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Thread: 2k Wolves - 103 Marines

  1. #1
    Librarian WodenMHC's Avatar
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    2k Wolves - 103 Marines

    40K Army: Space Marines
    Was toying around with this idea, been making as high-body-count lists as I can with the SM, GK, BA, and SW codex and still retain some efficacy - I think the 'best' is probably the Blood Angels list (63 Marines + Mephiston, really, the ability to combat squad and troops moving 12" a turn), but the most amusing by far is the SW list, coming in at 103 Marines. I have run this body count type of list with the GK's, albeit they play a bit different (Psycannons and all), and some friends lists have had difficulty killing even 40 Marines + a game, let alone 60 or more (most common opponents are various mechanized guard batteries, and a 8 or 9 Venom Dark Eldar list).

    HQ:
    Wolf Guard Battle Leader
    Combi-Melta Saga of the Hunter (with squad of Scouts)

    Troops:
    10 Grey Hunters 2 Plasma Guns
    10 Grey Hunters 2 Plasma Guns
    10 Grey Hunters 2 Plasma Guns
    10 Grey Hunters 2 Melta Guns
    10 Grey Hunters 2 Melta Guns
    10 Grey Hunters 2 Melta Guns

    Elites:
    7 Wolf Scouts Melta Gun
    7 Wolf Scouts Melta Gun
    10 Wolf Guard
    Combi-Plasmas/Combi-Meltas split between Squads, with fists
    combi-melta + fist for scout squad that WGBL doesn't join
    3x Plain

    Heavy Support:
    6 Long Fangs 3 Missile Launchers, 2 Heavy Bolters
    6 Long Fangs 3 Missile Launchers, 2 Heavy Bolters
    6 Long Fangs 3 Missile Launchers, 2 Heavy Bolters

    I find this to be incredibly amusing - And, despite the issues people have with it, it highlights -another- reason why players use the Wolf book as 'Counts As.' Another build that, while not necessarily completely competitive, I would still play against someone else's optimized list.

    Thoughts?
    Adversity reveals the merits of a General. Good Fortune conceals it. - Horace

  2. #2
    Commander Reivax26's Avatar
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    Re: 2k Wolves - 103 Marines

    That army would be a nightmare to play against for my Daemons or my Tau. So many power armored bodies is going to make for a hard matchup with just about any army. Its one of those armies that could show up at a tournament and win it because people are so obsessed with making lists that take out AV11 that this list would give them headaches to the ends of the earth.

    Nice list.

  3. #3
    Chapter Master Buddha777's Avatar
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    Re: 2k Wolves - 103 Marines

    Holy crap in a pita, pretty much only my necrons wouldn't fear this list. My nids and CSM would cry trying to kill all those wolves. But it's not just about the number of bodies, it's that they are deadly with counter-attack and so many special weapons.
    "But I being poor have only my dreams. Tread softly, for you tread on my dreams." ~ Yeats

    General of: ~3k Necrons, ~4k Chaos, and ~3k of Tyranids.

  4. #4
    Chapter Master
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    Re: 2k Wolves - 103 Marines

    I have always felt that space marines if they just spamed their foot sloggers and took enough weapons could do fine. I'm curious how you'll like that list, but +3 armour is just soo tough to kill alot of every turn.
    Win/Ties/Loss:
    Tau 27/2/8 2009, 5/0/2 2012, 1/0/0 2013
    Greyknights 17/3/4 2011, 47/4/11 2012

  5. #5
    Librarian WodenMHC's Avatar
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    Re: 2k Wolves - 103 Marines

    For comparison, this was the list I was trying to work out with the Blood Angels Codex:

    still for 2k, would lost some muscle in the scaling down:

    Mephiston
    10 Assault Marines, 2 Melta Guns, Fist
    10 Assault Marines, 2 Melta Guns, Fist
    10 Assault Marines, 2 Melta Guns, Fist
    10 Assault Marines, 2 Melta Guns, Fist
    10 Tactical Marines, Plasma Cannon, Plasma Gun
    10 Tactical Marines, Plasma Cannon, Plasma Gun
    2 Priests with Jump Pack, Power Sword, Combi-Melta
    5 Terminators, 4x TH/SS, 1x Lightning Claw

    Plays differently than the Wolves, and I've actually had some games with this list, did very well. The real difference is the speed of this list vs. the incredible slowness of the Wolf Body Wall. No matter what the opponent/deployment (other than Dawn of War), or mission, Turn 1 I flew all jumpers 12", and ran them forward, with the priests and Meph near/among them. That's a rough one turn clock, and giving people very little time to deal with Mephiston. It does a little better than I'd imagine the wolf list doing in objective games, since the wolves can't combat squad and rely on the grey hunters to fight instead of just score - here the tacticals can be split and just score, not really be expected to do anything.

    Real weakness I see is the one-direction philosophy, making it difficult to change direction, deal with outflankers/deep strikers etc without splitting an assault squad off from the group and therefore reducing the effectiveness of both. Funny though. 67 Marines + Flying Monster.
    Adversity reveals the merits of a General. Good Fortune conceals it. - Horace

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