The tourney format is 3 rounds, each round has a primary (10 pts), secondary (6pts) and tertiary (4pts) objectives. They are a bit themed, but there is a lot of controlling points, having scoring units in their deployment zone and scoring units in your own deployment zone so my list will be troop heavy. Honestly you can win many of these scenarios by tieing up killy untis and focusing on knocking out scoring units. Guess it is also worth mentioning that it is a 90 min "dice-up" tourney meaning no finishing of turns or rounds after 90 min so high model count is not a helpful thing.
HQ
Wolf Lord, Frost Axe, Storm Shield, Wolftooth necklace, Wolf Tail, Thunderwolf, Saga of the Bear
Wolf Priest, Meltabombs, Wolftooth necklace, Wolf Tail
Elite
WolfGuard - 2x combi-melta & PF, 1x stormbolter (extra guy to meet the min unit of 3)
Troops
8x GH - melta, & MotW (Wolf Priest Rides with these gusy as well as one PF WG) Rhino (Extra Armor)
8x GH - melta, banner & MotW (as well as PF WG) Rhino (Extra Armor)
5x GH - melta (Razorback with TL Laz & extra WG)
5x GH - melta (Razorback with TL Laz)
Fast Attack
Thunderwolf Cav x4, SS x4, TH x1 (Wolf Lord Rides with these guys)
I used a similar list and it works rather well at the style of tournament. The razorbacks are transport/Walker poppers and bunkers holding points in/near my deployment zone. Wolflord/ Cav and rhinos rush forward to engage hard units and takes points. Nothing too fancy. I usually move at max speed and pop smoke turn one or two depending on cover.
Please provide feedback. Hoping to use these units. I am looking for obvious weaknesses or tweaks. I do notice that I can drop the 3 WG, upgrade 1 GH in the two rhino units to have a PF to gain points, but then to get the WG 2A/9LD versus the 1A/8LD GH argument.
I also considered replacing the rhinos with drop pods to get in quick and have the pod contest points, but two pods means the first gets strung out from help for a round or two and the 2nd is a gamble of when it will be helpful. I usually can move the rhino clsoe enough that on the following turn my guys can get out before it moves and get the charge.
HQ
Wolf Lord, Frost Axe, Storm Shield, Wolftooth necklace, Wolf Tail, Thunderwolf, Saga of the Bear
Wolf Priest, Meltabombs, Wolftooth necklace, Wolf Tail
Elite
WolfGuard - 2x combi-melta & PF, 1x stormbolter (extra guy to meet the min unit of 3)
Troops
8x GH - melta, & MotW (Wolf Priest Rides with these gusy as well as one PF WG) Rhino (Extra Armor)
8x GH - melta, banner & MotW (as well as PF WG) Rhino (Extra Armor)
5x GH - melta (Razorback with TL Laz & extra WG)
5x GH - melta (Razorback with TL Laz)
Fast Attack
Thunderwolf Cav x4, SS x4, TH x1 (Wolf Lord Rides with these guys)
I used a similar list and it works rather well at the style of tournament. The razorbacks are transport/Walker poppers and bunkers holding points in/near my deployment zone. Wolflord/ Cav and rhinos rush forward to engage hard units and takes points. Nothing too fancy. I usually move at max speed and pop smoke turn one or two depending on cover.
Please provide feedback. Hoping to use these units. I am looking for obvious weaknesses or tweaks. I do notice that I can drop the 3 WG, upgrade 1 GH in the two rhino units to have a PF to gain points, but then to get the WG 2A/9LD versus the 1A/8LD GH argument.
I also considered replacing the rhinos with drop pods to get in quick and have the pod contest points, but two pods means the first gets strung out from help for a round or two and the 2nd is a gamble of when it will be helpful. I usually can move the rhino clsoe enough that on the following turn my guys can get out before it moves and get the charge.