Battle Plan Roll 6s

Friday, July 6, 2012

There Is No Primarch But Russ, And The Long Fangs Are His Prophets



Well everybody.   After a fair bit of crunching here is my revised 1850 all comers list for Space Wolves.  For the moment I’m keeping chunks of the core design intact until I can get some serious playtest games in to figure out what is and isn’t working.   For the moment this is designed as a pure Space Wolves force, to see how well the codex can stand on its own in the new edition.  Also, because I’m certain that some tournaments are going to ban allies on principle just to keep shenanigans down.

 I’ve also included a number of thoughts behind the design philosophy to explain why I’ve put in certain changes.
So without further ado.

Space Wolves – 1847 Points

HQ – 110 Pts
Rune Priest w/ Chooser, Jaws, Living Lightning, & Runic Axe
110 Pts
Elites - 282 Pts
Wolf Guard Pack
Wolfguard (2) w/ Combi-Melta and Power Sword
66 Pts
Wolfguard (2) w/ Combi-melta
46 Pts
Wolf Scouts Pack (5) w/ Meltagun
85 Pts
Wolf Scouts Pack (5) w/ Meltagun
85 Pts
Troops - 935 Pts
Grey Hunters Pack (8) w/ Melta, Power Axe, & Wolf Standard
150 Pts
Rhino w/ Dozer Blade
40 Pts
Grey Hunters Pack (8) w/ Melta, Power Axe, & Wolf Standard
150 Pts
Rhino w/ Dozer Blade
40 Pts
Grey Hunters Pack (10) w/ 2x Plasma , Power Axe, & Wolf Standard
185 Pts
Rhino
35 Pts
Grey Hunters Pack (10) w/ 2x Plasma , Power Axe, & Wolf Standard
185 Pts
Rhino
35 Pts
Grey Hunters Pack (5) w/ Flamer
75 Pts
Razorback w/ TWL Heavy Bolter
40 Pts
Fast Attack - 0 Pts
Heavy Support - 420 Pts
Long Fangs (6) w/ 5x Missile Launcher
140 Pts
Long Fangs (6) w/ 5x Missile Launcher
140 Pts
Long Fangs (6) w/ 5x Missile Launcher
140 Pts
Fortification - 100 Pts
Aegis Defense Line
50 Pts
Quad Gun
50 Pts


So, some thoughts regarding the key changes. 

1)      Firstly, I’ve dropped all power fists from my list.  With the challenge system in place, I simply don’t see the power fists as a viable option on characters without a 2+ armor save.  A challenge from a power sword model means that the power fist is dead before swinging, or hiding at the back.  While I could put the power fists onto regular GH squad members, it simply doesn’t feel worth it to spend 5 extra points to get one fewer PF attack.  Particularly when I can put a power axe on the same model and get two or three S5 AP2 attacks for fewer points. That takes me to change number 2.

2)      I’ve added power axes inside of every squad I expect (or intend) to see close combat.  Because they will be on non-character models they cannot be challenged out, so I decided axes were better than swords under those circumstances, as they provide reasonably effective substitutes for the power fists I’ve dropped for combat resolution against infantry and can put wounds on terminators and other 2+ models.  

3)      Those sergeants that received power weapons (going into the melta-grey hunter squads), got power swords.  They’ll do less damage than the axes (though with the same # of attacks); however, their job is to stay cheap, fire their combi-weapons, and challenge any power fists they can get to.   Between the swords, and the embedded axes I’m looking at 6 PW attack in the first round of CC, which should be plenty.

4)      I dropped one rune priest because I needed the points elsewhere.  The remaining rune priest is holding onto SW Psychic Powers for now, though I’m tempted to trade out for Divination to see how the buffing works out when bounced around to Grey Hunters.  He got an axe, because he’ll be riding with a Sergeant who should be able to handle any challenges for him.  I may swap back to a sword depending on how that ends up going.

5)      Two of my usual Melta Grey Hunters squads have been traded out for double plasma squads with no sergeants.  With the general reduction in cover saves I think plasma will be well worth taking.  Also, since a unit cannot disembark & charge it makes sense to me, that if I have to wait a turn before wading in, I might as well take that spare turn to rapid fire.  If I’m lucky maybe I’ll get charged and be able to snap fire and counter-attack as well.  That could be sexy.    Also provides decent terminator insurance.

6)      Wolf scouts sergeants lost their power fists and got no replacements.  Since they can’t assault on arrival (and being kinda brittle as it is), I kept them cheap.  I may spring for power weapons later if I find them living for longer than expected and actually getting off charges.  Not holding my breath though.  Still worth it to smoke tanks and crowd the backfield, especially with outflank re-rolls.  I may also trade out for boltguns O.o.  Or replace a squad with some landspeeders.  We’ll see 

7)      Long Fangs remained the same.  Based on my charts the missiles remain the best vehicle damage for points I can put in that slot short of AV14 (which begs for melta).  I may trim points elsewhere to add in a couple lascannons depending on how things go.

8)      Most of the points trimmed from losing rune priest #2 went into the Aegis defense line and the Quad gun.  The aegis defense line is a worthwhile buy that will insure good safe 4+ bunkers for all my long fang squads in the appropriate fire lanes.  There should also be enough leftover bits to cover the quad gun and possibly give some rhinos a safe first turn position.  We’ll have to see.

9)      My usual 5-man grey hunter squad for back field objective holding have graduated to Quad gun manning duty.  They’ve got a razorback as well for mobility if needed, and a tiny bit more anti-air cover.  Though I may shave that if I need points elsewhere.  The quad gun will be insufficient anti-air to cover me against a dedicated flyer list, but it’s better than nothing for now, and should be sufficient for incidental fliers. 

10)   And for minor changes I’ve bumped up my squad sizes everywhere possible, as I’ve got a strong feeling I’m gonna need the extra warm bodies to soak up bullets on my way across the board

All and all I feel like this is a good well rounded list, which should give me the kind of performance I’m used to seeing out of my space wolves.  Or here’s hoping anyway.    I’m planning to bring this out for a test game or two this weekend to see how things work. 
If anybody has any review notes or other thoughts on problems with the list/assumptions I’ve made/or hideously bad matchups I’ve overlooked let me know.
Cheers folks
Wolf Lord Wooten

1 comment:

  1. Let me know how it goes. I thing SW will be fine woth out and help from other books. But only time will tell.

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