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Discussion Starter · #1 ·
I am going to be facing a pretty tough spae wolve army tommorow, my opponent normally takes 1 long fang squad, a whirlwind, like 6-8 bikes, 2 blood claw squads one in transport and a terminator squad along with a vindicare assassin oh and last time he used a nasty scout squad which had some kind of rule that allows them to appear anywhere (its like long range inflitraitors or something) and he normally loads them up with plasma pistols and melta bombs to get at the back of my tanks, So what should i field in my army? it will be a ~1500-1750pt game most likely
 

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From my expieriance Space Wolves are good at cc and shooting. Take as many tanks as possible and have some Storm Troopers gaurd them from those pesky Scouts. Use your infantry to try to out flank them and then shoot them like, keep them on at least two table qaurters but have infantry in them. Use Armoured Fist sqauds to secure them or tie up the Space Wolves in there for as long as it takes to get your infantry sqauds in there.
 

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Discussion Starter · #3 ·
how well do vanquishers do against land radiers? cuz he said he has a new surprize for me and last time i was there i saw the land raider box, too bad he has no clue the guard can field AT tanks hehehe he thinks i cant even penetrate the armour ...
 

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Vanquishers are one of the best tank-hunter tanks. The Vanquisher AT shell does 2D6+8 up to a maximum penetration of 20! With odds like that a Vanquisher is good against alot of tough things. I would recomend in investing in one. Land Raider, HAH. Best tank in the galaxy :roll: ..........
 

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Discussion Starter · #5 ·
does anyone have an army list which i could use to fight against the space wolves, or at the very least get some inspiration from?
 

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I would say keep them spread out. Keep as much of your army engaged as much of the time as possible. Probably the best way to do this (that I can think of) is what was already mentioned: using armored fist squads to fix the Wolves in stationary positions while you pound them (if a few guard get caught under a blast marker, meh...). Beyond that, I think armor is a good idea, maybe with an additional armored fist squad or two, maybe some Ogryns of Rough Riders behind them as a rapid reaction rear-gaurd, especially to fight off those pesky-scouts. Also, if you do go for lots of armor focus your intial volleys on the anti-tank stuff, especially if there's a lot of it. A few shots at the assault troops would probably be healthy too.
 

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As ColonelKillmore said, definitly have a couple of units that can stand a chance in hand to hand guarding your tanks from those wolf scouts.
I used to play Space Wolfs and know those scouts are nasty. They always come in reserve and are deployed on your openents table side.
Useing 3rd edition assult rules, I could take out a max of two tanks with them. One with plasma and the other with melta-bombs. Now with 4th edition assult rules you have to charge the unit/tank you shot at.
And definitly, have a Vanquisher. If I played guard, I would always field one. It's a leman russ battle tank with a spiffy anti-tank shot.
 

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with the tanks - put there rear armour against the back of the table so he cant get to the back - also if your nasty play a scenario that wont allow infiltrators! Hehe then the scouts have to set up as normal :D

Hit his long fangs with battle cannons - and his raider wont last Vs the vanquisher - his wolves wont take kindly to battle cannons - and terms hate earhtshakers - what about a hellhound - if you kill one dude they will soon be falling back - and take a nice fire support squad, maybe two - Take out the blood claws rhinos really quick :D always fun when they have to walk and face battle cannons! Haha - run wolves run!
 

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i love usin lots of infantry heavy weps units, lots n lots of nfantry heavy weps units hehe...

y fire 2 or 3 anti tank (or anti troop) weps from a tank when u can fire a dozen from the ground....... <_<
 
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