The belt of Russ is overused, and I don't think you really need him. If you get stuck in CC its nice against power weap's, but otherwise.... Your termie armor gives you a 5+ so either drop the termie or drop the belt .
Wolf Lord @156pts Thunder Hammer Terminator Armour
Bolt Pistol Wolf Tooth Necklace
Belt of Russ Wolf Tail Tailsmans
I'd say take some chainfists (just in case you make it to a vehicle) and at least an assualt cannon to make them a little more deadly. Termies tend to die fairly fast, esp against a shootie army (wait till you face a BA all-razorback army...)
Wolf Guard Bodyguard @290pts
5 Guard Terminators Storm Bolters Wolf Tooth Necklace
Good Call, I like the Thunder Hammer, but give him a storm bolter instead of the bolt pistol... It works the same in assault (+1) and while you're marching towards the enemy you might pick a few off.
Wolf Battle Leader @115pts Thunder Hammer Terminator Armour
Bolt Pistol Wolf Tooth Necklace
I hate my Ven Dread... Everytime I take this guy, he ALWAYS is killed before making it across the board. His CCW is what really makes him dangerous, the assualt cannon really won't do much in combat. My suggestion would be to put twin-linked autos/lascannons and dump the CCW in favor of a missile launcher. In all the battles where i've seen that combo, its always more effective than trying to get into CC with him. Otherwise, making your opponent reroll his deployment die is always fun and the reroll of the destroy table is fun.
Venerable Dreadnought @171 Right Arm Left Arm
Assault Cannon Combat Weapon
Extra Armour Heavy Flamer
I would say take two 6 man teams of these guys. That way you can still take a special weapon (I prefer melta guns becuz of the up-close 2d6 but plasmas are way cool for killing troops)and two plasma pistols/power weapons for each squad. More bang for your buck, tho transport wise it can be expensive.
Grey Hunter Pack Wolf Pelts(9) @239pts
2 Grey Hunters Bolt Pistols Powerfists
Grey Hunter Plasma Gun
2 Grey Hunters Plasma Pistols Combat Weapons
4 Grey Hunters Bolt Pistols Combat Weapons
This is pretty good, I like the flamer in a BC pack, however if you're suing the new assualt rules drop the plasma pistol for a power weapon (so you get your +2 charge). Oh and Polar was right about the Frost blades... Just take one . If you're itching to spend those points on him make his soon to be bolt pistol master crafted.
Blood Claws Pack Frag Grenades(10) @213pts (including Leader)
Wolf Guard Leader Frost Blade Frost Axe
Blood Claw Bolt Pistol Powerfist
Blood Claw Flamer Power Weapon
Blood Claw Plasma Pistol Combat Weapon
5 Blood Claws Bolt Pistols Combats Weapons
I love Long Fangs!!! I've heard some advice around that you're better off tailoring the force to one type of weapon (all heavy bolters, all plasma cannons). I really like plasma cannons for their blast radius, but they're no so great taking out vehicles. Lascannons RULE! A squad of these with just lascannons will take care of your vehicles. Oh yea, and if you lose the deployment, you may consider putting them in a Rhino.... I've lost my long fangs too many times on the first turn to incoming fire not to do this. The Rhino at least can use blind grens or something to keep em covered.
Long Fang Pack @175pts
Long Fang Pack Leader Meltagun
Long Fang Plasma Cannon
Long Fang Missile Launcher
Long Fang Lascannon
Good and shootie, drop the search light if you're not playing a nite fight. Also drop the pintle SB since they're damn near worthless when you have 2 HBs . Also, You might find that 2 more lascannons in the sponsons would be more valuable, as your army is fairly "shootie" enough to make it into CC where its supposed to be. You'll find alot of your turns won't be firing, but just running to get your troops into CC.
Predator Annihilator @151pts Dozer Blades Linked Lascannons
Pintle Storm Bolter Extra Armour
2 Heavy Bolters Searchlights
So, if there is anything I've learned, take LRs and Rhinos to get your boys into CC. Use other vehicles or Dreads or long fangs to provide covering fire and soften up the enemy line. BTW you migth think of putting a Rune Priest in with your BCs, that always hit first thing, esp on the first charge, can be DEVESTATING to an opponent.
14 x 3 attacks (+2 for charging +1 for two weapons) plus the 5 attacks possible with your Rune priest makes that one hell of a CC unit .
Well, hope I helped some, just what I've learned in the past month of playing!