on hurting something. Even any roll of a 6 to hit in shooting too the WG can choose his model that he hit so WG are a must in my eyes........

    I know not many do it but I run a 6 man LF squad with 5 HBs 15 str5 shots which u can move and fire now, yes hitting on 6s but still better than nothing. but amazing at taking out squads of anything with low armour. even brill and wounding Termies making lots of saves for them to fail but the best thing is.....the unit only costs 115pts.

    But good choice on the typhoon. Cracking for sitting at the back of board taking out light armour, and if your opponent knows ur running scouts. this causes a prob straight away for ur opponent even when he is deploying. But the list looks good though. Hope u like........ ^__^
    Last edited by Scarred Moon; August 12th, 2012 at 11:15.
    I am that wolf you always hear, no matter were you are

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    Quote Originally Posted by Scarred Moon View Post
    I use to always run my WG with powerfist and combi melta but now with the new rules and being classed as characters this changes alot. 1 in a challange the WG will strike last and u will be very lucky if u get to strike back.
    2 if u choose to turn down the challange he cant fight in that phase and u cant use his Ld which is one of the main reasons u take a WG anyway. Also if u read the new rules, any character who rolls a 6 on the to hit rolls he chooses his target in the unit which is brill. I give him a frost blade which gives him 4att at str5. U roll 1 or 2 6s and target his powerfist guy or any model with a special weapon or something and watch ur opponent get annoyed when he has to take them off lol. Also in a challenge 4att str5 is a bit better and good chance on hurting something. Even any roll of a 6 to hit in shooting too the WG can choose his model that he hit so WG are a must in my eyes........

    I know not many do it but I run a 6 man LF squad with 5 HBs 15 str5 shots which u can move and fire now, yes hitting on 6s but still better than nothing. but amazing at taking out squads of anything with low armour. even brill and wounding Termies making lots of saves for them to fail but the best thing is.....the unit only costs 115pts.

    But good choice on the typhoon. Cracking for sitting at the back of board taking out light armour, and if your opponent knows ur running scouts. this causes a prob straight away for ur opponent even when he is deploying. But the list looks good though. Hope u like........ ^__^
    Can you explain how the Wolf Guard with a frost blade gets 4 attacks at strength 5? His base attack is 2 and the frost blade gives him str 5 but i'm confused as to where the other 2 attacks are coming from?

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    unless im missing something as only played one game and still reading up on rules. but do u still get +1 att for 2 weapons plus u would either have +1 att for charge or if charged you would get +1 for counter att. So WG would have 2 basic +1 for 2 weapons as he would have power blade and bolt pistol and +1 for either charging or getting charged............sorry if im wrong but think im reading right.

    pg 24 of rule book for add attacks in combat.
    I am that wolf you always hear, no matter were you are

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