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Space Wolves (1500pts)

1039 Views 14 Replies 8 Participants Last post by  Foxen
I wanted a troop based Space Wolf army. Making lists is not my strong point, and I would appreciate any help. I realise the biggest problem is the lack of anti-tank weaponary. I have done my best to fix that with the upgrages I have given my units........

Let the feeding frenzy begin.........

HQ
Bran Wolfsbane 135
Wolf Lord Terminator Armour
True Grit Storm Bolter
Runic Charm
Wolf Tooth Necklace
Frost Blade

Olaf Heartstone 140
Rune Priest Plasma Pistol
True Grit Rune Weapon
Wolf Tooth Necklace

Elites
10 Wolf Scouts 200
Infiltrators Frag Grenades
Move Through Cover Meltabombs
Operate behind enemy lines Power Weapons

4 Wolf Guard 259
True Grit Terminator Armour
Storm Bolters
Power Fists
Heavy Flamer

Troops
10 Grey Hunters Pack 215
True Grit Bolter and Weapon
Power Fist
Power Weapon
Meltagun

10 Grey Hunters Pack 215
True Grit Bolter and Weapon
Power Fist
Power Weapon
Meltagun

10 Blood Claws Pack 168
Head-strong Power Fist
Berserk charge Power Weapon
Meltagun

10 Blood Claws Pack 168
Head-strong Power Fist
Berserk charge Power Weapon
Meltagun




Total 1500
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Errr I hate to tell you this Chemicalcaveman, but you need to re format it, its impossible to read.

[edit] cool, right, firstly you haven't said what the IC's are (wolf lord, wolf priest etc).

Anyway, on to the list:

Most of it is good, you could do with some form of heavy support, I Suggest using a venerable dreadnaught as your second HQ as they are just so versatile. A unit of long fangs might be a good idea as well, even though they are a bit pricey they aren't a bad unit.

I would give the BC units a wolf guard just to give them a bit more of an edge, maybe give them rhinos (you would have to make the squad 9 strong).


The grey hunters are good, you may not need to give them the CCW even though they have true grit, either way they are a good solid core.

I feel assault cannons are better on the wolf guard than a heavy flamer, it give you a bit more firepower and your CC abilities don't suffer.

Hope this helps.
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wow that's a lot of rushing infantry... I can't help but feel this list may have some trouble against a mechanised firepower list of let's say Tau. High power ordnance will rip through piles of your guys, however, against another CC army, I foresee some rather acute cases of death in their future.

However, most standing fire armies like to position themselves as far back in their deployment zone as possible. This is where the 2 squads of Scouts come in (I assume there is 2 since the max number/squad is 6) I hope you send both of them behind enemy lines with Meltas or other nasty weapons, since they will make rather short work of most tank rear armor and quite likely tie up units of guys. (they can't shoot at the advancing horde if they're locked in combat).
Again against ordance or highly shooty lists *ouc*
However against other asaulters it could be quite deadly.
Here comes the advice of Wulfbanes:

Ok, first off,
Hell yeah! Finaly, Wolf armies which hoard the enemy, realy nice. Compliments on that.
Than, the pointers:
1. Wolf Scout units can be of 4 to 6, so you will need to split in TWO units, or your squad is illegal. Also, Melta Bombs make scouts too pricey, and you will be better off with some tricky heavy fire-power.
2. You know, as clear as we and more importantly, your opponents can see, that you do not have long range shooting power. As with the CC power of the wolves you do not need this, but it would sure be an advantage to blow up things which can really hurt you. Two ways to do this: 1. Get a Venerable Dreadnought. Great guys, but since you aren't mechanised, will be shot down first/second turn, effectively not making it very worthwhile. 2. Long Fangs, this is infantry, with WOUNDS, which can take bullets before dying. I suggest dropping this unit:

10 Grey Hunters Pack 215
True Grit Bolter and Weapon
Power Fist
Power Weapon
Meltagun

and some piece of equipment of another unit.

And get yourself

218
1 Long fang Pack Leader and 4 Long Fangs w/
2 Missile Launchers, 2 Lascannons

This will get you some really effective long range fire support, to eliminate all threats coming your way.
Stick this unit togheter with the remaining Grey Hunter unit in the rear of your army, and shoot everything up. *note, the Grey Hunter unit with this job would be better of with a Plasma gun.*

I hope you can do something with that.

Cheers!
~Wolf's gone
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Thanks guys, some great ideas that did not even occur to me.

How I missed the six model limit on the scouts, I will never know................

Keep the suggestions coming, I am finding them really helpful, I will go with the dropping of one squad of Grey Hunters for the Long Fangs.....
No problem ChemicalCaveman,
It's our sole purpose in life ;)

On the other hand, I was thinking, that it might be handier to drop one of the Blood Claw units instead, and some members of the two Grey Hunter squads to pay for:
3 missiles and 1 lascannon (sparing 15 points)
just to have some more experienced units. On the other hand, Blood Claws rock when gaining the charge... decisions decisions.
I leave it all up to you :p
Interesting set up. Chem, I am assuming that you haven't bought a significant portion of your Wolves yet and still have some room to be flexible.

A Few quick notes...

Wolves on feet = Wolf Hides for your Foes
I'm not sure if you're "purposely" going for a non-mechanized Wolf Army, but from what I've seen, the Wolves need to be mobile, leaping and attacking their foes ASAP in CC. That is their strength and their redemption. Why create a "shooty" foot-slogging Wolves army that can be outshot by your Vanilla marines? Let the wolves be wolves and let them sink their teeth into their opponents as soon as they can. If can, give them some Rhinos, or even drop pods. I've seen good solid foot-slogging armies (not counting nids)...most are very shooty and most have A LOT of troops to get shot up. There are much less foot-sloggin effective close-combat armies these days. How many turns does it take for your Wolves to walk to the enemy or the objective?

As already suggested...Assault Cannons for the Terminators, if you get Terminators at all. Remember, Terminator Wolves have to be Drop Podded (as opposed to Teleported)...I think. The rules that Wolves don't teleport, to the best of my knowledge, still stands... Are the Terminators walking into combat? I would almost suggest dropping the Terminator Squad and giving your Wolves more mobility and/or adding a bit more firepower. But, what's the fun of that right?

Also, how are you planning to deck out your scouts? Please be more specific. Note that only one scout squad can OBEL (operate behind enemy lines), not both.

Anyhow, I would love to see how a walking Wolf army does...if you manage to keep your Wolves out of Rhinos or Drop Pods, please write up a Battle Report.

Thanks,
Fox
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Well foxen, thats the thing, I have most of my models already, reclaimed from several other Space Marine Armies I started. The major problem is that I have no rhino's and no money to buy them. So I am making do with what I got. I can see your point about leaving wolves do what wolves do, and I will think about it and see what I can do.

If only one unit of Scouts can "go behind enemy lines" I might drop 4 of them altogether, because I only want them to cause my oppenent a headache by treatening their tanks.....

Great work guys, plently to mull over.......
You're short on anti-armour all right.

My first suggestion is to kit the Scouts for anti-armour competely: meltagun, maybe PP and meltabombs 'cause in this list you must be sure that they will at least kill one tank or you're lost.

A second suggestion is getting a couple of cheapish 'Speeders with multi-melta's to aid in the destruction of faster vehicles. For only 65 pts a piece you can at least stick in 1 for the points saved on the Scouts. If you decide to bring Scouts back to a bare minimum of 4 Scouts with a melta, you can fit in 2 'Speeders.
Which would give you 1 melta coming in on the enemy's rear to drop at least 1 vehicle bombing you from across the field or keeping a heavy weapon unit busy and 2 multi-melta's zapping across the field taking out other vehicles. In other words, a great support for your slogging troops.

On to the ground troops. The infantry is fine. Keep the GHs behind the BCs and the Rune Priest in one of the BC packs to get them across in 'reasonable' shape. Use terrain to your advantage.
As you're slogging the GHs are immensely important as they will fight at least 1 turn longer than the Claws.

The Wolf Guard I would equip with assault cannons. But as you have them slogging you could also consider cyclone missile launchers, something which would also give you long-range fire support which can move AND shoot AND is much more durable than Long Fangs. If you're still worried about their survival you could consider a Runic Charm for a couple of them.


Tai'shar
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Thanks Aroith for the comments. I really don't want to go the speeder or jetback route. I don't play a lot of games and winning is not that important to me. I get a lot more satisafication by having the fluff right, so that sort of rules out those two options. The tooling up of the Scouts for tank takey-outage is exactly the idea I was going for, I will definitly invest in a meltagun, but if I remember correctly I don't like the current model. (Another thing I am big on!) So a conversion is in order.

I will go the assault cannon though, rending makes a big difference in this edition.

Great help Wolf Brothers :)
as for money.

Partycups or bottles painted shadow gray do for cheap droppods.
Chem, I understand your delimma with miniatures and buying more stuff. Heh. Sometimes, when reading advice from the board, I want to believe that money grows on trees for these folks. But the harshness of reality dictates otherwise.

Anyhow... since you (and I) are limited on funds, I'll do some quick suggestion on scouts.

1st - only one pack CAN OBEL. If you use two, the other can infiltrate and become VERY annoying.

2nd - Depends what you want them to do, depends on how pumped up you make them.

You'll definately need the Meltagun at bare minimum (I converted Catachan and Marines for scouts, once I finish painting them I'll post something). The Melta has a great chance at popping back armor or any armor. However, if you wish to buttress the Melta, stick in one or two Plasma Pistols. Many Wolf players do that...at S7, PPs can still easily rip through back armor (likewise those Bolt Pistols have a gamble of a shot at it too!).

If you want to make your scouts more flexible...and just incase your opponent has multiple tanks etc. side by side...consider meltabombs (getting expensive now). Instead of shooting and popping a tank, you might want to assault two tanks and instant-hit (if they didn't move) doing what I'd consider instant death on two tanks! Why not shoot? Cause under 4th Ed and altered 3rd Ed rules, your unit must assault the unit you shoot at...and if you destroy it...well, good luck trying to assault the other tank.

For just in case Dev squads hiding out back...power weapons and Frag Grenades. This really tools up your Scout squad. Mine ranges around 160+ points for a very TOOLED up suicide squad....add in a Wolfguard with Powerfist (or Thunderhammer) or whatever...that's an extra 50+ points if you want to add more fuel to the fire.

Again, most scouts are suicide squads good for one shot at popping a critical tank or attacking (and tying up) a critical unit. They also take and hold positions which is awesome. I'd rather go with one ultra tooled up scout squad than with two squads, but then again I deck out my units so I have low model count but high quality battling action.

If you do get a second squad, infiltration is often a ***** against your foes....but that squad, in my guess, will likely get chewed up.

Just some thoughts about scouts.

Fox
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Thanks Aroith for the comments. I really don't want to go the speeder or jetback route. I don't play a lot of games and winning is not that important to me. I get a lot more satisafication by having the fluff right, so that sort of rules out those two options.
I understand and feel the same. But it's a matter of perception and interpretation (something SW are very strong and independent in ;) ). Some Wolf Lords might consider those fancy vehicles useful to come out victorious. At least I do.

Chem, I understand your delimma with miniatures and buying more stuff. Heh. Sometimes, when reading advice from the board, I want to believe that money grows on trees for these folks. But the harshness of reality dictates otherwise.
Understand me right, I'm only giving advice on what would be best. Whether you want or can do it is another thing altogether. I couldn't buy my own advice either. :p

And that's some solid advice on the Scouts.
Btw, if you want a melta-model you can always use a flamer and chip off the gass container (at the bottom), give it a nice paintjob and you'll have a worthwile meltagun.


Tai'shar
Araith said:
Btw, if you want a melta-model you can always use a flamer and chip off the gass container (at the bottom), give it a nice paintjob and you'll have a worthwile meltagun.
And that's great advice on saving some money!
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