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Discussion Starter · #1 · (Edited)
Hey guys I've been using this forum as a resource now for a while, however I live in Australia and we have quite a different meta game to you guys. The quickest way to describe it is that we have to choose a list which looks weak, but is actually as strong as we can make it, balancing out those 2 factors. This is because we use comp to mark lists on how hard either a panel or the TO judges them to be. Therefore, ultimatley the best list is the one that picks up the highest comp (A soft score like sportsmanship) while retaining high strength against all comers.

That asside, this is my first draft of a foot slogging SW list with 13th company in mind.

Rune Priest 110
Powers: living lightning and Jaws of the world wolf, chooser of the slain

Wolf priest 140
Jump pack, plasma pistol
(Goes with the skyclaws, still not 100% if this is the most effective option. Basicly going to use this unit as a way to pop vehicles then charge the contents.)

Elites
Wolf guard pack 124 (Split into the melta/flamer packs, plasma pack is more fire support to the others, and will move mid field and support objectives/combats the other squads become involved in)
1 w/ twin wolf claws
1 w/ power fist
1 w/ frost axe

Troops
10 grey hunters 180
1 meltagun, 1 flamer, mark of the wulfen, Power weapon

10 grey hunters 195
2 meltaguns, mark of the wulfen, power fist

10 grey hunters 190
2 plasma guns, mark of the wulfen, power weapon

10 grey hunters 185
2 meltaguns, mark of the wulfen, power weapon

Fast Attack
6 sky claws 133
Melta gun, power weapon

10 fenrisian wolves 80

3 Thunder wolf cavalry 180
Thunder hammer
Heavy support
5 long fangs 115
4 missile launchers

5 long fangs 115
4 missile launchers

1750

 

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I would start off by saying if your going to use sky claws add more members to it. Second make the flamer into a melta gun in the first grey hunter squad and swap out the pf for pw in the second. The fist only gets one attack base so its kind of useless. I would really consider givin the troops rhinos because usually a marine hiking across the board is a dead marine. Other than that it looks like a good list.




 

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Is the comp based on opinion or a checklist? If its based on opinion then you're screwed just by taking SW with a RP and some Thunder Wolf Cavalry from what I've seen of some people. If its based on a checklist then we can help you design a good army with a good comp score.

For the skyclaws I would drop the power weapon for MotW and up their numbers.
 

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Discussion Starter · #4 ·
Comp

Cheers for the replies guys, really appreciate it.

In regards to comp, the tourney im attending in a couple of months uses peer based comp, you mark an army out of 5, 3 being an average army (decently built, fairly low amount of spammed strong units with the same combination of wargear (depends on army) and balanced to take all comers) a 1 would be, for example, a double lash oblit/defiler/whatever take advantage of the lash spam list. Or an ork battle wagon spam list with ghazgull. Of course theres going to be exceptions to the rule, however at the end of the day it comes down to the other persons opinion of how well the army will synergise on the battle field into a cohesive force.

This means I want to avoid min maxing, which I have tried to do in some respects here by putting different weps on the pack leads, as well as taking a sub optimal power fist GH. Also because its 13th company based, I really don't want to take rhinos as good as that is in 5th ed, and this will also add a LOT to my comp. In Australia people love seeing something different, and this normally changes their view of an army.

One thing that seems carbon copy cookie cutter are the long fangs, but as I have no real long ranged anti-tank apart from them they should be OK for me, although some people may frown down on the missile spam.

As to the sky claws, good point. Should I go 10 strong? what do you think I should drop to get the points for that? Also, would bikes be a better choice for this army? Being able to turbo boost and go ahead of my thunderwolves and fenrisian's is tempting+the multi melta would help.

Again, thanks for the advice sorry about the wall of text.
 

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You mentioned it was 13th company based. The 13th company doesn't use jump packs so skyclaws probably aren't a great idea. You might want to use swiftclaws instead as the 13th has bikers, or you could try adding more wolves and give one of your HQs the saga of the Wolfkin. I would also suggest switching the 2x WC out for a thunderhammer-> its 5pts cheaper and will probably be more helpful, plus it looks awesome. If you can find the points, you might want to take another rune priest (maybe drop the wolf priest for one). The reason is you need more stormcaller. Otherwise your marines will get munched on by battlecannons, missiles, plasma, etc.

One big thing: Drop JotWW. Its not a great power except against Necrons, nids, orks, and possibly IG, but people tend to get rather overly dramatic about it and will probably score you very low on comp just because you have a single guy with it. Grab stormcaller instead because you really need the cover saves. This might also be a situation where you might want to get him the upgrade so he can use stormcaller and living lightning both in one turn. If you end up taking a second one give him stormcaller and murderous hurricane (a great power that works well against infantry and transports alike).

Just remember, though, that as you are taking the newest army some people may just call cheese for no reason and score you low on comp. I'm not a fan of peer review comp because some people think some things are better then they are, or choose to comp people low just to improve their chances of winning. At least with spreadsheet comp you can try to dodge the system with another spreadsheet, but with peer comp you don't know what to expect. You may end up facing someone who things taking 3x biovores and 3x lictors is cheese, or you might face someone who wouldn't bat an eye at 3x TWC with 4 RPs.
 
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