Showing posts with label space wolves. Show all posts
Showing posts with label space wolves. Show all posts

Wednesday, August 1, 2012

The Unholy Union

Team Jacward.

Alright guys, I think I got something going here with 2 of my marine armies.  So as you guys know, I have Space Wolves and Blood Angels.  I took a look at the Allies chart today and noticed both to be Blood Brothers.  Why?  I have no fucking clue.  I guess the whole thing about Werewolves and Vampires hating on eachother isn't true in the 40K universe.  They are, after all, Battle Brothers until death!

Anyways, here's the list I'm thinking about trying for 1750:

1749
14 VP

HQ:
Rune Priest (RA, WTT) = 125
Librarian* (JP) = 125

TROOP:
9x Grey Hunters (Rhino, WG/PF/CbM, Plasma Gun, MotW, WS) = 243
9x Grey Hunters (Rhino, WG/PF/CbM, Plasma Gun, MotW, WS) = 243
8x Grey Hunters (Rhino, WG/PF/CbM, Plasma Gun, MotW, WS) = 228
10x ASM* (PF/Infernus, 2x Meltaguns) = 250

ELITE:
Wolf Guard
Sanguinary Priest* (JP, MB) = 80

HEAVY:
Vindicator (DB) = 120
Vindicator (DB) = 120
Stormraven* (EA, TLLC, TLMM) = 215

The idea behind this list is pretty simple.  You take your generic 3x Grey Hunter squads and you put them in the list along side your Rune Priest who always takes Divination.  The great thing about the Rune Priest is that his Runic Weapon remains unchanged in the new edition.  If a psychic power succeeds anywhere within 24" of you, you have the ability to nullify it on a 4+.  This gives you an insane amount of psychic protection in an addition where everyone and their mother loves psychic abilities.  On top of this, I'm giving my Rune Priest Runic Armor now every chance I get.  The 2+ armor save and the innate psychic defenses that it sports is just too good not to take for the points.

Let's go over some psychic powers really quick.  Divination, is in my opinion, the best psychic lore in 40K.  If you have armies that can take this lore, you pretty much want to take this lore.  The free spell that they have, Prescience, is basically a pumped-up version of Guide that extends out to 12", and lasts until your next phase.  I don't know what to say except for that's amazing.  Next, you have Misfortune and Forewarning, both extremely strong spells that can be used against the enemy.  Ideally, if you have two psykers who have Divination (which SW and BA can), you can cast Prescience on your unit and Misfortune on the target unit and basically ram it into the ground.  Re-rolling ALL saves is no joke, it's basically a better version of Doom due to the number of raw causalities you can inflict on the enemy.  The best part about this is that it lasts until your next turn as well, so stacking these two abilities is batshit crazy.

This brings up something really clever:  Since BA and SW can both take Divination, why not take both right?  While powerful, we shouldn't discount some of the other psychic powers that the two armies can mix up.  BA have access to Telepathy, something that SW does not.. so with that, you gain Psychic Shriek, Puppet Master, Invisibility and Hallulncination.  The unfortunate thing about Telepathy is that its most powerful powers require you to be a ML2 Psyker.  That's 50 extra points for Epistolary that I simply do not have.  That means you have to look at the cheaper lores; Divination already being a fantastic buy, Biomancy for the chance to get Enfeeble, but most importantly, the BA book lore.  The main things that stand out here is Unleash Rage for the squad the Libby is in, Sanguine Sword to make you S10, Blood Lance so you can throw it at fliers (yes, it auto-hits), and Shield of Sanguinius that gives your Libby and "any unit" within 6" a 5+ cover save.  With a good amount of vehicles in my list, and a Flyer, I can cast Shield to give the Sons of Russ and the Stormraven a happy go lucky 5+ cover.

Now let's think about something really quick.  We all know Divination is good, but I think a mix between Divination and Blood (just calling it this from now on) is the sweet spot.  I can only take 2 skills though, so I think for my first trial, it'll be Sanguine Sword and Blood Lance.  Unleash Rage is not needed with the Rune Priest to cast Prescience, but the S10 and auto-hitting S8 AP1 Lance is always good.  Shield of Sanguinius is incredibly strong if you're running your dudes behind or near the Grey Hunter wall, but I think I'll be placing my Libby, SP and 10x ASM squad in reserve along side the Stormraven.  I want my forces to hit the enemy lines around the same time and with the fury of an angry god.  This first list you see here, will be all about offense (the way I like to play).

Well, I don't think I have anything else here to cover.  The Vindicators are there because I like them, the Grey Hunters are the staple, and the Libby + ASM provides a nice little wild card.  The inclusion of the Stormraven gives me a solid AA platform, and if worst comes to worst, I can throw a Blood Lance at enemy fliers and skewer them out of the sky.

Wednesday, September 21, 2011

BR: BA vs. GK, SW vs. BA

Fun times to be had!
Well guys, no pictures, but I do have some hysterical fun times to tell you.  My friend took all the pictures so I'll probably just upload them later.  Don't worry, the BRs I'm going to share to you will be pretty epic.  First thing's first:  We played two games tonight, one with my Blood Angels vs. his Grey Knights, and then another with my Space Wolves vs. his Blood Angels.  Which one is more awesome?  I'll let you folks decide.

My list:
Dante
Librarian w/ JP, Sanguine Sword and Unleash Rage
3x 10x ASM w/ Fist/Infernus and 2x Meltaguns
5x Sanguinary Guard w/ CBanner and Fist
Chaplain w/ JP
2x Sanguinary Priests w/ JPs
3x AC/LC Predators

His list:
Draigo
Librarian w/ MC Halberd, 3x Skulls
Sanctuary, Shrouding, Might and Vortex
10x Paladins, 4x Psycannons, BBanner, the works
5x Paladins, BBanner, 2x Psycannons
2x Rifledreads
Dreadknight w/ Heavy Incinerator, Teleporter



This one was capture objectives and table corners.  Everything but the Dreads were in DS.
  • The game started out pretty boring, a few Lascannon shots here and there from my Preds.  Opening volley immobilized both of his Dreads behind mid-level cover which gave him and me 4+ cover from any shots from his Dreads for the rest of the game.
  • I deployed everyone and everyone just hovered around my Preds and waited for his reinforcements to come in.  
  • His Dreadknight came down and flamed a bunch of dudes but didn't get much result out of that.  He was quickly assaulted by Dante's unit (10x ASM and a Chaplain), the Libby's unit and the Sanguinary Guard for an easy kill.
  • Next round his Draigo came in on the opposite side of my ASM; which shot the hell out of one of my Preds.  His other Dreads started to kick through my cover saves and disabled more of my Preds (rendering them immob/stunend).
  • Since I was far away from Draigo, I had to move the rest of my jumpers in ASAP.  Draigo was with the smaller squad, but it was still a deadly force to be reckoned with.  I got in closer to Draigo's unit with Dante's squad, ASM squad A, B and the Libby squad.  To successfully defeat Paladins in combat, BA's have to put their superior numbers into play.  Assaulting squads individually just means certain death.
  • To get into position, I sacrificed one of my Preds by boosting 18" and generating a smaller cover/gap for my jumpmans to move into.
  • This did not help me next turn as his giant squad of Paladins + Libby comes streaming down and inflicting 21 wounds onto my Libby squad.  Six marines go down through 3+s and FNPs but I was able to pass morale.  Draigo's squad destroys another Pred while his Rifles work on the last one.
  • I shoot Draigo's squad with my entire army before charging in.  Without the cover he needs from the terrain and the Libby to give him Shrouding, my metaguns kick in full force and drops 3 Paladins before I charge in with everything I got.  With the Deathmask of Sanguinius reducing Draigo down to 3 wounds, he takes another 2 from shooting (2 melta shots).  Down to his last wound, all of my guys hit that unit and kill Draigo before he can swing (I4 vs. my FC Sanguinary Guard).
  • My positioning and massacre roll helps to keep space between me and the giant Libby squad.  Paladins are hard as rock, but they're insanely slow once they reach the battlefield.  With a full jump pack army, I am able to negotiate the terrain around him and surround the remnants of his army.  His Psycannons drops a few marines from Dante's squad, but nothing can stay my wrath next turn.
  • I surround him with everyone and shoot him with everything I got.  Once the meltagun barrels cool, he has 5 Paladins left and his Libby down from a full squad.  The ones remain have Halberds.  I assault with everything I have and several Blood Angels die, but not before 4 Fists, Dante, the Chaplain and Sanguinary Guard clean up the rest of his army.
Let the meltas roar and the chainswords sing!

PRO TIP - Victory in numbers
BA jumpers vs. Paladins might seem like suicide at first, but you really need to determine which fights you can win and which fights to avoid.  Sending in units of BA into I6 Halberds could mean certain death, but all this depends on how many Paladins they have, how many wounds you can inflict beforehand, and how many units you have at your disposal.  Use your mobility and the terrain to negotiate victory on your terms.  Do not attack when you don't feel like you can win, and always use your superior maneuverability and numbers to overwhelm his forces.  Paladins are nigh immune to small arms fire, so it's up to the weight of your meltaguns and power fists to work his ranks.  To do this, you need bodies.  Many Blood Angels will die in the process, but their sacrifices will not be in vain.


This next game is pretty hysterical:

My list:
Ragnar
Rune Priest
3x 10x Grey Hunters in Rhinos, WG Fist/CbM, Melta, Banner, Wulfen
10x Grey Hunters w/ Arjac in LRC w/ MM/EA
2x AC/LC Preds

His list:
Mephiston
5x Honor Guard (assorted CC) in Storm Raven
3x 10x ASM w/ Fist/Infernus, 2x Meltaguns
2x Sanguinary Priests w/ JPs
Vindicator
Rifledread


Game was Kill Points and Dawn of War.
  • Typical of DoW, nothing happens first turn as we push models onto the table.
  • Second turn, I light up his Vindicator with my AC/LC Preds and I immobilized it and rip the gun off.  That is one sad Vindie.  His return fire from his Rifledread doesn't do anything.
  • His BAs fly towards the center of the table in unison while my Grey Hunters in RBs + the LRC moves up the middle to meet him.
  • With his BAs flying closer to me, Ragnar and his unit (10x GH w/ Arjac) rushes forward in the LRC and disembarks for some First Blood.  Arjac throws his hammer at someone's face, meltaguns goes off and bolt pistols were fired.  Some poor rolling from the BAs saw half the squad die and they fail their morale test.  They fly back 3d6 while the rest of my dudes are sitting out in open terrain in the middle of the map.  Awesome.
  • Next round, his cowardly squad decides they want another shot at Ragnar so they move up.  Everyone of his dudes moves up at this moment and the fireworks starts.  One of his squads blows up the LRC behind Ragnar and explodes it on a 6.  All of my dudes get caught in the explosion and so does 8 of his guys.  He saves all of his and two of my Grey Hunters go down.  Another one of his squads lights up a Rhino and explodes it as well.  The Grey Hunters inside fair a little better despite some insane wound rolls and only two die.  He says why not and assaults Ragnar and his unit.  Counter-attack goes off and Ragnar tears into 3 of them before the rest of the squad finishes off the rest of the unit.  Only 3 Grey Hunters die the process.
  • Here's the big turn.  Everyone's in the middle of the map and there's much blood to be had.  The Space Wolves decide it's time to show the Blood Angels how to properly assault.  Everyone disembarks from their Rhinos and get into charge range of the Angels.  Ragnar lets out a terrifying Wolf Howl and the entire Space Wolf army goes berserk.  After all shots are fired and a measly 2 BA die from meltas, Ragnar runs headfirst into the first unit of ASM with Wolf Standard on.  He killed 3 last round, has +2 attacks from his D3 attacks this turn, and 5 attacks base for a total of 10 attacks:  He misses with 1 and wounds with all.  Ragnar single-handily kills an entire squad of Blood Angels.  Next round, if anyone decides they want a piece, they will have to deal with Ragnar with 14 attacks.  With the help of Wolf Standard and a 12" bubble of Furious Charge, the other BA unit melts under the onslaught of 2 rabid Grey Hunter squads and the Wolves massacre closer to the immobilized Rifledread.
  • Long story short:  Arjac destroys the Dreadnought before dying to Mephiston and the Honor Guard that came down from the Storm Raven.  The SR blew up a Predator before getting destroyed by Grey Hunters afterwards.  Mephiston goes on to tear Ragnar's head off.  Mephiston goes down from being swamped by 2 squads of pissed off Grey Hunters w/ Wulfen and 2 hidden Fists.
Ragnar wolf howls his brothers into a killing frenzy.

PRO TIP - Tactical and flexible
Grey Hunters are best utilized in a supportive role in mid-field.  With their healthy array of upgrades, Counter-attack and mobility, Grey Hunters are the workhorse of the Space Wolf army.  Greys are best used in conjunction with other units; either more Greys or Wolf Guard Terminators.  The objective of the Space Wolf player would be baiting your opponent into likely targets and then springing the trap with sheer weight of fire.  There is nothing that 30+ Grey Hunters can't do in the right circumstances, so its up to you to determine when to use them.  Like the saying goes:  There is no such thing as overkill.

Wednesday, June 8, 2011

Space Marine Mixed Armor Tactica


This is the long awaited vehicle tactica that deals with different armor groups, notably the AV13 toys that Space Marines have to play with.  One of the biggest follies in the 40K gaming community is that Predators and Vindicators suck because of their static nature and fixed firing ports.  A lot of people see this as a weakness because these two tanks, as dominate as they are in the front arc with their AV13 hulls, have AV11 side armor.  This means that every time they pivot and shoot, they're as durable as Rhino.

That must suck right?  Wrong.  This guide will show you the folly in your ways with some tested battle formations.  I took all these pics using my iPhone since my attempts at MS Paint sucked harder than it should have.  Keep in mind that this tactica is designed for a mechanized army.  Some elements in this guide may or may not work depending on what you field.

Linebreaker formation, pushing up in force.

So over here, you see the typical Linebreaker formation.  Alternating armor values with everything moves up in a straight line. The entire army rotates and pivots with the Vindicators so their side armor of 11 is never exposed.  The only way your enemies can take advantage of the side armor is if one of your Rhinos or LR explodes.  You can even keep Vindicators next to wrecked Rhinos so they can take advantage of LoS and cover saves while limiting your opponents line of fire towards the AV13 front.  With this formation and smoke, you'll find that you'll be all the way in mid-field in relative safety.

Here, you will see R-V-R-V-LR-V-R.  Armor values are 11, 13, 11, 13, 14, 13, 11.  Your heaviest guns and your biggest threats, will be AV13 and 14 when they push up the board.  If you run into a building in the way, move your vehicles in a way that uses that building to deny a side shot.  Think of the building as one big Rhino.  You're essentially making a Vindicator sandwich with R-V-Building.

The Predator version of Linebreaker.

Over here, you see the same formation but with Predators.  My config of Predators is normally AC turret with LC sponsons.  It's cheap and it's an effective firebase.  Preds share the same AV13/11/10 stats as the Vindicator, so their methodology is similar in the fact they're still vulnerable in side shots.  The main difference is that they have longer range, can play refused flank better and have the luxury of rotating turrets and sponsons.  If the Predator ever needs to bring its full power into effect, it needs to rotate exactly like a Vindicator (to bring forth 2x Lascannons and the AC).  Keep that in mind at all times.

Another thing to note is that Predators attract a lot less attention compared to Vindicators.  No one wants a S10 AP2 Ordnance pie plate in their face and people will go to hell and back to see them destroyed.  The humble Predator, however, is looked down upon.  Nothing is better than to see your opponent's vehicles explode in white hot fury after they ignore that lone Predator in the corner of your army.  But more on this later.

Full weight of fire assembled on the left while the right side moves for a flank.

Lets say your opponent deployed all his armor and and heavy hitters on the left.  You refuse armor flank like this and bring all your heavy guns to bear on his active side.  The formation here is R-V-V-V-LR-R-R.  With nothing but AV13 and 14 to shoot at in the center of your army and possibly exposing his flank to the LR and 2x Rhinos on the right, your opponent has better get his shit together.  The yellow arrows shows a possible flank, but this entire army would probably move 12" and smoke first turn.  BA Vindicators don't give a shit and can move 12" and start firing because they're fast.  As awesome as it is to do so, always keep your AV13 facing the direction of the highest threat.  The main objective is to preserve these bad boys and have them wreak maximum damage on the enemy while taking minimal damage in return.  It's like Gun Kata, but with vehicles.

Spearhead formation pushing forward while a Vindicator and Rhino stays back as support.

Check out this formation.  It's the same Linebreaker formation we went over the first post, but this shows a tactical advance of the primary armored column while 2 vehicles remain to cover objectives (they smoked).  The idea of armored lists is to saturate the field with a lot of threats.  An LRC filled with angry Space Wolves, flanked by 2 Vindicators and 2 rabid Grey Hunter Rhinos is an enormous threat:  Especially if the front armor is AV11-13-14-13-11.  Do your opponents try to flank and risk getting shot by your Vindicator sitting in the back?  Or do they try to fight your primary spearhead head on.  Either way, your giving him a lot to think about in a short amount of time.

LoS blockers, cover saves, AV13 fronts, the works.

Before you look at this and give up, read what I have to say carefully.  Over here you'll see the armored column of vehicles rush into the fray while leaving Predators in the back as supporting fire.  If the enemy is dead ahead, the return fire will be funneled into 2 realistic scenarios:  Your opponent is forced to shoot at AV13 front, shooting through 50% of the vehicles so I get cover, or doing both of those.

The Red arrows show the Predators trajectory of fire.  They didn't move from their starting locations, but they can pivot just fine.  The Yellow arrows show what the rest of your dudes are doing; rushing forward to do battle with the enemy like real men.

As for your opponent, this is what's going to happen:
  • The Green arrow shows what happens if your enemy is firing at the Pred A: 50% of the vehicle is covered by the LR and he's limited to front AV13 armor.  Denied.
  • The Blue arrow can't even draw LoS to the middle Pred, so he's limited to AV13 front armor at the Pred A.  Denied.
  • The Pink arrow has no shot at the Pred A at all and the rest of his Pred targets are AV13 in the front.  Denied.
  • The only possible shot comes from orange, because the shot has to be so accurately spaced and he'll be able to see side armor on Pred C.  But then again, if you knew this was going to happen, you'll probably just space Preds B and C closer together, giving him AV13 while keeping everything else remains the same.

Refused flank formation using a building as an anchor.

Refused flank deployment using the table edge and a building.

Here are two examples of how to refuse flank deploy while keeping your tanks safe.  The tide box is a building, so work with me here.  Oh, and the random ass battery is the edge of the board.  By the way this army was deployed, your opponents are limited to shooting at AV13 while the Predators have a pretty large covering zone.  In the top pic, if the army wishes to advance towards the enemy, he can do so by moving his army parallel to the Predator's covering fire.  This insures that the Predators keep shooting true while the enemy cannot outflank towards the left or right to get side armor shots.  Keep in mind this leaves them vulnerable to deep strikers or outflankers.

In the bottom pic, the LR and the Rhinos are in a defensive formation with the LR blocking LoS on the floor level while preserving the Pred's AV13 front.  The LR and the Rhinos can pounce towards the enemy at any time if they get close enough.

Another formation of deploying, and this doesn't have a picture, is spreading the Predators out all over the place.  Since you shoot 48" with a pivot, you can sit back all day without relying on your tanks to baby sit them.  This forces your opponents to direct their fire at 3 separate targets and thus exposing their side armor to you if they have a fixed arc.  With a full spearhead of Space Marines coming towards them, 3 spread out Predators sitting in the back is the least of their worries.  This formation, called the "lone hunter" formation should only be used if you're confident your opponent don't have the means to deal with you at 48" and that you're the primary aggressor (which you should be!).

Main force pushes upwards and around while Predators focus on left flank.

LoS is blocked by the main force at ground level while Predators engage targets on the left.

Check out these two.  The first pic shows your iron column advancing on enemy positions while the Predators shift positions from their starting location to deal with .. say fast Skimmers.  They pivot and bring their full power to bear while your army pushes on their objectives.  If he closes towards your Preds, your tanks can change course, speed 12" and unleash hell with your troops inside.  You also run the possibility of closing around your opponent all together and crushing him off the board.

The bottom pic is what happens when your opponent sends a flanking force left while keeping some of his AT in the front.  You rush forward and pivot so your armor is forming a hard LoS blocker towards the enemy's incoming fire.  Depending on how high he's positioned, he'll either be screwed out of luck completely from shooting the back Preds or barely draw LoS at all so you'll get a healthy cover save.  Out of desperation, he shoots AT at the left most Pred which is going at his front arc of 13 and given a cover save because of the 50% block from the Rhino.  If you smoke all your Rhino and LR in front this turn, and then rush into his face next turn, your giving him a real difficult decision to make.  This formation is what you use to isolate and destroy flankers while preserving your own vehicles in battle.

Rhino moves back while Preds angle in a way to reduce incoming damage.

I know you guys are used to seeing things move up and push up, but now it's time to show a defensive position with a step back.  The Rhino marked with the Yellow arrow is stepping back to allow the Predators Pink and Red to engage different targets.  Notice the angle of the Predators and notice that AV13 is all over the place with no side armor available.  The upper most Rhino moves in to cover the side armor of the Red Pred while Blue is sandwiched nicely between the Rhino and LR.  Marines don't retreat, they regroup.  The same applies to their vehicles of war.

I'll probably be updating this and editing this this week so feel free to stop by and give me some comments.

Short BR, SW vs. GK



This will be a tactics overview because the game was pretty much a slaughter in my favor.
Mission was Kill Points and deployment was Dawn of War.  Darian got 1 KP from a Rhino at the end of the game to my 8 (leaving on the Dread alive).

The list I ran was the following:

1980
13 kp

HQ:
Wolf Lord (TH/SS, RA, WTN, WTT, Bear) = 230
Rune Priest (Chooser, WTN) = 120

TROOP:
9x Grey Hunters w/ WG (Rhino, PF/cbM, Meltagun, WS, MotW) = 243
9x Grey Hunters w/ WG (Rhino, PF/cbM, Meltagun, WS, MotW) = 243
8x Grey Hunters w/ WG (Rhino, PF/cbM, Meltagun, WS, MotW) = 228

ELITE:
7x WGT (6x PW/CbP, 1x CF/CbP) = 281
in LRC (EA, MM) = 275

HEAVY:
Predator (AC/LC) = 120
Predator (AC/LC) = 120
Predator (AC/LC) = 120

++++++++++++++++++++++++++

Darian ran..
2x 7x Grey Knight Terminators
Librarian
2x Stormravens
Psyfleman Dread
10x Purifiers in a Rhino
Dreadknight w/ Heavy Psycannon and Incinerator


I have inserted 3 screenshots to help explain.

First, a screen of the board we played on.  For a board without any terrain from the closet, I actually REALLY liked it.  It looked like a wild Tyranid Hiveworld with all the fauna coming out everywhere.  A good amount of LoS blockers spread out evenly, a few patches of terrain (napkins) and a long lost Imperial missile silo in the middle.  I made the board and I'm pretty proud of that.


The deployment being Dawn of War saw me get 1st turn.
Since we were playing with the entire table and Dawn of War was killer for first turn shooting, I knew I was in a pretty safe distance.  My Preds sat in the back to take advantage of their 48" range and they spread out pretty evenly to maximize pivot, but remain safe to side armor shots by the way Darian came on the board.  Everything else smoked and took refuge and LoS blockers behind the huge alien plantlife.


Once his Stormraven TB'd up the board, my Predators shot at it with everything and gave it 6 penetrating hits.  It explodes shortly after.  Return fire was minimized to the fullest because of range vs. his 48" Dread and AV13 in the front kept me relatively safe.  This, as the Wolves like to call it, is setting the trap.  We normally do this with Long Fangs, but Predators can also work at a discounted price.


This is what us Wolves call, springing the trap.
A is the LRC with Lord + WGT, D is the Rhino w/ Squad pack 1, B is squad pack 2, and C is squad pack 3 with the RP.

The pink Xs are where the Terminators deepstruck in.

B and C moved in such a way that the Rhinos blocked LoS to his Terminator squad (top X, not there anymore), and if he had to move and shoot, I would get cover for the Psycannons.
With the top Terminator squad's ranged efficiency reduced dramatically, both squads B + C can pour all their fire in the bottom Terminator squad.  Combined with the Preds, meltas and bolters, I reduce the squad to 4 dudes, plus they are now in difficult and dangerous cause of Murderous Hurricane.  Btw, Darian made every single Terminator Invulnerable save.  It was the bolters that actually forced enough wounds lol.

So why isn't the top Terminator squad there and its replaced by my Wolf dudes?  Because the LRC moved up, pivoted in such a way that it faced his Stormraven while letting my dudes disembark from the side hatch.  I unload my WGT, and they combi-plasma the fuck out of his Terminators before charging them, annihilating the entire squad.  Despite my best efforts, I could not kill that damn Stormraven with the Rhino's 2 shots with guys that moved 6" and the Pred.

The guys on the table in the back are in transport D.

So basically after decisively crushing 2 squads while taking almost no damage in return, this game was already going into a bad direction.  Darian's attempts to cast sorcery was thwarted by my Rune Priest, his shooting was pitiful compared to my more experienced Grey Hunters, and his Storm Ravens came crashing down all over.  His Purifiers eventually pushed up the board towards my bros by the top X, but my LRC pivoted w/ the Wolf Lord's squad and shot the beejesus out of them before charging in.  They die like regular marines.

I take the head of Darian's Librarian back to the Great Wolf and we feast, drink and arm wrestle.

Just to let you guys know, I will be posting a mixed vehicles and positioning tactica tomorrow.  Stay tuned.

Saturday, June 4, 2011

Wolf Lords, their word is law


The only time I find myself taking Wolf Lords is in games of 2K points.  At 1750 points, I find that the humble Rune Priest is all I need in the HQ slot.  Sometimes, I even take 2 Rune Priests as their psychic powers and psychic protection is too good to pass up on.  So why Wolf Lords?  Well, for one, I think they're one of the most iconic pieces in an old-school Space Wolf army.  Space Wolves, by design and fluff, are Vikings in Space who rely on honor and courage to carry them through the day.  That's why most of my army lists for Space Wolves have little in terms of campy shooting.

Now that I've thrown down that my Space Wolves enjoys the nitty gritty, let's examine my favorite Wolf Lord builds.  He is my physical manifestation on the battlefield:

Wolf Lord
Runic Armor
Frost Blade (or Thunder Hammer), Storm Shield
Wolf Tooth Necklace
Wolf Tail Talisman
Saga of the Warrior Born (or Saga of the Bear)
225 points (or 230 with Thunder Hammer), Thunderwolf Mount for 45 more.


Let's take a look at this build and examine what I like about it.  He has 4 attacks, has 2+ armor and 3++ invul saves, always hits on 3+ vs. anything with a WS with a S5 power weapon and goes ape shit after killing things in melee.  He averages 2 MEQ kills in the first round of combat and that bumps his attacks up to 6 in the next round of combat since he gets +attacks for each model killed in the previous combat.  The Warrior Born Saga is more for fun really, since it allows him to chew through enemies so you can tally up the totals.  Wolf Tail Talisman is one of those neat little gizmos that lets you take a 5+ save against anything that's targeting you or your squad with a psychic power.  If you roll a 5+, you negate the psychic ability outright.  If I could be anyone in 40K, it would probably be this guy.

Why no Terminator Armor?  Because if you want a Storm Shield, you're going to have to pay 15 points more on top of the 40.  Runic Armor is 20, Storm Shield is 30, so for 5 less points, you have the same 2+/3++, can be put in a Rhino, takes up less room in a LR, has the benefits of Runic Armor (5+ invul vs. all wounds caused by psychic attacks) and you keep your frag and krak grenades.  It's a no brainer at this point.  Saga of the Bear makes your Lord immune to instant death because of Eternal Warrior and the Thunder Hammer allows him to deliver crushing force against anything in the game.

What it really comes down to is whether or not you want to put the Lord on a Thunderwolf mount or not.  Personally, Thunderwolves don't make sense to me because marines are riding them.  It's 40K years into the future and as if things couldn't be more ridiculous, marines are now riding ancient battle beasts.  Aside from how ludicrous this may seem, we can't overlook the benefits of a Lord on the Thunderwolf.  True T5 makes him immune to Fists (although not Force Weapons), the extra attack and strength makes him a beast in combat.  The higher strength makes all the weapon options good to have:  The Wolf Claw is cheap and S5 re-roll hits or wounds is fantastic at killing MEQ, S6 Frost Blades are more dangerous to vehicles and S10 Thunder Hammers just rock anything in the game.  With 6 attacks on the charge, the Lord is absolutely fantastic at putting down anything in combat.

Unless you're taking a Wolf Lord on a Thunderwolf, the WL can be put anywhere you want.  I personally like to put him a LRC with a WGT retinune, but I feel very comfortable putting him in a squad of Grey Hunters.  The great thing about Runic Armor is that it allows the Wolf Lord to travel freely.  If he wants to be in a Rhino, he can, if he doesn't feel like being bogged down by Terminators, he can leave and join something else.  Best of all, the Wolf Lord can run things down once he beats their ass in combat.  For that reason, I like to keep my Wolf Lord as violent as possible.  He is my personal avatar on the field and there's nothing better than seeing him rampage through mutants and aliens in the name of the Allfather.

If you like taking a Wolf Lord too, let me know what config you like traveling with.

Wednesday, June 1, 2011

Long Fangs vs. Predators


Believe it or not, I play Space Wolves.  They're actually my first Space Marine army after Grey Knights and the first army I blogged about.  I think it's time to pump out a few articles on them this week.  To start things off, let's talk about a rarely discussed topic.

We all know Long Fangs rock and for good reason.  They are cheap, effective and put out diverse and powerful long-range firepower.  As you can see from this article I wrote a while back about Long Fang loadouts, I do like myself some missiles.  However, with the recent shift in the meta, I'm wondering if there are other options out there for Space Wolves.  Let's take a moment and look shall we?

First, let's look at the humble Predator.
Not just any Predator, but the AC/LC Predator that comes in at 120 points.

What's the difference between the Pred and the standard loadout of ML Long Fangs?  Well for one, it's cheaper, by 20 points.  It's AV13 and it's a vehicle and thus is immune to DE Venoms, S6 shots from Mechdar and better protection vs. S8 shots since it needs a 5 to glance.  With 2 BS4 Lascannon shots at S9 and 2 BS4 S7 Autocannon shots, it's an incredible fire platform vs. vehicles and MCs but lacks severely when it comes to hordes.  Just like Long Fangs, once deployed, there's very little opportunity to move these things around unless you want to sac a round of shooting.  The only difference is that if Long Fangs want to move, they'll take a Razorback (more points) whereas the Predator will move 12" and smoke.

Long Fangs can also Split Fire, but most ML loadouts opt to shoot all their missiles at one target to force results.  Flexibility is there, definitely, but for all intensive purposes, the Predator and the Long Fangs share similar target priority vs. vehicles.  The biggest drawback of the Predator is the dreaded VDC.  If you're glanced, you're spending 120 points to sit there for a turn.  If one of your Long Fangs die, you pull the Leader and continue shooting 5 missiles back at your opponent.  Of course, we can also say if the Pred got stunned or shaken, it doesn't lose any damage potential next round whereas you might lose out on missile fire if Long Fangs start dying.  There are pros and cons from both, but for the points mentioned, both are solid choices imo.

I think this is where the metagame comes in.  Looking around my area, I see a shit ton of different Space Marines, BA, SW, Grey Knights, Mech IG, Tyranids and Dark Eldar.  Orks are a rarity but I think I'll mention them anyway so players get a better picture.  I only have one friend who plays Eldar and he's got a good amount of diversity as well.  I think it's safe to say that against mech-focused armies, the AC/LC Predator serves a better role.  Unless, of course, you're siting cross table from Long Fangs who can outspam you in terms of raw shots.  When fighting Grey Knights, AC/LC Preds are better imo.  S9 AP2 gives you a solid answer to Paladins and Terminators and Lascannons are better for punching through Psyfledreads.  Lastly, it goes without saying that Predators are much better vs. Dark Eldar.  You ignore Splinter Cannon fire from his Venoms and destroy vehicles with each breath you take.  Against the likes of Tyranids and Orks however, when the ever-shifting need of anti-horde and anti-crappy armor arises, the Long Fangs are clearly superior.

Thursday, January 27, 2011

SW back then, SW today


You know, for such a characterful army, there's a lot of SW players out there that bring shame to Russ and the All-father.  That's right, I said it.  I've seen too many RB spam lists as of late and and the number of Thunderwolf + Wolf Lord lists sicken me.  Recently, a friend of mine participated in a tournament and six Space Wolf players placed in the top 10.  Out of the six that placed, half was wound-allocated TWC and the other was RB spam.

Now I don't know about you guys, but I like it when there's a theme going on with a army.  What theme is there in a list that's built for the sole purpose of winning?  It might be the Canis Helix in me running wild, but I don't think it's very thematic when a SW player puts down a min-maxed lists of maxed Long Fangs, Rifleman Dreads, 3 Rune Priests and as many RBs as he can field.  Gunlines are lame in general, but playing a gunline in a army that made out of a bunch of brawlers is even lamer.

When I picked up my Space Wolves, I picked them up for the sole reason that they're Space Marines that can fight in close combat.  They welcome any challenge, fight any foe and will take the fight to their enemies in a second's notice.  This is written in their fluff, enforced in their codex and everyone knows not to mess with the wolves.  Space Wolves are essentially Vikings in space.  Here's what Vikings did back in the day:  Eat, drink, fight.  Here is what they do now:  Take psychic tests with their Rune Priests and shoot things in Razorbacks while conveniently asking their opponents if they're having fun.

For the real Space Wolf players out there, I salute you.  For the RB spammers: Take a long hard look at the picture above and let it sink in.  Never forget where you come from.

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