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Real Wolves!

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Real Wolves!

Postby Killswitch » Mon Nov 30, 2009 2:01 pm

So on the journey back from notingham after heat 3 (6 hours journey) I came up with the following, perhaps for the Finals:

Rune Priest: 110pts
Living Lightning, Jaws, Chooser of slain.

Rune Priest: 110pts
Murderous Huricane, Chooser of slain, Jaws.

Grey Hunters (9): 218pts
Meltagun, Wolf guard with Power fist & Combi-melta. Rhino with Extra armour.

Grey Hunters (9): 218pts
Meltagun, Wolf guard with Power fist & Combi-melta. Rhino with Extra armour.

Grey Hunters (9): 203pts
Meltagun, Banner, Motw, Wolf guard with TDA, Chain fist & Combi-melta.

Grey Hunters (6): 168pts
Meltagun, Wolf guard with Power fist & Combi-melta. Razorback.

Land Raider: 275pts
Ex. Armour, Multi-melta.

Long Fangs: 203pts
5 Rockets, Wolf guard with TDA & Clyclone ML.

Total: 1500pts
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Re: Real Wolves!

Postby killmaimburn » Mon Nov 30, 2009 2:03 pm

Why Godhammer?
Barely even lurking..
ruffian4 wrote:Handy fellow, this kmb...Like Ahriman delving the paths of the webway ...
World of ME First try at Apoc Batrep WHAT/WHO is AOS?
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Re: Real Wolves!

Postby Killswitch » Mon Nov 30, 2009 3:01 pm

Because of many reasons:

1st: I dont need the extra room, I only need 10 spaces for the 8 hunters and the termi wolf guard.
2nd: I dont need the frag launchers provided by a crusader since I have frag grenades on all but my wolf guard who strikes last anyways.
3rd: I don't like redeemers.
4th: The twin-lascannons will assist in many more ways than the other 2. I dont need twin-linked boltguns, I have plenty. I dont need flamers because i dont want to be that close to use them. All I need is more range to pop those anoying daemon princes from afar, or that lone rhino hoging your objective!
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Re: Real Wolves!

Postby KInG » Mon Nov 30, 2009 10:08 pm

I'd love to play that list with my army! ;)

Mech are unpredictable though, with their better survivability in 5th. But still armour 11, there's not a unit in my army that couldn't pop/stop one.

The Raider can split fire though, as can the Long Fangs, therefore you can target 4 units per turn yourself. That bit I do like. But 2 Lassies and 5 MLs isn't alot of Anti Armour. Meltas in squads are also AA but very short range.

Works though as a cohesive force. ;)
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Re: Real Wolves!

Postby killmaimburn » Mon Nov 30, 2009 10:51 pm

KInG wrote:The Raider can split fire though, as can the Long Fangs, therefore you can target 4 units per turn yourself. That bit I do like. But 2 Lassies and 7 fixed that MLs isn't alot of Anti Armour. Meltas in squads are also AA but very short range.
+D6 str7 from the lightning
and the tactical 6 (mobile) meltas in EA rhinos have a reach of 21"s (ish) from the start of their turn to be at double dice range..or 27"s for stuff where they don't need the extra dice..like av11/12 sides etc (as long as your playing them aggressively, see other thread :wink: ).

I'm trying to see what murderous hurricane does (just as a noob wanting to know)..it seems (on paper late at night) to be tempests wrath but rather than a whole table only for floaty stuff (from hull of big vehicle centrally placed) its one (any)unit.. after a rather uber nurgles rot (you throw a great unclean one at someone).
I presume (again late at night) that its main purpose is..green tide/combined arms guard advancing ..you walk forward cast kill about 8 off them, slow them down and kill 1/6th of them again hoping to make them run away- is that about its ideal use?
Barely even lurking..
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World of ME First try at Apoc Batrep WHAT/WHO is AOS?
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Re: Real Wolves!

Postby Confused_gordy » Tue Dec 01, 2009 8:40 am

Tried murderours hurricane in the heats, it wasn't really worth it (got 2 kills, 1 for dangerous terrain), had a lot more success with living lightening, but even so I'm not sure it was worth the price tag of a rune priest.

Id be tempted to swap out a rune priest for either a wolf priest (everyone loves prefered enemy) or some upgrades for your hunters (wolf standards and mark of the wulfen spring to mind). But admittedly i havent tried JAWs yet so i cant comment on its effectiveness.

My long fangs for heat 3 werent as well equipped as yours (as i didnt have enough missile sprues) but I think you will be very impressed with them overall.

Ill be posting up my first draft of my finals list soon, so we can compare notes.
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Re: Real Wolves!

Postby Killswitch » Tue Dec 01, 2009 12:34 pm

KInG wrote:Mech are unpredictable though, with their better survivability in 5th. But still armour 11, there's not a unit in my army that couldn't pop/stop one.


Thats understandable, but your main weapons for handling Armour, are long range lascannons or meltaguns. 1st turn I move up behind my raider blocking LOS and if you manage to get LOS then I will at least have 50% covered. 2nd turn I may either move out to start the hurt, or pop smoke, reducing 50% of the impacts. Its a rhino, so as long as ive moved it once or twice its done its job.

The Raider can split fire though, as can the Long Fangs, therefore you can target 4 units per turn yourself. That bit I do like. But 2 Lassies and 5 MLs isn't alot of Anti Armour. Meltas in squads are also AA but very short range.

Works though as a cohesive force. ;)


2 twin lascanons split fire, 7 missile launchers (wolf guard has cyclone ML) and multiple meltaguns (and a multi-melta on the raider). Chainfists and powerfists. I have no problem with anti-tank, along with a living lightning @ BS5 :D!


I'm trying to see what murderous hurricane does


3d6 str 3 hits and makes the targeted unit have to move as if moving through dangerous terrain.

I presume (again late at night) that its main purpose is..green tide/combined arms guard advancing ..you walk forward cast kill about 8 off them, slow them down and kill 1/6th of them again hoping to make them run away- is that about its ideal use?


The main use is as you say, against large units, such as green tide or guardsmen etc which are prodominate at tournies.
Casting on a unit which has just been left stranded after blowing up a battlewagon for instance:

1) blown the battlewagon up, cast murdderous hurricane, kill 3 orks. 17 orks left.
2) orks move in dangerous terrain and roll 17 dice, get 4 1's. 4 orks dead, 13left.
3) Orks declare a waaghh/run. rolls 14 dice get 3 1's. 3 orks dead 11 orks left.
4) Orks charge my hunter squad. Rolls 11 dice, gets 2 1's, 2 orks dead, 9 left.

So in this example, over my turn and his turn ive killed 11 orks and now reduced their fearless squad to nothing. My hunters strike before him after counter attacking and wipes them out before they even get to strike me. If I dont they will fall back and get run down.
Ofcourse, it has other uses swell. Seer council for example, even one 1 is good enough to take one down, or a unit of bikes. Every death is big! The larger the unit the more effective it is. Jaws can be used to pick high priority targets while MH takes down smaller priority targets but more of them.

@ Gordon, I agree, the long fangs are great. I can perhaps drop the 2 extra armour, the cyclone wolf guard and the wolf guard in the razorback swuad and the chooser on the rune priest to get another unit of 6 fangs with ML's.
As for swapping out for a wolf priest, dont really need one. My combat potential is fien as it is with the unit in the raider. I ned that extra chance to stop psychic powers, and the extra offensive powers from the rune priests tbh!

Looking forward to seeing your list mate.

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Re: Real Wolves!

Postby killmaimburn » Mon Dec 07, 2009 1:39 pm

Trying to work out which wolf thread to stick this in- basicaly this is just me spamming out some max lists

Ok so I mentioned this in either killsiwtchs thread or in his army list..
But I had a fiddle and came up with a space wolf version of my first turn list (previous MEQ contender was 120 first turn* (*able to shoot 24.01”s) shots
Space wolf version

Rune priest living lightning, JOWW 100 (3.5 shots)
E-Ironpriest with 2 heavy bolter servitors 90pts (6shots) x3=270 (18 shots)
T-5 grey hunters in a heavy bolter razorback 115 (3 shots) x2=230 (6shots) FA-3 Dual heavy bolter speeders=180 (18shots) x3= 540 (54shots)
HS- 5+1 long fangs with 5heavy bolters 115 (15shots)= x3 345 (45 shots)

=1485 provides 127 first turn shots (and doesn’t rely on 2x5man crappy scouts..
Downside, it doesn’t have the autocannons.. but those 15 spare points could swap out 3 heavy bolters for 3 missile launchers and still be 1 ahead of my previous sum.
Assuming opponent is T4 that’s 54.6 saves to make turn 1.

Now to sit back and wait for everyone to give up on mech and just take hordes :D

Haven't beaten 27 killpoints, but through canis you can make a 124 model army (not as good as the kantor 77 model tactical spam list though)
Barely even lurking..
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World of ME First try at Apoc Batrep WHAT/WHO is AOS?
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Re: Real Wolves!

Postby Ljundhammer » Mon Dec 07, 2009 3:05 pm

killmaimburn wrote:Now to sit back and wait for everyone to give up on mech and just take hordes :D


Rock on 7th Ed!
When in deadly danger
When beset by doubt
Run in little circles
Wave your arms and shout
- parody of the litany of command
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Re: Real Wolves!

Postby PaddyF » Mon Dec 07, 2009 3:14 pm

I feel this is the correct thread to display my masterpiece!

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Ork Kommando on Infiltrating:

Everybody else is like "we'z gotta strip down to be slippery like". Beakies do this, umies do this, even orkses do this, but Eldarz all like " You'z all stupid, dats why youz monkeys. Iz putting on 'eavier armor, iz gonna stomp through the jungle all sneaky like and chainsaw you stealthy like cuz Eldar's da best like dat. And if youz looks at me funny, dakka comes outta my face"
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Re: Real Wolves!

Postby timewizard » Mon Dec 07, 2009 4:46 pm

:rofl
"I have found again and again that in encounter actions, the day goes to the side that is the first to plaster its opponent with fire." - Erwin Rommel
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