- Flyers can only countered by other flyers, at least until everybody (if) gets Flakk missiles. At +10 extra points each might not be worth it though.
- Rhino + going second = first blood for your opponent.
- Demons, Necrons and Grey Knights are at the top of the hill.
And what about Space Wolves? well they are certainly faring less well than they did in 5th but are still a competitive army, if yet have no ways outside of allies of dealing with Flyers. So the latest talk is about foot wolves without Logan, a pure Grey Hunters horde that floods midfield and rapid fires things to death. I've never been a big fan of foot lists but admit I wouldn't feel confortable with the 3/4 8 grey hunter in a rhino units we were used to see. Just because the Rhinos are no longer indestructible plasteel shoeboxes and outside of that there's a lot of tesla / rapid fire / barrage guns aiming at you. So with that in mind I came up with the following list:
2000 Points of Space Wolves - foot slogging hunters
Rune Priest (Living Lightning, Jaws, Melta bomb)
Rune Priest (Storm Caller, Jaws)
10 Wolf Guard
2x TDA, storm bolter and power fist
2x TDA, storm bolter, energy weapon
3x PA with combi meltas
2x PA with combiplasmas
2x Lone Wolves, CF/SS
2x 10 Grey Hunters Pack, 2 meltaguns, standard
3x 10 Grey Hunters Pack, 2 plasmaguns, standard
3x Long Fangs Pack, 5 ML
Double rune priest is a problem if you are facing farseers but that match up aside are pretty interesting for a foot army. Double jaws + 60 marines in midfield can be a real pain in the backside for many armies. A more balanced approach would be just one priest and then scrap some points elsewhere to get another 10 Grey Hunters. In my gameplan, one should be going to midfield and give 5+ cover to a couple of units/snipe things with jaws, while the other can guide the missiles with divination or try to get some other boosting spells.
The wolf guard terminators are going to be leading the grey hunters pack, soaking up firepower until they are eventually wittled down. That's the main reason they don't have additional gear save for a couple of powerfists (I had 20 spare points). The power armour guards go with the drop pod and blow something up first turn / alpha strike a monstruous creature. The army is slow and not very mobile so it's important to have something to disrupt the opponent's plan in his own DZ.
The lone wolves go in front of the packs and deal with Land Raiders, Trukkz and other nasties coming your way. They are an important anti-vehicle and anti monstruous creture (remember they repeat to hit against anything with T5 or above), and with 2+/3++, 2W, FNP and eternal warrior can take a hit in the chin and strike back.
Then comes the grey hunter horde, moving to midfield for the objectives. The rune priest goes attached to one of the packs. Grey hunters are 3+/T4 models so are going to be wittled down, what we are trying to do is to populate midfield and try that our opponent does not have time to deal with that many marines.
Last but certainly not least, the long fangs make things easier for the grey hunters. One pack can be guided by divination if need be (and remember that could be up to 5 missiles + 2 missiles from the cyclone + 1d6 LL from the second rune priest), or just shoot things old style. Despite all the noise with vehicles and AP3, Long Fangs are still pretty good at wounding monstruous creatures and dealing with light vehicles.
Possible changes? well as mentioned above removing the second priest and a few points elsewhere grants you a 6th Grey Hunter pack. If anything I would try some disrupting unit aside of the drop pod, for example a Thunderwolf unit without too many toys (just a fist and perhaps a shield) to distract some enemy firepower and become a threat from T2; once they are dealt with the opponent will still have these 60 marines in midfield and not many turns to take them out.
So what do you think - is it viable? would you make any changes?