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Thread: 1500 point Space Wolves

  1. #1
    Commander Khorneguy's Avatar
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    1500 point Space Wolves

    40K Army: Space Marines
    Having not played a game of 6th Ed with my Space Wolves yet (mainly because I only play with fully painted models), I've been pondering the direction my Space Wolves should take under the new edition. With that in mind, I've drafted a list that I think will do well, but I thought I'd get other peoples opinions on it before dropping the £100+ I need to field it. I've included a few notes on how I see each unit generally being used




    Rune Priest
    - Divination, Saga of the Beast Slayer, Wolf Tail Tailsman, Wolf Tooth Necklace

    Warlord, Gives out buffs through divination, takes challenges with help of Necklace

    Wolf Priest
    - Saga of the Hunter, Wolf Tooth Necklace

    Outflanks with a GH squad, giving out preferred enemy to take out threats on the backline, gives/takes challenges

    Wolf Guard
    1 x Terminator, Power Sword and Cyclone joins Long Fangs
    1 x Combi-Melta and Power Sword Joins Wolf Scouts, has sword over axe, as only a fool would go after terminators with Scouts
    1 x Combi-Melta and Power Axe joins a Grey Hunter Squad
    2 x naked

    Wolf Scouts
    - 8 strong, Bolters, Meltagun

    Helps harrass/ clear the backfield/flanks with help of scouts. I've seen an upswing in the use plasma devastators in my area since 6th hit, so their primary job is to target those and other dangerous support weapons


    Grey Hunters
    - 10 strong, 2 x Plasma, Powerfist, Standard, Wulfen

    Frontline unit

    Grey Hunters
    - 10 strong, 2 x Plasma, Powerfist, Standard, Wulfen

    Frontline unit

    Grey Hunters
    - 10 strong, 2 x Plasma, Powerfist, Standard, Wulfen

    Frontline/Objective sitting unit

    Grey Hunters
    - 10 strong, 2 x Plasma, Powerfist, Standard, Wulfen

    Wolf Priest's Unit

    Long Fangs
    - 6 strong, 5 x Missiles

    Combined with Wolf Guard Cyclone-ator to glance tanks to death with weight of fire or provide anti-horde. Hugs cover at back of field or nabs an objective in the mission where Heavies score


    What do people think? Does it work under 6th? I know it's a bit lacking in AA but most armies suffer from that atm. Most fliers I've seen enter hover mode to unload troops anyway, so they can be assaulted
    Last edited by Khorneguy; 06-08-2012 at 21:33.
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  2. #2

    Re: 1500 point Space Wolves

    Cant have a Cyclone ML in your WG, you don't have at least 5 models. Wolf Scouts will just die, they can't assault when they come in, I wouldnt put much stock in 9 Bolt Pistol shots and a meltagun putting a dent in large Dev squads. I would include another unit of Long Fangs.

  3. #3
    Commander Khorneguy's Avatar
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    Re: 1500 point Space Wolves

    cheers for pointing out the cyclone, the squad was bigger in my first draft.

    I know the scouts can't assault, they all have bolters (i've now edited the original post, forgot to specify what they had), so that's 18 shots, plus the wolf guard as well and tbh, i've never seen people waste points on large dev squads, sticking to the minimum squad size
    Last edited by Khorneguy; 06-08-2012 at 21:32.
    Quote Originally Posted by Brother Ranz on Deamons and their 'psychic powers' View Post
    "No Test for us. We ARE the 'Perils of the Warp.'"
    Quote Originally Posted by Starlight on Chaos Dreadnoughts View Post
    Who says they 'go' insane...? Did you ever stop to think that maybe this is the natural and expected consequence of putting a raving loonie in a metal box and strapping weapons to it...?
    The blog of my eternally wandering mind - I do commissions. Shoot me a PM if you're interested.

  4. #4

    Re: 1500 point Space Wolves

    Yet 18 shots doesnt do a heck of alot. 12 hits, 6 wounds, 2 dead models. Your scouts on the other hand are more expensive than tactical squads with worse armor, so just about any unit that turns and fires at you is getting a heck of a deal. From time to time will the scouts be useful, yes, but in the vast majority- no, unfortunately a unit that was just so so in 5th is now pretty much delegated to the shelf. Also, while FA and Heavy units can score in some games, Elites don't so on top of it all, infiltrating onto an objective will never gain you an advantage either.

  5. #5
    Venerable Inquisitor wanderingblade's Avatar
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    Re: 1500 point Space Wolves

    Few thoughts

    I wouldn't want to take challenges with either of those HQs, as any high I character with a power weapon will fall to their knees in thanks for such an easy shot. If you want to have them get into challenges, I'd say Runic armour is a must.

    I would worry about the Wolf Scouts and Wolf Priest GH unit getting isolated - as the rest of your army is on foot, they are the obvious threat the moment they come on, and quite likely to die quickly without achieving much.

    What's the point of the naked Wolf Guard?

    My thinking - those 4 powerfists could probably be spent on making sure the Wolf Guard aren't naked, and a bit of speed to relieve the pressure on the flanking units, to far greater effect.
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  6. #6
    Commander Khorneguy's Avatar
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    Re: 1500 point Space Wolves

    Quote Originally Posted by sturguard View Post
    Yet 18 shots doesnt do a heck of alot. 12 hits, 6 wounds, 2 dead models. Your scouts on the other hand are more expensive than tactical squads with worse armor, so just about any unit that turns and fires at you is getting a heck of a deal. From time to time will the scouts be useful, yes, but in the vast majority- no, unfortunately a unit that was just so so in 5th is now pretty much delegated to the shelf. Also, while FA and Heavy units can score in some games, Elites don't so on top of it all, infiltrating onto an objective will never gain you an advantage either.
    Might drop them for Swiftclaws instead. Just a note, they aren't more expensive, they actually clock in cheaper than Grey Hunters and a suicide melta unit was very useful in 5th ed, winning me more games than i could count. Under 6th ed, I think you might be right though, the inability to charge out of outflanking hurts them. Might try running a suicide squad (5 men, melta) to deal with psyfileman dreads (which are more common than ever) and other pesky vehicles on the backline, but not sure if it'll work or not

    Quote Originally Posted by wanderingblade View Post

    I wouldn't want to take challenges with either of those HQs, as any high I character with a power weapon will fall to their knees in thanks for such an easy shot. If you want to have them get into challenges, I'd say Runic armour is a must.
    I'll try and squeeze some points to put Runic Armour on the Rune Priest, but the Wolf Priest can't have one unfortunately. His main use is to give preferred enemy to his unit anyway and his 4+ invulnerable save somewhat mitigates the power weapon problem

    Quote Originally Posted by wanderingblade View Post
    I would worry about the Wolf Scouts and Wolf Priest GH unit getting isolated - as the rest of your army is on foot, they are the obvious threat the moment they come on, and quite likely to die quickly without achieving much.
    I'm not going to use vehicles under 6th, as I've seen how stupidly fragile they've become. To up the threat factor though, I might downsize or lose the scout and get some swiftclaws instead to pelt up a flank and support them

    Quote Originally Posted by wanderingblade View Post
    what's the point of the naked Wolf Guard?
    The naked Wolf Guard are there to allow me to take the cyclone on the Terminator, joing grey hunter squads to up their leadership and boost the numbers. I might see if i can jiggle the numbers get some equipment on them in the list rewrite though

    Quote Originally Posted by wanderingblade View Post
    My thinking - those 4 powerfists could probably be spent on making sure the Wolf Guard aren't naked, and a bit of speed to relieve the pressure on the flanking units, to far greater effect.
    The Powerfists are there to give me AP 2 in combat and punch vehicles in a pinch. I see no point taking power axes in that role when for a small investment you get a far better weapon. I'll try and find the points from elsewhere

    I'll post up the new list soon
    Quote Originally Posted by Brother Ranz on Deamons and their 'psychic powers' View Post
    "No Test for us. We ARE the 'Perils of the Warp.'"
    Quote Originally Posted by Starlight on Chaos Dreadnoughts View Post
    Who says they 'go' insane...? Did you ever stop to think that maybe this is the natural and expected consequence of putting a raving loonie in a metal box and strapping weapons to it...?
    The blog of my eternally wandering mind - I do commissions. Shoot me a PM if you're interested.

  7. #7

    Re: 1500 point Space Wolves

    If you want a squad to knock out vehicles- which might be more common in your area, I would just suggest taking the 5 with melta and a WG with a combimelta. I would hate to spend 80 pts on 1 shot (knowing they are going to die one way or the other). Honestly, you could do this with more reliability

    Drop Pod
    3xWG with combimelta 104 pts. Your 5 scouts with a melta are 80, with a wg and combimelta they are 103, so you spend 1 more point and have 1 more combimelta. If you are going that route, I would probably add 3 combiflamers to the wg as well. That way, if you dont face tanks, or if there is a unit of pathfinders that might ruin your day you are a bit more flexible.

  8. #8

    Re: 1500 point Space Wolves

    If you wanna blow up vehicles in assault, bring melta bombs.
    "Of course you fight fire with fire. You fight everything with fire!"

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