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Discussion Starter · #1 · (Edited)
well this is my first try at a list for 13th so i decided 1500pts would be decent due to the hqs

but anyway please offer any suggestions you may have

hq 1 wolf lord 167
Wolf tooth necklace
Belt of russ
Bolt pistol
Frost blade
3 fenrisien wolves

hq 1 rune priest 130
The gate
chooser of the slain
Wolf tooth necklace
Frost blade
Storm shield

Elite 9 storm claws 275
Bolt pistols
7x cc weapons
2x powerfists
1 wolf guard
Wolf tooth necklace
Powerfist
Bolt pistol

Troop 8 grey slayers 188
2xplasma guns

Troop 8 grey slayers 188
2x meltagun

Troop 8 grey slayers 188
2x meltagun

Fast attack 80
8fenrisien wolves

Fast attack 80
8 fenrisien wolves

Heavy support 203
4 long fangs
3xmissile launcher
1x lascannon
Pack leader
Bolt pistol
cc weapon

models 57 pts 1499
 

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Yes, a 13th company list!

Your wolf lord is fine, I personally like giving him a storm claw bodyguard so he has backup in CC.

I would give the rune priest terminator armour, as he will no doubt be gating units around, anything like battle cannons are probably going to head his way, T armour gives you a cheap inv. save and a awesome armour.

The long fangs are good, but a little pricey, in my experience arming them with 2 missile launchers and 2 heavy bolters makes them quite effective. It will also free up about 20 points.

Where are the wulfen? they are one of the best units! a squad of 10 are invaluable IMO.

The rest of the list is fine, it should serve you well. Great job!
 

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Discussion Starter · #3 ·
The_Outsider said:
I would give the rune priest terminator armour, as he will no doubt be gating units around, anything like battle cannons are probably going to head his way, T armour gives you a cheap inv. save and a awesome armour.
i will only be gating a unit or 2 of grey slayers as i dont really want a 130pt model used as a taxi, he should be in cc a lot which is why I gave him a shield, and the chooser of the slain is to make infiltrating troops have a 50% chance of failing.

The_Outsider said:
Where are the wulfen? they are one of the best units! a squad of 10 are invaluable IMO
i personally think they are to unreliable if you dont have a wolf priest, they might have higher strength ws iniative and more attacks than storm claws but they also have no power weapons and animal rage, which is why I prefer storm claws without a wolf priest

The_Outsider said:
The long fangs are good, but a little pricey, in my experience arming them with 2 missile launchers and 2 heavy bolters makes them quite effective. It will also free up about 20 points.
long fangs are my only real anti armour other than powefists and multimeltas, so to equip them with 2 heavy bolters instead of a lascannon and a missile launcher is for me a big no no, ive already got greyslayers and wolves to take out troops but only 2 multi meltas and 3 powerfist to take out tanks so my long fangs are for anti tank, though i do not know what config i should take on missile launchers, is a lascannon enough? or should i make my missile launchers krak
 

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I suppose your right about the wulfen, I don't take a rune priest that often, just a standard WP with plasma pistol who joins the wulfen, it is a powerful unit but agianst some opponents they get exterminated about 10" away from the enemy.

Anyway as for the long fangs, I find that lascannons are terribly ineffecient, I would go for all missile launchers so you can frag stuff as well. An all lascannon squad would so expensive whil missile launchers are cheaper and nearly as good.
 

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Discussion Starter · #5 ·
The_Outsider said:
An all lascannon squad would so expensive whil missile launchers are cheaper and nearly as good.
im, not saying goin with a full lascannon squad that would just be daft but i d include 1 to help take out tanks and i find 3 krak missiles+1 lascannon is slightly better than 4 missile launchers, but hardly worth noticing really.

The_Outsider said:
I would go for all missile launchers so you can frag stuff as well.
can you choose as you go, i thought you had to chose before the battle?
Anyway yes 4 missile launchers would be able to take out squads easy but i think 3 missile launchers is quit enough to destroy squads (i might inclue 4 missile launchers if i was going against a swarm but as this is an all comers list I think il leave it as it is, but a lot of fair points in your arguments)
 

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Yeah, you can choose mid battle, nowhere to my knowledge does it say you must choose the ammunition type before games, so you can switch mid game.

I just don't see the lascannon as worth it on a 5 strong squad that costs over 200 points, the missile launchers do keep it cheaper, but thats just me.
 

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Discussion Starter · #7 ·
so basiacally on turn one all your missile launchers coulb be using krak missiles then change on turn 3 to frag than back again to krak on turn 6
so could you do this?
turn 1-2 krak
turn 3-5 frag
turn 6 krak

anyway againts armour rating 14 4 missile launchers have a 5.55% chance of destroying the vehicle whereas 1 lascannon and 3 missile launchers have a 8.33% chance of destroying it
so just making it slightly more viable even at its 15 extra pts
 

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Slave to the flesh
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Not quite, you misinterpeted how I meant 'mid', I meant at any given turn it can be fired how you like.

For example:

turn 1 krak
turn 2 frag
turn 3 frag
turn 4 frag
turn 5 krak

Statistically yes you are right, but you haven't factored in (which you can't) return fire, long fangs are often targeted by enemy heavy weapons as they are your only heavy weapons, as soon as you remove casulaties it hurt, I have real difficulty choosing whether to kill the pack leader or say a heavy bolter.

The lascannon just isn't versatile enough to warrant survival over a missile launcher.

Hope this helps.
 

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Something I'd also consider is taking a second unit of Wolves. Something cheap and fast to balance this small army.


Tai'shar
 

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I must have misread. As you can see from my post I thought there was only 1 unit of Wolves. ;)
No problem with 16 Wolves.


Tai'shar
 
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