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Thread: Logan Grimnar's Great Company, For the Wolftime!!!

  1. #1
    Commander Sons of Russ's Avatar
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    Post Logan Grimnar's Great Company, For the Wolftime!!!

    40K Army: Other
    EDIT: *last page has finalized list as well as links to illustrated battle reports*

    ================================================== ==============================



    First some background..... I have been a Spacewolves player for over TWO decades..... my british friend held aloft a magical book that caught my eye....a picture of a loyalist terminator firing an assault cannon was what got me into 2nd edition 40k those many years ago....

    Back then there were only four recognized chapters, Ultramarines, Dark Angels, Blood Angels and..... Space Wolves....

    He spoke on the serious dedicated nature of Space Marines... the hours of drill and prayer, the selfless acts of dedication, their grim stoic nature...

    The Ultras were the poster boys everyone was supposed to look up to...

    The Blood Angels were noble, with a tragic flaw...

    The Dark Angels were mysterious, with a shadowy nature...

    So I asked my friend... who are the Space Wolves?

    "Oh, they wear ghost grey armour, grow long canines and drink craploads of beer and get into barfights.... think Vikings in Space...."

    SOLD.

    And back then, their were NO special rules or abilities, just a coat of paint and your fluffy/furry imagination.......

    After collecting almost the entire range, I relished the thunder and clash of battle. Still a terminator afficionado, I ended up with 30 old school lead wolfguard terminators that are still occupy a place of honour in my collection....

    Time to try my hand at the new plastics!!!

    Spent the better part of an afternoon seeing how I could make a force to have a great grudge match against Dark Angels Deathwing

    Let me know what you think...
    ===========================================

    HQ: 405


    Logan Grimnar 275

    [SW version of Marneus Calgar]
    WS 6 BS5 I5? 3W, 5A Ld10
    Eternal Warrior
    Wolf Tail Talisman
    Wolf Tooth Necklace
    Belt of Russ
    Saga of Majesty
    Living Legend (once per game, all friendlies get +1 Attack in assault)
    The High King (can grant either , Fearless, Relentless, Tank Hunters, or Preferred Enemy to an attached squad)
    Axe of Morkia (reforged Daemon weapon! allocated attacks as a mix of str5 power weapon or str 8 power fist)
    Storm Bolter
    WolfGuard as Troops

    Rune Priest in Terminator Armour 130
    Chooser of the Slain
    Murderous Hurricane
    Jaws of the World Wolf

    TROOPS: 1310

    Wolf Guard Pack x 5 230
    Terminator Armour,
    Storm Bolters / Power Weapons
    +1 Wolf Claw
    +1 Storm Shield
    +1 Chainfist
    +1 Assault Cannon

    Wolf Guard Pack x 5 230
    Terminator Armour,
    Storm Bolters / Power Weapons
    +1 Wolf Claw
    +1 Storm Shield
    +1 Chainfist
    +1 Cyclone Rocket Pods


    Wolf Guard Pack x 10 430
    Terminator Armour,
    Storm Bolters / Power Weapons
    +2 Wolf Claw
    +1 Storm Shield
    +1 Chainfist
    +2 Cyclone Rocket Pods

    Wolf Guard Pack x 10 430
    Terminator Armour,
    Storm Bolters / Power Weapons
    +2 Wolf Claw
    +1 Storm Shield
    +1 Chainfist
    +2 Cyclone Rocket Pods


    Heavy Support: 275

    Landraider Crusader 275
    Extra Armour, Multi-Melta


    essentially a footslogger Deathwing shooty list with a mobile element to allow Logan and the Runepriest to deal some death for the amount of points spent on the HQ's...

    Logan is a whopping 275 pts, but has some great abilities, such as picking from several different USR's to give to his attached squad each turn, and allowing ALL friendlies within 18" to add an extra attack for one turn...combined with the fact that every wolfguard has counter attack, they will always be striking with 3 attacks, even when charged, and 4 attacks when Logan barks out his version of "Waaaaaaagh!!!!'

    The Landraider will be a dedicated transport for one of the 5 man WG squads, whereupon the HQ's will pile in and give any army a very nasty surprise in Dawn of war...

    Two troops and an HQ in a nightfight 1st turn?

    Sure!

    Slaps down a landraider, Acute Senses Wolfguard, Logan and a RunePriest whose "Chooser of the Slain" cyber raven perches on the battlefield limiting enemy infiltration options...

    Wolf claws are superior versions of lightning claws, allowing the SW player to elect to either RR to hit or RR to wound on a case by case basis...

    Rune priest carry staffs to nullify psychic powers instead of Psychic Hoods, no max range on nullify.

    Jaws of the World Wolf is an absolutey amazing power, think the Fury of the Ancients combined with a vortex grenade...

    Murderous Hurricane is a great way to slow down and maim on rushing hordes....

    Army designed to methodically roll up a section of the battlefield, with murderous amount of high rate firepower in overlapping fields that make a mockery of cover saves.

    Cyclones are there to deal with mobile transports and Landraider will make a bee line to AP 2 ordinance.

    Thinking of scrapping some pts to be able to grab a drop pod for other 5 man squad, and equip them with combi meltas for dealing with tanks if needed...

    Lots of IG Demolishers and Executioners are the weakness of this themed army... once I get my own codex I will try to find a solution...


    ================================================== ================================



    here's the revised less fluffy and more optimized list.... I tried to come up with a way to take the fight to the enemy in case I was outgunned. This forced me to scrape points out of units to be able to grab a Drop Pod. The DP is a great tool as can either drop a termie squad on a gunline or footslog and drop the empty pod in my opponents way....


    10 man charlie and delta squads are there to advance and lay down withering fire, not assault vehicles, in this case power fists fit the bill.

    PS "Any Wolfguard model may take melta bombs for 5 pts"

    So a nice mix of close in / assault anti tank in Squad Bravo while still keeping the storm bolter / cyclone fire strong at range in case the squad would be best served slogging up the table and dropping the empty Pod to plug up the opposition's line of advance.


    Squad Alpha (for assault) is designed to go in the Crusader with Logan and the Rune Priest. They should be hitting something squishy, but Logan can use his Axe as a powerfist in emergencies...Again, squad has lots of medium range shots if the situation is better for them to hang back and follow the shooty DW mantra....

    BONUS: Runepriest carry RUNIC force weapons that WOUND DAEMONS ON A 2+!!!!


    latest build:
    -------------------------------------------------------------------------------------

    HQ: 385


    Logan Grimnar 275

    [SW version of Marneus Calgar]
    close combat monster, army wide enhancer
    WolfGuard as Troops

    Rune Priest 110
    Chooser of the Slain
    Murderous Hurricane
    Jaws of the World Wolf

    TROOPS: 1305

    Wolf Guard Pack Alpha x 5 215
    Terminator Armour,
    4x Storm Bolters /4x Power Weapons
    +1 Wolf Claw
    +1 Assault Cannon

    Wolf Guard Pack Bravo x 5 240
    Terminator Armour,
    3x Storm Bolters / 3x Power Weapons
    +2 Combi Meltas
    +1 Melta Bombs
    +1 Thunder Hammer
    +1 Chainfist
    +1 Cyclone Rocket Pods
    ________
    Drop Pod 35
    Drop Pod Assault
    (Squad Bravo)
    ________


    Wolf Guard Pack Charlie x 10 425
    Terminator Armour,
    10x Storm Bolters / 7x Power Weapons
    +2 Wolf Claws
    +1 Storm Shield
    +1 Power Fist
    +2 Cyclone Rocket Pods

    Wolf Guard Pack Delta x 10 425
    Terminator Armour,
    10x Storm Bolters / 7x Power Weapons
    +2 Wolf Claws
    +1 Storm Shield
    +1 Power Fist
    +2 Cyclone Rocket Pods


    HEAVY SUPPORT: 275

    Landraider Crusader 275
    Extra Armour, Multi-Melta



    I'd appreciate any / all comments and critique, especially from the DW vets out there!!!
    Last edited by Sons of Russ; 05-10-2009 at 05:31. Reason: I just could NOT contain the Pure Awesome!
    Logan Grimnar's Great Company, For the Wolftime!!!
    CONCENTRATE your fire! CRIPPLE your foe's mobility! ASSAULT is ALWAYS on your terms! BELIEVE in the All-Father!
    -->Logan Grimnar has shredded: 1x Avatar, 1x Slannesh Prince, 3x Storm Guardians,15x Berserkers,Canis Wolfborn,Lord Dante, a GK Grandmaster, & 9x Sisters of Battle

  2. #2
    Chapter Master grave digger's Avatar
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    Re: Logan Grimnar's Great Company, For the Wolftime!!!

    Hello SOS (Sons of Russ),

    We've talked on the Deathwing thread and now I'd like to join in conversation with your ideas on the Pupwing.

    First question and the one I really would like an answer to for myself; where are you going to get the power swords? I'm counting something like 20 on your force and you will only be getting 6 from the boxes. Share any ideas you may have.

    The Landraider will be a dedicated transport for one of the 5 man WG squads, whereupon the HQ's will pile in and give any army a very nasty surprise in Dawn of war...
    I've run this same trick with my "Deffwing". Warboss and 9 Mega Nobz in a dedicated Battlewagon. I've gotten the first turn charge twice with the combo and it's brutal.

    Anti-tank? I see some cyclones and a smattering of Power Fists/Hammers but that's about it. A normal Deathwing has trouble with armour and I'm thinking your Pupwing may have more that that. True, toss Logan near a unit with the two Cyclones and giving them Tank Hunter could make up for some of that.

    On the topic of Cyclones. Cyclones are great. I use to use them in my Old Deathwing when you could have two with tank hunter. I like the fact that they are worth while again but I fear you may have gone overboard on them.

    The advantage of the Assault Cannon/Storm Bolter is the that they share the same range. Many times if you have a Cyclone in your squad you will shoot at the target 30" away and waste the rest of your shots. This could be overly detrimental with a 10 man termie squad. But the idea of shooting 10 Storm Bolters and 4 Frag Missiles into a swarm of Orks or Nids does have it's appeal

    My suggestion, keep one 10 man Uber squad and attach one of your characters to it (Logan or the Rune Priest). Split the other squad into a 5 man squad and with the extra points add on some Assault Cannons and what not to the remaining squads and/or pick up some anti-tank in the form of a dread or two.

    Question, does the Wolf Priest work like an normal Apothecary (feel no pain) or like the old one (save one failed armour save)? The thought of a Fearless/Feel no Paid 10 man Terminator squad gives me the willies.

    Diggs
    Deathwing Mantra:
    CONCENTRATE your fire!
    Stay OUT of assault!
    BELIEVE in the God-Emperor!
    WarSeer Deathwing Tactica
    Join the Best Waaaaagh! on WarSeer

  3. #3
    Commander Sons of Russ's Avatar
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    Re: Logan Grimnar's Great Company, For the Wolftime!!!

    Quote Originally Posted by grave digger View Post
    Hello SOS (Sons of Russ),

    We've talked on the Deathwing thread and now I'd like to join in conversation with your ideas on the Pupwing.

    First question and the one I really would like an answer to for myself; where are you going to get the power swords? I'm counting something like 20 on your force and you will only be getting 6 from the boxes. Share any ideas you may have.



    I've run this same trick with my "Deffwing". Warboss and 9 Mega Nobz in a dedicated Battlewagon. I've gotten the first turn charge twice with the combo and it's brutal.

    Anti-tank? I see some cyclones and a smattering of Power Fists/Hammers but that's about it. A normal Deathwing has trouble with armour and I'm thinking your Pupwing may have more that that. True, toss Logan near a unit with the two Cyclones and giving them Tank Hunter could make up for some of that.

    On the topic of Cyclones. Cyclones are great. I use to use them in my Old Deathwing when you could have two with tank hunter. I like the fact that they are worth while again but I fear you may have gone overboard on them.

    The advantage of the Assault Cannon/Storm Bolter is the that they share the same range. Many times if you have a Cyclone in your squad you will shoot at the target 30" away and waste the rest of your shots. This could be overly detrimental with a 10 man termie squad. But the idea of shooting 10 Storm Bolters and 4 Frag Missiles into a swarm of Orks or Nids does have it's appeal

    My suggestion, keep one 10 man Uber squad and attach one of your characters to it (Logan or the Rune Priest). Split the other squad into a 5 man squad and with the extra points add on some Assault Cannons and what not to the remaining squads and/or pick up some anti-tank in the form of a dread or two.

    Question, does the Wolf Priest work like an normal Apothecary (feel no pain) or like the old one (save one failed armour save)? The thought of a Fearless/Feel no Paid 10 man Terminator squad gives me the willies.

    Diggs
    THANK YOU for the great feedback.

    On the subject of power weapons... I have a ton of command sprues, as well as battlewagon bits termie sgt power swords... The new space wolfguard termie box set contain FIVE sets of wolf claws, which i intend to trade for some chaos terminator power weapon sprues or bitz order.

    The wolf Priest has lost any kind of apothecary features, thus no ablative wounds nor FnP....

    My feeling these days is that lascannons as anti tank are just not effective. I may try to include one AT dread, if only to glance AP2 blast throwers out of shooting...

    I myself favour assault cannons, but I have gone heavy on cyclones for two reasons:

    They are now heavy 2 blast/krak, and I have had amazing results from my Typhoons running with Hvy bolters...

    They are there to concentrate fire on any fast transports that can threaten my footslogging army.


    The cyclones are there to supplement the storm bolter fire, but its VERY important to be able to reach out and cripple transports carrying the biggest threat to WG terminators, mounted melta/plas squads such as IG vets and firedragons, melta biker squads, as well as specialist high initiative assault units such as banshees and *insert Dark Eldar nasty here*

    The alpha strike of 10x str8 crack rockets should put a dent in my opponents transports/ mobile attack. The idea is to nail them in the opening turn or two, and then follow the Deathwing Mantra of concentrating fire on the nearest threat trying to bog you in assault....

    I dont feel using Logan as a Tank Hunter booster is wise. As stated, my Cyclone targets are TRANSPORTS, not heavy tanks. Even at str 9, the front armour of most heavy tanks has little to fear from lascannons and their equivalents.

    Logan is far more potent at anti tank with his 7 attack "two handed" axe powerfist attack, delivered by an extra armoured Landraider. Which will of course be supported by Cyclone fire at enemy transports carrying melta gun equipped squads...

    I want to keep a very strong core of terminators, and feel this is now possible with the Heavy 2 Cyclones as they can remove my enemies mobility.

    In all cases besides long range gunline, if I remove my opponents ability to outmanuever or assault my foot sloggers early, they're storm bolter giblet.

    With long range gunline, the Drop Pod squad waste/occupy the biggest AP2 threat, the charging Landraider closes the other pincer,and the rest of the wolves RUN in their termie armour to get into Storm Bolter range.

    The Rune Priest has some amazing powers, which I believe can all be cast from the safety of his Landraider transport as the move up the line.

    Jaws of the World Wolf will waste IG on a 4+, the straight line nature of it ensures you can hit specific threats to your termies.

    The power is a PERFECT Tau Crisis Suit killer. Dont like those tau suits hiding behind terrain pulling a JSJ on your termies all game? Send the JAWW 24" beam of death STRAIGHT THRU their blocking terrain and nail 2-3 suits.

    Likewise Necrons, particularily Lords with Rez Orbs...

    Nob Bikerz.... not anymore...

    Everything with in Initiative value on that line of death dies on a 3+. No cover save, no invulnerable save no 2nd wound....just poof "da wooolf haz eated youz!!11"

    I wont feel bad about using the power as I dont believe the "LoganWing/PupWing" as ppl are calling it, is anywhere near a Space Wolf power build.

    I could have easily sprung for a wolf scout unit or two to deal with armour, but am going to see how I can make out with this list.

    This army is all terminators except for a landraider and a power armoured rune priest. I was really pissed I couldnt get the RP into TDA, I really wanted to use the SWEET Njal Stormcaller mini as my TDA Rune Priest.... but in the end that 20 pts was far better spent on key components of my updated list.

    Besides, he'll be in the Landraider for most of the battle...

    Add to this, the Chooser of the Slain effectively eliminates any real threat from infiltrators.You set him down as an UNTOUCHABLE marker on any part of the battle field b4 final deployment. Anything within 18" of him can not infilitrate in that area...

    Combined with the Acute Senses of the Space Wolves, this allows you to aggressively deploy the Dawn of War bushwack without fear of infiltrators messing up your plans...



    When dealing with heavy armour, I follow the Deathwing Mantra. I IGNORE it unless its spitting AP2 and go for enemy squads. If theres a bevy of demolishers and executioners, I drop the pod and send Logan in the Raider. His axes can be used as a power fist, and he has something like 7 attacks on the charge.....Dont quote me, but I think he can give himself and his squad preferred enemy, meaning rerolling misses, huge against a fast retreating Russ....

    Also, I would rather have my opponent's entire gunline take whole turn(s) shooting up the landraider and trying to kill the Landraider, Logan+retinue and the other DP squad than having them concentrate on my 2 squads of firepower. In this degree, Logan is only one storm bolter, but his Eternal Warrior, many wounds, Belt of Russ and TDA should soak up shots that would kill many terminators worth of firepower.

    And if they choose to ignore him, well he will run rampant thru the lines...

    The best example of needing tons of Cyclones is one or our biggest challenges with a list like this; raider heavy Dark Eldar. You have to pop those bastards as soon as you have an opportunity, and the medium range of the assault cannon will not limit their mobility enough for you to regain the momentum...
    Last edited by Sons of Russ; 13-09-2009 at 11:56.
    Logan Grimnar's Great Company, For the Wolftime!!!
    CONCENTRATE your fire! CRIPPLE your foe's mobility! ASSAULT is ALWAYS on your terms! BELIEVE in the All-Father!
    -->Logan Grimnar has shredded: 1x Avatar, 1x Slannesh Prince, 3x Storm Guardians,15x Berserkers,Canis Wolfborn,Lord Dante, a GK Grandmaster, & 9x Sisters of Battle

  4. #4

    Re: Logan Grimnar's Great Company, For the Wolftime!!!

    Preferred enemy only works against enemies with a WS.

  5. #5
    Chapter Master grave digger's Avatar
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    Re: Logan Grimnar's Great Company, For the Wolftime!!!

    On the Cyclones (once more )

    First, my comment on Logan using his Tank Hunter ability. I did not mean every round. That would be a great loss of combat ability. But in the fist round if he is attached to a squad with Cyclones he can sure boost their ability.

    I myself favour assault cannons, but I have gone heavy on cyclones for two reasons:

    They are now heavy 2 blast/krak, and I have had amazing results from my Typhoons running with Hvy bolters...

    They are there to concentrate fire on any fast transports that can threaten my footslogging army.
    I agree, the Typhoons are amazing for the cost and what they can do. Lurk and shoot, speed up and grab objectives, pop transports at range and put a dent in swarms. Great bit of kit.

    10 Terminators do not a Typhoon make You are looking at using over 400pts of terminators to pop one transport. That's one dead transport but I'm guessing you still have 4 or 5 more to worry about.

    In your army you have three squads with Cyclones. If you fear the gooey center of these delightful hard candies than you need to be able to pop more of them. Split a squad and keep only one at 10 strong because it looks so damn sexy and will give your opponents fits.

    The best example of needing tons of Cyclones is one or our biggest challenges with a list like this; raider heavy Dark Eldar. You have to pop those bastards as soon as you have an opportunity, and the medium range of the assault cannon will not limit their mobility enough for you to regain the momentum...
    Again, if you fear this list you need more cyclones in different squads, not 2 in one mega squad.

    With long range gunline, the Drop Pod squad waste/occupy the biggest AP2 threat, the charging Landraider closes the other pincer,and the rest of the wolves RUN in their termie armour to get into Storm Bolter range.
    As a long time shooty Deathwing player I need you to look at the above sentence. Please take "run" out of it. You are to move-shoot-move. Anytime you are running you are taking away your ability to shoot. Remember, you have 30" minimum range (6" movement and 24" guns). With a standard set up of 12" you can reach most anything on the board. The new beauty of this list is that it's a hard nut to crack in hand to hand as well as shooting. People will gripe about this for some time until they figure out the counter to it (Thunder Hammer Termies in a Land Raider of doom).

    As a side note, since the new DA codex came out I've not used Cyclones. I did, very often, before. With the new two shot rule I can see one squad with Cyclones being useful but I'll still stick to my 24" guns as my game winners.

    I've played Nids, DE, Orks, IG, Necrons, Tau and Marines of all flavors and have won as many games as I've lost (and some of those losses were actually ties). I'm not saying I'm the best, never loose type of guy but I've got a rep in my group as a hard Deathwing player and I can tell ya 24" has rarely been a problem for me.

    Just my two cents,

    Diggs

    PS: Can't wait to get the book so I can start making my own list.
    Deathwing Mantra:
    CONCENTRATE your fire!
    Stay OUT of assault!
    BELIEVE in the God-Emperor!
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    Re: Logan Grimnar's Great Company, For the Wolftime!!!

    First can I say the list looks pretty good. I haven't had a look at the codex yet but the thought of 30 terminators with all those options is too good to pass up.
    A few questions for you. Firstly what would you do to make a 1500 list in that.
    Secondly how viable is an all pupwing list compared to say...the standard type of stuff you can get for the space wolfs.

    I'm a big fan of terminators so I already have my deathwing and really want to try out these guys to see how they compare. I like the space viking stuff but don't want to be building a whole other space marine force if you get what I mean.
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  7. #7
    Commander Sons of Russ's Avatar
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    Re: Logan Grimnar's Great Company, For the Wolftime!!!

    gravedigger

    I think your right about the squads there, gravedigger. Having only a dozen games under my belt in 5th edition, sometimes I forget how much easier it is for Terminator footsloggers to get into effective storm bolter range when compared to 4th edition. A big fear is Valkyries and such, but I can see how two combat squads of termies with a Cyclone each is far more effective than a 10 man with two...

    What is your suggestion for arming the single "mega squad" I'm thinking assault cannons as that would be a large waste of shots to pop transports that my now more flexible and numerous 5 man cyclone squads should deal with...

    Or keep the 10 man squad dual Cyclone to take advantage of that 1st turn 4x str 9 alpha strike using Logan? i could see this being a good tactic when dealing with tougher transports like Valks and falcons...

    MistaGav

    I was going more for fluff than power with this list in trying to do all termie. At 1500 pts, Logan is taking up a large chunk of that, and it is harder to squeeze out as much synergy as both the Drop Pod and Landraider are taking up another 300+ pts...

    I may do a 1750-1850 list, but I dont really enjoy trying to squeeze "Deathwing" style lists into 1500 pts...
    Logan Grimnar's Great Company, For the Wolftime!!!
    CONCENTRATE your fire! CRIPPLE your foe's mobility! ASSAULT is ALWAYS on your terms! BELIEVE in the All-Father!
    -->Logan Grimnar has shredded: 1x Avatar, 1x Slannesh Prince, 3x Storm Guardians,15x Berserkers,Canis Wolfborn,Lord Dante, a GK Grandmaster, & 9x Sisters of Battle

  8. #8
    Chapter Master grave digger's Avatar
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    Re: Logan Grimnar's Great Company, For the Wolftime!!!

    I like the idea of the mega squad being Assault Cannons/Storm Bolter. The sheer amount of firepower that will come out of this unit is frighting. Although 4 Str. 9 shots is going to hurt something no matter how tough it is. Tough call. I guess the main question would be, "where are you going to get the points for the extra Assault Cannon?"

    I'm actually excited to try my hand at a 1500pt list but must wait until the day of it's release. I have done well with my Wing at this points level and see no reason why I can't do the same with this. I basically can make the normal army I like but have incredible assaulty abilities as well. What's not to like?

    Diggs
    Deathwing Mantra:
    CONCENTRATE your fire!
    Stay OUT of assault!
    BELIEVE in the God-Emperor!
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  9. #9
    Commander Sons of Russ's Avatar
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    Re: Logan Grimnar's Great Company, For the Wolftime!!!

    Heres the latest list, the only real change was "combat squading" Charlie, still want to see what Cyclone spam does to AvV 10-12, while trying to ignore AV14 unless I have to drop some melta, chainfists and hammers on it . (eg Landraiders with termies, Executioners ect..)

    Asscannons and Cyclones are the same price now, so it will be an easy swap if it turns out to be more effective...

    [COLOR="GRAY"]HQ: 385


    Logan Grimnar 275
    Logan Grimnar, the Great Wolf – WS6 BS5 S4 T4 W3 I5 A5 Ld10 Sv2+
    Eternal Warrior, Stubborn. Wolf Tooth Necklace, Wolf Tail Talisman, Storm Bolter, Belt of Russ, Saga of Majesty.
    The Great Wolf - Wolf Guard units count as Troops
    Living Legend - Once per battle +1A to all friendly units within 18" until the end of the SW player turn
    The High King – Logan and the squad he joins may choose one of the following special rules each turn: Fearless, Tank Hunters, Relentless or Preferred enemy.
    The Axe Morkai - allows him to attack as either a Frostblade, or a Power Fist, and can split his attacks between these two attack types.


    Rune Priest 110
    WS5 BS4 S4 T4 W2 I4 A2 Ld10 Sv3+
    Runic Weapon, Bolt Pistol, Frag and Krak grenades.
    Chooser of the Slain
    Jaws of the World Wolf
    Living Lightning (or Murderous Hurricane....? decisions, decisions...)

    TROOPS: 1615

    Wolf Guard Pack Alpha [x 5] 215
    Terminator Armour,
    WS4 BS4 S4 T4 W1 I4 A2 Ld9 Sv2+/5++
    4x Storm Bolters /4x Power Weapons
    +1 Wolf Claw
    +1 Assault Cannon
    _________________
    + Dedicated Transport
    Landraider Crusader 275

    Multi Melta, Extra Armour
    _________________

    Wolf Guard Pack Bravo [x 5] 240
    Terminator Armour,
    2x Storm Bolters / 3x Power Weapons
    +2 Combi Meltas
    +1 Melta Bomb
    +1 Thunder Hammer
    +1 Chainfist
    +1 Assault Cannon
    ________
    +Dedicated Transport
    Drop Pod 35

    Drop Pod Assault
    ________


    Wolf Guard Pack Charlie [x 5] 215
    Terminator Armour,
    5x Storm Bolters / 3x Power Weapons
    +1 Wolf Claw
    +1 Storm Shield
    +1 Cyclone Rocket Packs

    Wolf Guard Pack Delta [x 5] 210
    5x Storm Bolters / 3x Power Weapons
    +1 Wolf Claw
    +1 Power Fist
    +1 Cyclone Rocket Packs

    Wolf Guard Pack Echo [x 10] 425
    Terminator Armour,
    10x Storm Bolters / 6x Power Weapons
    +2 Wolf Claws
    +1 Storm Shield
    +1 Power Fist
    +2 Cyclone Rocket Packs
    Last edited by Sons of Russ; 17-09-2009 at 08:46.
    Logan Grimnar's Great Company, For the Wolftime!!!
    CONCENTRATE your fire! CRIPPLE your foe's mobility! ASSAULT is ALWAYS on your terms! BELIEVE in the All-Father!
    -->Logan Grimnar has shredded: 1x Avatar, 1x Slannesh Prince, 3x Storm Guardians,15x Berserkers,Canis Wolfborn,Lord Dante, a GK Grandmaster, & 9x Sisters of Battle

  10. #10
    Commander Sons of Russ's Avatar
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    Re: Logan Grimnar's Great Company, For the Wolftime!!!

    You'll have to post your 1500 pts list or PM me, Diggs!

    I have always had a problem with 1500 pts armies... I just dont seem to be able to fit all the goodies I like in them!!!

    : )
    Logan Grimnar's Great Company, For the Wolftime!!!
    CONCENTRATE your fire! CRIPPLE your foe's mobility! ASSAULT is ALWAYS on your terms! BELIEVE in the All-Father!
    -->Logan Grimnar has shredded: 1x Avatar, 1x Slannesh Prince, 3x Storm Guardians,15x Berserkers,Canis Wolfborn,Lord Dante, a GK Grandmaster, & 9x Sisters of Battle

  11. #11
    Chapter Master Dweomer's Avatar
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    Re: Logan Grimnar's Great Company, For the Wolftime!!!

    First, I have to say it's odd for such a dedicated Wolf player to be sporting an Icon and tagline of Imperial Fists...

    I've got right about the same amount of time in with the Wolves, though I started in RTT. My guys are Codex Gray not because they're 13th company, but because that was their original color. They've been sitting on a shelf gathering dust since 4th and I am LOVING the new Codex.

    Quote Originally Posted by Sons of Russ View Post
    The Landraider will be a dedicated transport for one of the 5 man WG squads, whereupon the HQ's will pile in and give any army a very nasty surprise in Dawn of war...

    Two troops and an HQ in a nightfight 1st turn?

    Sure!

    Slaps down a landraider, Acute Senses Wolfguard, Logan and a RunePriest whose "Chooser of the Slain" cyber raven perches on the battlefield limiting enemy infiltration options...
    So there's one small problem with this idea. Even though Logan and the Rune Priest count as 1 HQ choice on the Force Org Chart, they still count as seperate units for gameplay. DoW allows 2 Troops and 1 HQ units, not Force Org choice. So Logan or the Rune Priest would have to sit in Reserves.

    Also, I think the idea of slotting Logan with the Cyclones for Tank Hunters shouldn't be so quickly dismissed. It's not something I'd suggest all the time, but is certainly worth remembering.

    Last, I really like the revised version. I think it nicely keeps the theme but gives you more flexibility. I may use something similar for my own stash of 30+ lead Wolf Termies... Cheers!
    Eldar Runes math-hammer
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  12. #12
    Commander Sons of Russ's Avatar
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    Re: Logan Grimnar's Great Company, For the Wolftime!!!

    I've been on Sabbatical!!!

    I started collecting some old school Imperial Fists as a nice contrast to my willd and woolly Wolves.

    I remember reading a novel about how some marines are picked as envoys to other chapters for limited amounts of time...

    I could well imagine my Space Wolf being stuck on a 5 year tour in the Phalanx, trying to spike all the protein shakes with Fenrisian Black Ale!!!!
    Last edited by Sons of Russ; 14-09-2009 at 19:59.
    Logan Grimnar's Great Company, For the Wolftime!!!
    CONCENTRATE your fire! CRIPPLE your foe's mobility! ASSAULT is ALWAYS on your terms! BELIEVE in the All-Father!
    -->Logan Grimnar has shredded: 1x Avatar, 1x Slannesh Prince, 3x Storm Guardians,15x Berserkers,Canis Wolfborn,Lord Dante, a GK Grandmaster, & 9x Sisters of Battle

  13. #13
    Chapter Master Dweomer's Avatar
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    Re: Logan Grimnar's Great Company, For the Wolftime!!!

    Quote Originally Posted by Sons of Russ View Post
    I've been on Sabbatical!!!

    I started collecting some old school Imperial Fists as a nice contrast to my willd and woolly Wolves.
    Heh. Just ribbing you. I do approve of the new Icon. I can't really tease you too much... my Icon may be a Sleipnir, but it's also sporting an 8-pointed Chaos star as a nod to my Black Legion army too. Plus I'm best known around here for my Eldar well above anything else.
    Eldar Runes math-hammer
    My Farseer on Jetbike
    My 40K Blog:http://40kmaunderings.blogspot.com/

    "The best method cannot be defined by a set of rules but can be determined only by acquiring a firm understanding of the relative advantages of each." -Boylestad

  14. #14
    Commander Sons of Russ's Avatar
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    Re: Logan Grimnar's Great Company, For the Wolftime!!!

    here's to a fellow "Long Fang" wolf Veteran!


    *raises keg and rolls one down the table to you*

    EDIT:

    was taking a 2nd closer look at the RP powers today, and really noticed just how good Living Lightning could be against my favourite target, transports.

    unlimited range D6x Str7 Ap5 shots on a unit

    Coupled with the Chooser of the Slain in line of sight (not hard since CotS cannot be touched) this boosts your BS by 1, meaning your shots hit on a 2+ with the Rune Priest. So about 3 hits after an average shot roll of "3.5".

    In effect this power is equal to the damage output of 3x IG autocannon teams (when not considering the AP value).

    This should go really well with one of the 5 man packs sporting a Cyclone, to take advantage of the long range reach...
    Last edited by Sons of Russ; 15-09-2009 at 01:35.
    Logan Grimnar's Great Company, For the Wolftime!!!
    CONCENTRATE your fire! CRIPPLE your foe's mobility! ASSAULT is ALWAYS on your terms! BELIEVE in the All-Father!
    -->Logan Grimnar has shredded: 1x Avatar, 1x Slannesh Prince, 3x Storm Guardians,15x Berserkers,Canis Wolfborn,Lord Dante, a GK Grandmaster, & 9x Sisters of Battle

  15. #15
    Commander Sons of Russ's Avatar
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    Re: Logan Grimnar's Great Company, For the Wolftime!!!

    Anyone care to comment on what type of armies and missions might give me trouble?

    There are definately some areas which a smart opponent could take advantage...perhaps a few I have not thought of myself?

    Logan Grimnar's Great Company, For the Wolftime!!!
    CONCENTRATE your fire! CRIPPLE your foe's mobility! ASSAULT is ALWAYS on your terms! BELIEVE in the All-Father!
    -->Logan Grimnar has shredded: 1x Avatar, 1x Slannesh Prince, 3x Storm Guardians,15x Berserkers,Canis Wolfborn,Lord Dante, a GK Grandmaster, & 9x Sisters of Battle

  16. #16
    Librarian perplexiti's Avatar
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    Re: Logan Grimnar's Great Company, For the Wolftime!!!

    Quote Originally Posted by Sons of Russ View Post
    Wolf Guard Pack Bravo [x 5] 240
    Terminator Armour,
    2x Storm Bolters / 3x Power Weapons
    +2 Combi Meltas
    +1 Melta Bomb
    +1 Thunder Hammer
    +1 Chainfist
    +1 Assault Cannon
    ________
    Drop Pod 35
    Drop Pod Assault
    (Squad Bravo)
    ________


    First up I've also been a Space Wolf since 2nd Ed, only 16yrs for me though , and can't wait for the new dex, and I love this idea of using so many termies.

    But I thought guys in TDA couldn't use melta bombs?

    Now I might be wrong or misreading what you've got

  17. #17

    Re: Logan Grimnar's Great Company, For the Wolftime!!!

    I foresee problems with orks. They are going to be able to decide when and where CC happens, your RPs powers aren't going to take huge chunks out of their army like they will with other armies. Nob bikers will chew through your squads pretty quick I think...

    I'll take a 30 man ork mob over Terminators 1 on 1 any day. Sure, your 10 man squad (should it be lucky enough to charge) will likely kill 9-10 orks, but they'll come back and get 3-4 terminators. When the board becomes a scrum, the orks will come out on top. You don't really have the firepower to thin out their numbers before CC, so you'll have a tough time. If I were an ork player in an objective mission, I might even just ignore you if you tried to stay away and sit on the objectives and dare you to come to me.

  18. #18
    Chapter Master grave digger's Avatar
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    Re: Logan Grimnar's Great Company, For the Wolftime!!!

    Quote Originally Posted by Voracioustigger View Post
    I foresee problems with orks. They are going to be able to decide when and where CC happens, your RPs powers aren't going to take huge chunks out of their army like they will with other armies. Nob bikers will chew through your squads pretty quick I think...

    I'll take a 30 man ork mob over Terminators 1 on 1 any day. Sure, your 10 man squad (should it be lucky enough to charge) will likely kill 9-10 orks, but they'll come back and get 3-4 terminators. When the board becomes a scrum, the orks will come out on top. You don't really have the firepower to thin out their numbers before CC, so you'll have a tough time. If I were an ork player in an objective mission, I might even just ignore you if you tried to stay away and sit on the objectives and dare you to come to me.
    As an Ork player and a Deathwing player I can say that his list can handle an Ork army fairly well.

    Cyclones pop trucks, shooty squads shoot orks and the land raider scoots around causing all sorts of problems for them. I'm not saying it's a cake walk but it can be done and done well.

    The key is to stay out of combat until it's time. Thin them down and take them out. Once you get them to a manageable level charge them (if possible) and make them hit you with only str. 3.

    Nob bikers will fear the Rune Priest, that's all I need to say about that.

    Diggs
    Deathwing Mantra:
    CONCENTRATE your fire!
    Stay OUT of assault!
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  19. #19

    Re: Logan Grimnar's Great Company, For the Wolftime!!!

    Quote Originally Posted by grave digger View Post
    As an Ork player and a Deathwing player I can say that his list can handle an Ork army fairly well.

    Cyclones pop trucks, shooty squads shoot orks and the land raider scoots around causing all sorts of problems for them. I'm not saying it's a cake walk but it can be done and done well.

    The key is to stay out of combat until it's time. Thin them down and take them out. Once you get them to a manageable level charge them (if possible) and make them hit you with only str. 3.

    Nob bikers will fear the Rune Priest, that's all I need to say about that.

    Diggs
    Hmmm... must be different types of ork players... I'm used to lots of foot sloggers and maybe a wagon, so there aren't a lot of big targets. Also, unless the Rune priest is in a drop pod, there's NO WAY an ork player is going to set up his Nobs so the power can hit more than 2 (at least not after he's played 1 game against you), which means you'll pick off 1 bike maybe.

    A horde ork army would do well against this army. You can stay back all you want, there just aren't enough shots in this army to whittle orks down enough. 27 storm bolters is the extent of his anti-infantry fire... That's 36 hits, 18 dead orks/turn (if they're not in cover or don't have a force field) while you're at full strength. This is a 2000pt list. Most ork players (that I know at least) will have at least 90 or so slugga boyz in a game this size. That means if the ork player sits back and does NOTHING the entire game, then the SW player might make a dent in SOME of his troops by the end of the game (HQ, elites, FA, and HS would, of course, be relatively unscathed).

    I definitely understand that some speed freek type ork armies would have a tough time, but the tough Ork builds that I've seen would steamroll this list.

  20. #20

    Re: Logan Grimnar's Great Company, For the Wolftime!!!

    Liking your lists Wolf Brother!

    I'm thinking of fielding a similar list once the book comes out. Should be pretty exciting!

    Don't have much to add just yet. Do you know if Wolf Lords will allow a single wolfguard unit as troops? I may just take a few wolflords, a few wolfguard troops in LRS and fill the rest of my troops with Grey Hunters and Bloodclaws...

    Good luck!
    Do not disturb--laying dead dreaming

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    Quote Originally Posted by Sons of Russ View Post
    I am NOT a real Space Wolf. Nor will I be insulted by fluff references made up by a man in his basement 30 years ago...

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