Sunday, August 15, 2010

Wolf List

I've been chatting to a few lads about my Space Wolf list and it was brought to my attention that thanks to the FAQ Wolf Lords on Thunderwolves give re-rolls to Fenrisian Wolf Leadership tests due to the Wolfkin rule (not the Saga) so I reckon that I no longer need the Saga of Majesty on the Claw Lord which saves me lots of lovely points and I'm very curious as to what changes that will allow me to make to my army.

The Lord can be swapped out for something cheaper that will do just as much damage and that frees up points for other units that can draw attention away from the Lord's blob and destroy/tie up things in the enemy back field allowing the blob to get into position and do more damage as stuff lasts longer.

I'm looking at a Pod squad or a Scout squad at the moment. Both are pretty random and I'm not normally a fan. Long Fangs are more up my street so I'll mess around with things in my game tomorrow with another Wolf army and I'll see how an extra unit performs.
I'm expecting something along the lines of:

2 x Rune Priests with an array of Powers (2 x LL, Jaws, Murderous Hurricane)
3 x Grey Hunters with Wolf Guard and toys in Rhinos
2 x Long Fangs with Missiles and Lascannons
TWC unit with lots of Shields and a Fist
Possibly a Razor or two

I'll see how that goes and then throw up a Batrep in a day or two. I have a few ideas of how to beat this army but I'll leave them til after I've played the game.

I have three choices of a unit to add to the army:

2 x Land Speeders with Multi-Meltas
4 Wolf Guard with Combi-Meltas in a Pod
5 Scouts with Meltagun and Wolf Guard with Combi-Melta

I'm not sure what to add yet but I'll prob run each of those units and see how things work out.

6 comments:

  1. Hands down, the best power Rune Priests have, at least in my opinion is Living Lightning. With the prevalence of mech, it is a must have. Pop smoke from your Rhino, target those transports and cause mayhem. It's very frustrating to deal with :p

    I don't rate JoTWW so much. Seems too gimmicky to me, and not very reliable, though i'm fortunate to have high initiative on a lot of my eldar, so it hasn't caused me too much trouble before, especially with Runes of Warding. Just a pity the FAQ decided that it can affect Jetbikes. Grr! /rant

    ReplyDelete
  2. 'Pop smoke from your Rhino, target those transports and cause mayhem'
    I hope people aren't popping smoke and staying in the Transport to shoot out at you?

    Jaws I've found is a game winner vs Nids and is brutal against Orks, Necrons and Tau aswell (apart from Crisis Suits). It's taken mainly for the ability to snipe Power Fists but also the fact that I can hit a threatening unit behind the one I want to assault so that there's no support units nearby.

    I use LL more but I'm looking at Murderous Hurricane - 3D6 s3 hits and then Dangerous Terrain Tests will just shred infantry but it won't do that much to the big guys that will probably shrug off Living Lightning anyway.

    I don't cast against Eldar until Warding is gone or I desperately need something to die btw. It's all about the 4+ stick vs Fortune before that. ;)

    ReplyDelete
  3. Unfortunately yes, yes they are. Apparently by RAW, it's allowed for a Rhino to pop smoke and the passengers to fire. I contested this in a recent game, but the general consensus is that popping smoke mentions no restrictions on the passengers firing - just the vehicle itself.

    It's cheeeeeese! Personally, I don't think it's intended, but it's one of those things the Rules Developers did not specifically lay out in coloured blocks because they obviously credited people with an ounce of intelligence. How wrong they were!

    Regarding Runes of Warding - I normally run a cheap DoomSeer with a unit of 8-9 Howling Banshees. A common oversight is that the Independent character doesn't have to disembark with the squad he is assigned to. I normally Doom a unit, hop out with my banshees and keep the Farseer safe inside the transport. That way, Runes of Warding is still in the game for a lot longer!

    ReplyDelete
  4. 'Unfortunately yes, yes they are. Apparently by RAW, it's allowed for a Rhino to pop smoke and the passengers to fire. I contested this in a recent game, but the general consensus is that popping smoke mentions no restrictions on the passengers firing - just the vehicle itself.'
    We've always played it that the unit can't fire if the Rhino smokes - tourneys in Ireland are the same...I'll have to ask around to see if I get the same answer though.

    RoW: Yeah that's a good way to deal with it but again, the whole point of the RP vs Eldar is almost exclusively the 4+ stick to stop your powers. That is a real killer against the tricksy space elf powers.

    ReplyDelete
  5. Well it seems that your opponents are right. I've checked a few places, onthestep.net amongst them and they're right. It's probably not been a problem in the past as most people have a tendencey to move their Rhinos 12" and smoke in the first turn. Strange that.

    BTW, I'm trying to comment on your blog but the set up isn't letting me because I can't match the code as the comment screen doesn't scroll down that far.

    ReplyDelete
  6. Ah thanks for letting me know about the whole Dublin / Galway thing, that would have been pretty funny otherwise :p

    Are you still having trouble with the comment code? I may have fixed it! I got rid of the verification code thingy.

    But yeah, popping smoke and throwing some bolts of LL at those Serpents hurts!

    ReplyDelete

Related Posts Plugin for WordPress, Blogger...