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Virgin wolf

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Virgin wolf

Postby killmaimburn » Wed Oct 21, 2009 7:59 pm

List now here

Well no one else seems to have dipped into the space wolf codex in this sub forum yet..and I really want to know what they do, so I'm going to pull out this next week so that me and my lot can learn the words and what does what.

First space wolf list
HQ-260
rune priest living lighting and jaws of the world wolf,termie armour ,saga of beast slayer-130
rune priest living lighting and jaws of the world wolf,termie armour, saga of beast slayer-130

Elite-234
3x Wolf Guard (3x Combi-Melta, 2x Power Fists, 1x Powersword) - 124pts.
Lone wolf, termie frost blade 55
Lone wolf, termie frost blade 55

Troops 540
5x Grey Hunters (MotW, Meltagun, Wolf Standard) + Razorback (TL Assault Cannon) - 180pts.
5x Grey Hunters (MotW, Meltagun, Wolf Standard) + Razorback (TL Assault Cannon) - 180pts.
5x Grey Hunters (MotW, Meltagun, Wolf Standard) + Razorback (TL Assault Cannon) - 180pts.

Heavy-420
Long fangs 6 peeps 5 missile=140
Long fangs 6 peeps 5 missile=140
Long fangs 6 peeps 5 missile=140
=1454
Use up the points with a thunderwolf or a bunch of lascannons(3) in one long toother to split fire.
Basica idea is that the termie priests hide with the long fangs taking wounds and throwing out d6 str7 shots (with rerolls against anything stronger than t5 or walkers) and a missile.(or snipes big slow stuff)
The wolf guard split into the troops choices (2 melta shots +1 attack on charge on top of others and ass can to weaken up)
Lone wolves slog along behind making area denial black holes.

I've really only spent 4 minutes with the book but want to throw something out there so that we aren't all take by surprise by it.
(oh and Lh will say "that list is poo" because it won't scratch his deathwing..so if anyone has a build that is focussed only on killing landraiders and termies, that might help him a bit too :D )
Last edited by killmaimburn on Thu Oct 22, 2009 7:40 pm, edited 1 time in total.
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Re: Virgin wolf

Postby DaBoss » Wed Oct 21, 2009 8:16 pm

HQ-260
rune priest living lighting and jaws of the world wolf,termie armour ,saga of beast slayer-130
rune priest living lighting and jaws of the world wolf,termie armour, saga of beast slayer-130


Got a problem here; check page 81 - Leaders of the Pack.
You can't have any characters with the same combination of wargear/saga/psychic powers.

It's to stop such nasty spamming.
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Re: Virgin wolf

Postby AdrianG » Wed Oct 21, 2009 10:04 pm

Also, squads of 5. Bit risky m8.. Even when it was 6 minimum. If you want to use razor back's then just have one squad with one.
Also, drop one GH pack and razorback, and get Blood claws and a rhino. they may only be WS3 but in the charge, that's still gonna be a lot of dice to be rolled.
Long Fangs excel at split fire, so mix your packs weapons a bit.. ML's might be the easy option, but it's a bit "jack of all trades, master of none"
With that many packs, you might as well give them some anti horde and anti armour/MC stuff.
Also, I "think" the Lone Wolves can't be equipped the same either (not got codex to hand)
Have one, and use the points on something else.

My thoughts, however valid or not.

Hope it gets you thinking.
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Re: Virgin wolf

Postby Jimster » Wed Oct 21, 2009 10:20 pm

hi bud

I play a 3 razorback and a rhino all with grey hunter`s, p/fist`s and melta`s.
The razor`s have a mix of shooty for all occasion`s.

Im using a crusader with a lord a priest and the rest is blood claw`s with a power fist and a melta.
It make`s for a nasty combo as the lord can assult a different unit to the claw`s.

also 5 long fang`s led bya wolf guard with an assult cannon make`s a good mess.

Just my 2 cence.

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Re: Virgin wolf

Postby killmaimburn » Thu Oct 22, 2009 7:40 am

Thanks for the great feedback, bit rushed today so don't have time to chew it all over right now..(will do asap though ;) )
Quick skim read.. right so if the other wolf priest is identical but has the power that means all things that matter (:) )are in dangerous+ difficult terrain instead of JOTWW, thats enough difference to be allowed? :) (its that the combination must be unique , not that each component may not be used twice right?)

Blood claws- just from quickly searching through the dens of leet most folks seem to avoid them now..based on some mathhammer someone somewhere maybe once did (or that kind of thing)..but as the virgin wolf..I'm very susceptable to a good sales pitch :D
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Re: Virgin wolf

Postby killmaimburn » Thu Oct 22, 2009 7:33 pm

Ok thanks for the tips-I've instantly taken some on board and am still chewing over and looking for info on the rest :D .

First space wolf list-revised
HQ-265
rune priest living lighting and Tempests wrath,termie armour ,chooser of the slain, combi melta-135
rune priest living lighting and jaws of the world wolf,termie armour, chooser of the slain,-130

Elite-234
3x Wolf Guard (3x Combi-Melta, 2x Power Fists, 1x Powersword) - 124pts.
Lone wolf, termie frost blade 55
Lone wolf, termie frost axe 55 (or is that taking the micheal :lol: they aren't asterisks and aren't leaders.. but I see your point)

Troops 540
5x Grey Hunters (MotW, Meltagun, Wolf Standard) + Razorback (TL Assault Cannon) - 180pts.
5x Grey Hunters (MotW, Meltagun, Wolf Standard) + Razorback (TL Assault Cannon) - 180pts.
5x Grey Hunters (MotW, Meltagun, Wolf Standard) + Razorback (TL Assault Cannon) - 180pts.
FAST -
8 fenrisian wolves-64 (come on from reserves to protect heavies might contest something I guess)

Heavy-395
Long fangs 6 peeps 5 missile=140
Long fangs 6 peeps 5 missile=140
Long fangs 5 peeps 4 missile=115
=1498

I promise I will look at blood claws at some point (and will appreciate further comparions and useful outlays :D ) I'm not sure they'll come out this sunday.. but I'm not ruling anything out :D
Missiles, master of none.. but 14 of them..everything counts in large amounts, 14 small templates 14 wounding ctan on a 4... able to fire at 6 targets..Damn my smurfs wet themselves at the idea of being able to chuck that out..in fact for about 3 months I had 4 missiles with 5 guys for 150 and I thought they did ok.
A thread on other wolves talking about long tooths that started this morning http://www.warseer.com/forums/showthread.php?t=226788 IMo yes it is a bit boring compared to the heavy bolter and las thing, but the las are very expensive and heavy bolters suffer in an era of total mech..an all trades is an all comer if you can take enough of them..maybe (as I say I'm only going to field them for the first time this sunday so I can't swagger too much :lol: :lol: ) I would do the wolf guard heavy addition to the squad, as suggested above, and in the long tooth thread(as its so cheap), but can't meet the criteria as I read them ( needing 2 more wolf guard)

Weapon load out on razorbacks..heavy bolter is good and cheaper, flamer leads to stupid raw arguments (which I win , but still leave folks feeling bitter or like I owe them), twin linked las.. assualt cannon has better chance against most AV (see diagram)..las plas.. novel..But its the AV this list needs a support in..

I don't think that 6 melta 14 missiles 3 T/l asscan is enough to reliably kill 2+ landraiders.., but with the standards the attached wolf guard will get 4 powerfist attacks each on the charge too..hmm, It won't beat LH's wing, and is more first turn reliant than my current preference of play.. At the moment its I'm just that blonde at the bar rubbing the straw around her mouth in a suggestive gesture..space wolves aren't getting my number just yet :wink:, (primary thing is for my lot to see what it can do and learn the names)

(yes jimster, I love ICs charging off different doors to units, LH does it with the wing's ICs to modest success (he doesn't have the chaplin leave and that only leaves tactics of captain useless), and I've been totally ruthless with abaddon coming out the 'back' door of a landraider whilst the front was a large beserker deadpile :D )
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Re: Virgin wolf

Postby AdrianG » Thu Oct 22, 2009 8:39 pm

The Blood Claw issue:
Are you doing a tournament list or are you playing Space Wolves? ( :P )

Mathhammer is for tournaments in my jaded opinion. So if you're playing Wolves as an army.. Go with the back-story and put a squad of 15 in. :)
At the very least, they slow an enemy down..
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Re: Virgin wolf

Postby Jimster » Thu Oct 22, 2009 9:50 pm

"Mathhammer is for tournaments in my jaded opinion."

Word to AdrianG

Have you thought about switching one long fang unit to all heavy bolter`s?
it make um good mess!

Mathhammer?

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Re: Virgin wolf

Postby killmaimburn » Fri Oct 23, 2009 5:32 am

AdrianG wrote:Are you doing a tournament list or are you playing Space Wolves? ( :P )

Short term.. I'm throwing a space wolf tournie list together to mash up,tear up and understand my opponents...so our tourney lists are more ready for them, long term I am interested in them as they are the only list (other than space pansies of various moral shades) that I haven't used.
Mathhammer- is meh , but if I put melta bombs on a tactical squad and announce it is my anti tank unit.. this is foolish.A statistical breakdown of what weapon is most likely to ACTUALLY ( :D ) cause more damage to a tank is very handy.(pre game to know you have your bases covered abd have made an all comers..In game to know what should be shooting/running at what...you guys have probably elevated above mathhammer and do it on some subconsious level called "being a good general" :D ,I still do it fairly overtly/crassly :wink: )

Yeah in my wall of text I mention heavy bolters :D , They are back to being points effective wooo!, but nearly every list I face is either total mech, or would only benefit from the total weight of fire allocation issue late in game.
(I really ought to work out whether 5 templates into gaurd in cover (/ork tide KFF)or 5 heavy bolters will get more (for just long term shooty list knowledge).. but I'm very lazy nowadays :D
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Re: Virgin wolf

Postby Ljundhammer » Fri Oct 23, 2009 8:06 am

Mathhammer is the way forward. We all do it, otherwise we'd be shooting heavy bolters at land raiders and wondering why they aren't blowing up...

Regarding Mathhammer on flamers v's heavy bolters, that is very difficult to do. Flamers & Heavy Bolter achieve the same effect, but using vastly different methods. The number of hits/ wounds caused by flamers is so dependant on how your enemy is positioned that I would never bother doing it. The question really is what units are they on?

The Heavy bolter squad doesn't matter, they are hard to reach & long range, multi-shot weapons to hit them back, and bother a SMurf anyway are fairly uncommon nowadays, outside of IG. The flamer on the other hand needs to be fitted to a unit that can handle itself in CC too - meaning that the flamer squad is likely to be more pricey for the same wound outlay - in addition, in this case, the flamers are probably the secondary function of the unit whose primary concern is to be rock hard in assault.

Add into the mix that you are goping to get 3-4 turns of shooting with a HB, but 2 turns max with a flamer & the water get muddied. Especially if you factor in cover on 5+ save troops.

Anyway, that's enough of that.

Your list. It looks realy dull to play with, there seems to be little tactical flexability & even with counter charge, squads that small look vulnerable to being shot then assaulted. The lone wolves will either work (keep up with the transports) or not (not keep up with the transports). The wolves look like a free kill point if I'm honest (although if they can outflank I supose that gives them some utility).

And no fast melta? I assume that's a personal choice to make it different to your current army? Unless you are facing Russ or Raider spam, you appear to have enough anti-tank.

I frickin' love that table - I'm going to pull that out at some point.
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Re: Virgin wolf

Postby killmaimburn » Fri Oct 23, 2009 8:16 am

I meant small blast templates of frags from missiles, my bad :oops:
the table is from warseer smurf tactica, a bloke whipped it to show me where I was wrong :D . (I have a french excel sheet that whips up graphs of 40k probability but I don't trust its maths :lol: )
The lone wolves only give up a kill point if not killed.I'm hoping that running they can obscure a tank :lol:

the wolf guard join the 5 man squads..so what your actually looking at in other codex terminology is
5 man melta+1sargent combi melta special weapon(so 6 man fisty) +any ones rolled (during one assualt) can be rerolled+, d6 attacks+1 for the deputy sarge always, in a transport that drives 12 and drops the 2 meltas, or moves 6 and uses asscans.

(having sifted the webbage a chunk more over the last few days..alot of these components seem to be staple in current tourney style lists..I just put them together bysmyself :D)
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Re: Virgin wolf

Postby Killswitch » Mon Nov 30, 2009 1:44 pm

Ok, as a space wolf tactica founder, i'll have a go at hammering your list haha, right here we go:

killmaimburn wrote:
HQ-265
rune priest living lighting and Tempests wrath,termie armour ,chooser of the slain, combi melta-135


Why does he have termi armour? He now can't get into rhinos (or in your case razorbacks) and can only join units on foot. The point of the rune priests is the juicy 4+ against opposing psykers! Not just that but their useful powrs to boot. You have a nive anti skimmer ability yet where is he going to go to use that? If his in the back the skimmers can just avoid it altogether. If his up close and personal to even use that combi-melta, his good as dead, so what is the justification in this layout? Keep him cheap and simple, 110pts for his powers and chooser, and you sttill have the manouverability to place him in the units you need him in the most!

killmaimburn wrote:rune priest living lighting and jaws of the world wolf,termie armour, chooser of the slain,-130


Same with this guy. I assume you want them int he long fangs to pot shot those living lightnings. Don't bother. If your that far away your not utilising his real potential. Eldar armies will laugh as you blow yourself up from miles away with runes of warding. 5+ inv wont save you if you have tyo re roll it so the termie army is pointless!


killmaimburn wrote:3x Wolf Guard (3x Combi-Melta, 2x Power Fists, 1x Powersword) - 124pts.


These are fine, but I would definatly drop the combi-melta on the priest to up that p.sword to a fist.


killmaimburn wrote:Lone wolf, termie frost blade 55
Lone wolf, termie frost axe 55


Poor upgrades, he NEEDs...NEEDS....NEEDS a storm shield. The survivability of him raises by about 30% (not going into mathhammer but you get my drift). Frost blade doesn't do himjustice, you want him effective at what he does best, anti-big stuf. Give him a chainfist to boot.

Troops 540
5x Grey Hunters (MotW, Meltagun, Wolf Standard) + Razorback (TL Assault Cannon) - 180pts.
5x Grey Hunters (MotW, Meltagun, Wolf Standard) + Razorback (TL Assault Cannon) - 180pts.
5x Grey Hunters (MotW, Meltagun, Wolf Standard) + Razorback (TL Assault Cannon) - 180pts.


Now on paper your thinking to yourself, this is perfect! In actual fact this setup does nothing!
Razorbacks with a 24 inch range gun arnt a threat in all honesty. If you goping to shoot that weapon, your hunters are effectively sditting ducks till somthing gets close. Most oppoenents will capitalize on that and simply pop your razorbacks, leaving your small hunters to get picked off from afar!
GIVE THEM RHINOS! and beef them up. One razorback squad is fine if you want to hold a home objectvie by simply moving on from reserve! Beef those units up and capitalize ont hat fact that your hunters are specialists up close and personal. Drive bys with thwe meltas for instance, you pop something (hopefully) if they pop your rhino, your hunters are ready to handle the next threat, because they are already in the enemy lines. And make sure they all have wolf guard, which I see you have done but thought I should say again!

FAST -
8 fenrisian wolves-64 (come on from reserves to protect heavies might contest something I guess)


Fair enough, but also an easy killpoint, something to rememebr, but its your decision. They can be useful, but only 50% of the time.

Heavy-395
Long fangs 6 peeps 5 missile=140
Long fangs 6 peeps 5 missile=140
Long fangs 5 peeps 4 missile=115
=1498


npothing wrong with this. Only thing I would suggest is attaching a wolf guard with cyclone missile launcher to the last squad if you had the pts, which you don't so nevermind!


Weapon load out on razorbacks..heavy bolter is good and cheaper, flamer leads to stupid raw arguments (which I win , but still leave folks feeling bitter or like I owe them), twin linked las.. assualt cannon has better chance against most AV (see diagram)..las plas.. novel..But its the AV this list needs a support in..


All true but at 30 points a popt you could change that razorback to a rhino and get more marines! you then have more bolters and close combat weapons for anti-infantry, and you don''t need more anti-tank with your fangs!

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Re: Virgin wolf

Postby killmaimburn » Mon Nov 30, 2009 1:59 pm

Termie armour was for wound absorbtion within the static unit-since it lacks any ablatives. But I see your point if he can't be deployed to properly fire at enemys..Static is dead.
Rhinos- this isn't no beardy eldar ;) .. we can't drive by melta.. if we move 6+ you'd have to get out to shoot, just like in a razorback.

"which I see you have done but thought I should say again!" Shh you.. thats troublesome. :D

Welcome to the forum, it was nice to meet you.
only just worked out I lost to volandum :oops: (incorrect)
Last edited by killmaimburn on Sat Dec 05, 2009 5:00 pm, edited 1 time in total.
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Re: Virgin wolf

Postby Killswitch » Mon Nov 30, 2009 2:58 pm

killmaimburn wrote:Rhinos- this isn't no beardy eldar ;) .. we can't drive by melta.. if we move 6+ you'd have to get out to shoot, just like in a razorback.


You can move a Rhino 6 inches and still shoot out of its top hatch with a meltagun as its an assault weapon and the tanks only moved 6 inches!

"which I see you have done but thought I should say again!" Shh you.. thats troublesome. :D


Haha!

Welcome to the forum, it was nice to meet you.
only just worked out I lost to volandum :oops:


oh no...oh no ...:(!
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Re: Virgin wolf

Postby killmaimburn » Mon Nov 30, 2009 4:08 pm

Killswitch wrote:
killmaimburn wrote:Rhinos- this isn't no beardy eldar ;) .. we can't drive by melta.. if we move 6+ you'd have to get out to shoot, just like in a razorback.


You can move a Rhino 6 inches and still shoot out of its top hatch with a meltagun as its an assault weapon and the tanks only moved 6 inches!
Both of these statements are correct.
however if you only have to move up to 6"s then lose a bit of that for measuring to the hatch..or your showing your opponent AV10. (and if its moved at all you can't after a sucessful meltaring decide to charge out into squishy contents anyway)
Compared to move 12" Disembarking 2"+base width..
15"+weapon range aggressive melta may do more than 5+1/2"+weapon range defensive melta

(note my current army uses a rhino :wink: )
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