Showing posts with label Space Wolves. Show all posts
Showing posts with label Space Wolves. Show all posts

Wednesday, July 30, 2014

Space Wolf Bust showcase


Today I have a very Wolfy treat! This is not part of the new releases but I'm glad I finished it in time for the Wolfmania. Let me introduce you Thorunn Frozenfang, a magnificient bust by the talented Freeman. This is in my mind what a Space Wolf should look like, and even though the current plastic range is pretty good, it still has some cartoonish edge to it. This bust is a lot more to my liking.

This is my first bust and I think came out decently. It is a different beast to paint the face of a 28mm miniature than this, and thus I dared not go for extrme lights and contrasts, and tried to make him look reallistic. This is why for example there are not strong highlights on the shoulderpads - it is a larger scale that requires less tricks to make it pop. It was nonetheless a very enjoyable experience and a nice complement to my Space Wolves army.

The plan for now is to display him proudly in my desk (perhaps move it next to the TV if my wife is candid enough) and revisit the paintjob in the future if I improve my skills; things like adding more depth to the face or increase the weathering. I mean, the face for example has lots of different layers and glazes, and I added different pigments to the armour but the difference in scale somewhat seems to make this less visible. Anyhow I hope you like it and if you are a Space Wolf fan, might consider as well to treat yourself to a copy of Thorunn. For Russ and the Almighty, greetings and thanks for reading.








Thursday, July 24, 2014

Why I didn't purchase Storm Claw

GW's last big seller is probably the Storm Claw box - what's not to love having a huge discount on a several kits plus a soft cover version of the rulebook? Despite how attractive this might sound, and being an avid Space Wolves collector, I finally cancelled the order I had placed in my FGLS. They didn't complain at all by the way because they knew it would be gone very fast.

The problem that I see with Storm Claw is that despite the significant price discount, I'm still a SW player and I don't need the Orks. Even when the hobbyist in me thinks it would have been fun to build the Gretchins and Nobz, it is not what I really want to do.

You see, as many people who have been in this hobby for some years, I went from having little money and a lot of time to have little time and enough money to be able to afford this box without compromising my supper. So if I want to get the Space Wolves kits and that beautiful Krom Dragongaze mini, I need to sell or trade the Orks, because I just don't have enough time to spend on them.

As most 40k guys out there, I have a pretty long list of projects both started and in my wish-list, and I know the Orks would have gone straight to the bottom of the list. First I considered buying this box and actually pre-ordered it with the intent of getting rid of the Orks, but then realized that a) I already have enough GHs and Wolf Guard and b) I don't feel like spending time trying to sell the parts that I don't want.

Think it this way - I'm getting the box for the savings and the special miniature, but in order to get those I have to spend time selling, packing and shipping what I don't need. How much do you value your time? If I need to spend a few hours in taking pictures, selling stuff on Ebay, checking the payment has been received, acquiring the packaging, packing and going to the post, I might as well pay the price difference and save myself all the hassle.

I also don't want to entice GW to keep selling limited editions in this way, because as a customer I feel forced to get stuff I don't want to get in order to get them. If it happens that you want the LE mini and the other kits, then surely it's a great deal, but I suspect this is not the primary intent of this offers. Alas no Krom Dragongaze for me unless a find a good deal in Ebay, which won't probably happen.

What do you think about StormClaw? have you purchased it?

Monday, July 21, 2014

The Storm Fang is here!

Big, ugly and ruthless. Because Fenris likes it this way


The new Space Wolves Flyer - hidden in plain sight?

We have known for some time that designers at GW like to come back to the existing books and material for inspiration when it comes to create new things for a given army. Just browse back your White Dwarf collection and there are plenty of references to previous artworks as inspiration for new projects. Case in point, Space Wolves. Their latest miniature, Krom Dragongaze, is inspired by a 3th Ed artwork. Before him, Arjac is very similar to the drawing in the SW codex, and the Thunderwolves kit allows you to build a very similar one to the illustration depicting its entry in 5th Ed. So now that the rumours on the Storm Fang are solid that are being stated as facts, let's have a look at the SW material and see if there is any hint as to what this Flyer might look like.

Let's remember the description given by Natfka in his blog:

"The Stormfang Gunship has the look of half of a Caestus Assault Ram, and is on the cover of next week's White Dwarf. The previous rumors really list out its abilities well. It comes with a Helfrost Destructor, two twin-linked heavy bolters, two stormstrike missiles and ceramite plating, with power of the machine spirit."

And through BOLS there is a comment from Warseer:
"I should really have said 'love-child of a Caestus Assault Ram and a Stormtalon'. That is a better description of the model's appearance."

Is there anything in the codex that could fit with this description?


This illustration comes I think from the 3rd Ed codex. There are some gunships to the right that look more like Thunderhawks in Star Trek that a Caestus Ram. Moving on.


The below are most certainly Thunderhawks so not our Flyer.



The below doesn't look to be a Thunderhawk, and it is too narrow for a StormRaven or variant.
It is like half a Caestus Ram (check) with small wings on the side (Heavy Bolters supports? check) and some engines towards the end. The cargo area also looks bigger than a Storm Raven (capacity 16? check). Is this the StormFang? we'll have to wait a few more days but I think it likely it looks very similar. What do you think?




Edited: this is how it really looks like!


Thursday, July 17, 2014

Space Wolves statlines, rules and points cost from Stormclaw

Folks are starting to receive the StormClaw boxes and so we finally get to know the SW statlines and rules. There's a general points decrease across the board, inline with the previous SM and DA releases, and a very bad change (hint: Grey Hunters). Let's have a look:

From Manuales:

Krom Dragongaze 135p

Power armour, Bolt pistol, Frag and Krak Grenades, Belt of Russ (4++) and his axe Wyrnclaw (master crafted power awxe, +2S FP2). Comes with ATSKNF, Acute Senses, Counter-attack, Furious charge and Stubborn. He's of course an IC.
His Warlord trait makes him declare/accept challenges, with To hit re-rolls.

All of this for 135 points! in the old 5th Ed Codex, it would have been something like Wolf Lord (100 pts), Belt of Russ (25) and Frost Axe (25). This makes 150 points and doesn't account for Stubborn neither the fact that his axe doesn't seem to be unwieldly anymore. Alas Krom cannot take a Thunderwolf nor a bike which is where you usually see Wolf Lords. I might yet paint some Wolf Guard stripes in my Krom and actually get to use the mini.



5x Wolf Guard in TDA 230 p

TDA, 1x hammenator, 1x SB/CF, 1x SB/PF, 1x HF / PF, and the pack leader Beoric with SB and a glaive (+1S FP3).  As usual come with Acute Senses, ATSNF and Couter-attack.

Rules wise they keep the same. Hopefully the new codex will still allow them to be attached to other packs, which was an important difference vs. other Space Marine codexes.

If I'm not mistaken, with the old codex this would have amounted to 245 points so there is a little point decrease here. Still sounds expensive for their load-out (they don't even carry combi bolters!).








5x Grey Hunters 125p

Power armour, bolt pistol, boltgun, krak and frag grenades. They don't seem to keep the CCW, which would mean they lose 1A in CC!
The pack leader (Hengist) has a power axe. Plus 1x GH with plasma pistol and chainsword, 1x with a plasma gun. Rules wise get the standard Acute Senses, ATSNF and Couter-attack.

This configuration would have amounted to 130 points, so looks like Grey Hunters might be getting 1 point discount by losing their CCW. A terrible trade-off if you ask me, GH were so good because they were equally capable shooting or in CC.







5x Blood Claws 110p

Power armour, bolt pistol, CCW, krak and frag grenades. 
The pack leader, Egil Redfist, has a PF. Another Blood Claw replaces his bolt pistol for a plasma pistol. Acute Senses, ATSNF, Couter-attack and Rage, so Blood Claws get a generic rule now.

In the old codex this would have costed 130 points, so that's 20 points less. This doesn't make Blood Claws any better though, they are still overcosted and there is no reason to take them over Grey Hunters... with what we know today.








Conclusion:
Aside from the GH losing their CCW there's nothing new here. Some cost decreases to bring them inline with the other codices and that's about it. At this point, even Counter-attack doesn't seem to stay its ground when compared to the other Chapter Tactics. We'll have to wait some more weeks to find out! Until then, thanks for reading!

Monday, July 14, 2014

New Space Wolf Formation: Fierce-eye's Finest

Included in the StormClaw box set there is a Space Wolf formation datasheet. What is exciting is that not only it is a fairly interesting one, but one more hint that the Space Wolves codex is about to drop! Without further ado this is the formation:

From WDW 24:
"Fierce-eye’s Finest hunt as a pack, and once one unit in the formation has shot at or
charged an enemy, successive units in the formation who choose the same target reroll
failed attempts."

From the description, the formation seems to be composed of 5 Wolf Guard in Terminator Armour, 5 Blood Claws and 5 Grey Hunters. In a week we'll know if those units can be expanded, and if it's possible then it's a formation we might actually be seeing on the tables. Grey Hunters are the bread and butter of all Space Wolf armies, and Wolf Guard are easily found, if only for how cool the minis are (side note: hopefully GW will make all those hammers and shields in the kit usable by giving them a decent price). Blood Claws I've never seen on a table, as who would pay a Grey Hunter cost for less stats and wargear? hopefully the new codex will see them drop in price.

I'm looking forward to get the full details on this. Assuming this formation works with more numbers of Grey Hunters and Blood Claws, and if you can still stick a Wolf Guard to them (to tank shots), Drop-podded SW might be a thing! drop T1, shoot the 2 specials per pack / combi-bolters from the Wolf Guard / massed bolter fire with re-rolls to the second and third packs shooting the same unit, T2 charge with re-rolls again.

Are those re-rolls to hit, to wound? Only one more week - can't wait to see!

Tuesday, April 2, 2013

Alternative Primarch models

Am I the only one finding the pace of Primarch releases from Forge World to be unnerving? the Angron model looks great and captures all the ferocity of the World Eaters Primarch, but costs a hefty £50 and so far he is the only one of his brethren to have a model.

Many, many years ago GW released a Leman Russ model (!!) and that was up to date the only Primarch model. Now after Angron I'm pretty sure we'll see more Primarchs coming down the line as more Horus Heresy books are released from FW. But consider this - can we expect to see the 18-21 (depending on how you count them) Primarchs to be produced? unless the warp claims (Emperor protects!) the current GW management, no. All right. Let's lower the expectations. Can we expect the main ones, say pick your top 5-7, anytime soon? again, most likely not. Whew. What about 2 or 3 more Primarchs, and not necessarily the most popular ones? well that is more reasonable. Don't ask me why there are no Sanguinius, Perturabo or Russ models out there,  because they would be top sellers. Or why the price is more akin to silver than resin. Just imagine a line of Primarchs like these below. I'd be buying GW shares like crazy if I knew that was going to happen.



Fortunately, there are a few models outside of GW/FW that look pretty good. Scibor has some nice models for the Lion and Sanguinius. Hitech miniatures has some of my favourite unofficial Primarch models, like this Perturabo ("Proturbo" lol). The look of it seems definetely inspired by this Black Library cover:


Mortarion, with his trademark scythe:

Or the Lion, with his trademark Lion's helm and Caliban sword FTW:

Do you guys know any other good Primarch models out there?

Thursday, January 24, 2013

Space Wolves - How to defeat Dark Angels


So Dark Angels have won the seemingly first "big" tournalment after the new codex. It's still early to see where exactly DA will fall, if at Necron /Chaos Demons power level or if will be more in line with the other Imperial armies.

We Space Wolves players have seen many armies rise and fall and we've always find a way to crack the hardest armies, so let's have a look at how can SW deal with those pesky Dark Angels! the interwebs may be going crazy with their 40 bolter shots per tactical squad and cheesy monk Terminators, but the answer is the same we've had in the past - cunning tactics, flawless execution and of course, lots of grey hunters and long fangs! there's nothing we can't bring down in combat, nothing we can't smack down to pieces with ranged fire if we do things right. Let's dive straight onto it:


Know thy enemy


For all their blings and new toys, Dark Angels aren't very different to what they used to be. They have great Terminator armies, excellent biker armies, and now will also make great hybrid armies plus some new gadgets - auspexes to reduce cover saves, Ravewing grenade launchers and son on. The below is a taxonomy of the builds that I think will become popular:

Deathwing - this is an army composed of some 25~30 scoring terminators, usually in squads of five with one heavy weapon. I would expect to see less hammenators than in 5th and rather mixed squads with a couple of storm bolters/power fist guys, a chainfist, a hammenator or two and the heavy weapon guy. Their Deathwing assault rule allows the controlling player to choose when each squad will enter by DS (if T1 or T2), and the first turn they will have twin-linked guns, so the alpha-strike potential is considerable. Now this army has good AI potential with lots of storm bolters and a decent AT via CML. Leaving the cheap home scoring unit or two aside this is a small and elite army, and such armies are taken down through sheer mass of bodies or shots. The key here it to take one unit at a time, and keep all the grey hunter packs together. 4 plasma shots per pack + 16 bolter shots, perhaps twin-linked with divination, will take a heavy toll on the DW. If the units have storm shields, try to land the plasma shots in those without it and send the bolter shots to the hammenators.

Plan the game in advance - once the Terminators are in the board, their mobility will be limited. Select the best placement for the grey hunters (usually close together, supporting each other and from a centered situation) and make sure that your Long Fangs have good lanes of fire. Now, in 6th Edition is a good thing to add a plasma cannon or two in the army as we see more and more foot hordes, and the split fire rule allows us to shoot each weapon to the right target.

In terms of target priority, DW Command Squads (perhaps with a revered Standard) and DW Knights make for juicy targets but keep in mind they do not score. If you have a chance to take one of those units down of course don't miss it, but in the most frequent case of having several targets to choose from, go for the scoring units. Last but not least, the terminators will be nicely packed together after deepstriking, ready to be jawsed to the pits of hell.

Ravenwing - where the DW has superb durability and limited mobility, the RW has a fragile nature but excellent mobility. All the bikers are scouts and have hit and run, which means we can't bog them down in combat and drown them in a mass of grey hunters. In top of that, the combination of jink, skilled rider and the nearby Darkshroud means they will enjoy a 2+ cover save to get to our lines, then shot the hell out of that with their TL bolters and plasma talons. Sammael will probably join the fragile RW command squad if there is any (and in that case they will carry the Standard of devastation for a lol-sy 4 bolter shots per rider), and will turbo boost 24" in the last turn to claim or contest objectives.

The first thing to consider is the objectives placement - RW are skilled riders but don't climb to the second floor of ruins, so use that to your advantage. Also keep in mind they outmaneuveur us, so the objectives need to be as close as possible - we want to play in the smallest court possible. Don't forget they all are Skilled Riders and as such pass all dangerous terrain tests. Second is we have the advantage of numbers. We need to drag the RW to a certain area and again hit a unit at at time, as hard as we can. The RW is a shooty army that wants to dance around us and shoot us at distance. The bikes are T5 but there will be  limited numbers, and a Grey Hunter charge is likely to win the combat. Keep in mind they will flee after the combat, so make sure there are no survivors (a full squad is 6 bikers, 6 wounds with a 3+) or combat squads with 3 bikers; nothing that can sustain a combat. As for the DA home objectives, expect to see a small unit or two, something like 5 man with a flakk ML; they can be easily dealt with either with the Long Fangs (no point in wasting missiles in a 2+ save unit), or with small outflanking or drop-podded unit. Now, considering the challenges to mobility in 6th edition for Space Wolves, this isn't an easy match-up and mistakes will be paid dearly, but one grey hunter alive is all that you need to claim an objective that your opponent cannot reach, so clench your fists and be ready for a long fight.

If the army has Land Speeders, let the Long Fangs have sport with them; even with cover saves, a few missiles is all we need to take down an open-topped, AV10 vehicle with 2 hull points.

Hybrid armies - this is where I suspect Dark Angels will be at their best. Azrael makes both DW and RW squads scoring, aside of providing a small suite of army buffs (Ld10 across units, select the warlord trait, 4++ to the unit he is with, etc). The standard hybrid army will feature a couple of DW units that will deep-strike close to our lines, a couple of biker units with locator beans, supported by some tacticals, devs and perhaps a Flyer. The good news is that Azrael can't DS with the DW or ride a bike, so he will have to foot-slog his way, come in a pod, or just keep his head behind the Aegis Defence line. In any case, their battleplan will be something like turboboosting the bikes T1 to help bring the DW T2, then hit with both hammers.

Playing to the Wolves strenghts 

The Dark Angels excel at their First and Second companies, which are composed of small elite units. One on one the Space Wolves will lose every single match-up, so it is important to keep the Grey Hunter packs together and have each unit supporting each other. Combined, the firepower or CC abilities of 2/3 packs can take anything the Dark Angels have to offer. Just make sure to protect them as much as you can from the initial strike that the DA are surely going to have (Deep-striking terminators or 2+ cover save bikers); careful placement of your rhinos or wolf guard terminators will soak up the brunt of the DA attack, then the Space Wolves are loose to counter-attack with everything else!

The rest of units -the "greenwing"- aren't as effective as our units and these are the engagements we want to take 1 on 1 - 5 scouts with bolter and 1/2 special weapons can decimate the small home objective unit (and if not will finish them in CC) and a Grey Hunter pack will eat a Tactical squad any day of the week. So make sure to not dedicate more resources than needed - we'll need them to deal with the Death and Raven wings.

For once, the Flyers play to the Space Wolves advantage - our ADL can take down their AV11 Flyers easily, and the points invested in flakk missiles are essentially wasted.

Dark Angels also don't have access to Sternguard vets that would be deadly to our troops, and heavy flamers aren't as popular. Iron clads or Furiosos aren't available as well, and when the odd multi-melta dread  in a drop pod comes across from time to time, well it's not a big deal to let it pop a Rhino and get some point-blank melta love in return.

Sniping is an important component of 6th Edition - make sure you go after heavy/special weapons, standard bearers and Ravenwing grenade launchers. Speaking of sniping, Jaws doesn't want to hear about your 2+cover save and will be happy show its teeth to any line of bikers or closely packed terminators.

Target priority should be fairly simple - DA can place hard-hitting units very close to our lines, leaving no room but to engage them. Always keep in mind 5/6 missions are objective-based, and all that matters is that by the end of the game we can have a lone Grey Hunter winning us that point.

Conclusion

The Dark Angels have a solid codex and some excellent elite units that can (and usually will) be made scoring, and have several interesting combinations. These units have excellent synergies and careful planning needs to be put in place to avoid being alpha striked and to be in a good situation for the counter-attack. The Space Wolves have to use their advantage of numbers, leverage the 2 special weapons per unit and their versatility to take on the DA units as they come, focusing to eliminate one unit at a time.

Monday, January 14, 2013

10K pageviews and writing at Unforgiven Studios!

Hiya! I just wanted to announce a couple of good news. First the blog has hit its first 10.000 pageviews! this is a tiny number in comparison to the main blogs but hey, it has only been up and running for a few months so it's an important milestone for me. Thanks so much for the visits and the comments! appreciate it guys.

Second good news is that I'll be posting a weekly column on Wednesdays at the Unforgiven Studios blog. All the authors will be posting great content in the coming weeks so please come, have a look and let us know what you think!

The column is called Of Wolf and Man and will cover everything related to Space Wolves (surprise huh!). I've been for 15+ years in the hobby and I can say nothing compares to collecting and playing the mighty 6th Legiones Astartes. Grey Hunters, Long Fangs and the rest of their Fenrisian buddies just crap all over their Vanilla counterparts!

Take care!


Tuesday, December 11, 2012

Space Wolves: are drop pods the way?

Dakka Dakka
One of the most popular army configurations for Space Wolves in this early 6th edition is using lots of grey hunters in drop pods, supported by long fangs, rune priests with divination and combi-weapon toting wolf guards. Is this the best Space Wolves can do without allies? let's take a look!

Setting the ground


Let's begin by understanding what a drop pod SW looks like, and how it works. A base list could be something like this (not necessarily the best version):

Rune priest
Cheap and cheerful. Swaps powers by divination and boosts the long fangs, or protects the area with hurricane, or mans the quad gun. Ocasionnally can be risked and sent vai pod with the Wolf Guard if there is a juicy target T1, like Jaws'ing

8-10x Wolf guard with combi weapons.
These bad boys provide the alpha strike of the army. If there is something that needs to go down T1, leave them the job. Tanks, artillery, MCs, you name it. Not many things will survive 15~20 BS4 S7/8 AP2 shots.

4-5 10x Grey Hunters with double special weapon in drop pods
This is the core of the army. The drop pod takes them where they need to get (i.e. an objective). Whilst they can do some damage when they arrive, only in numbers (i.e. at least 3 pods in T1) you will be able to hit hard enough. 30 bodies with T4 3+(5+ cover) makes them decently durable when the rest of your opponent's army retaliates.

2-3 6x Long Fangs, 5ML
After the GH, these are the bread and butter of most SW armies, and are what makes this army tick. Similar to the Grey Hunters, these are jacks of all trades, able to tackle light/med mech, MCs and hordes. While a missile is not particularly effective against any of those, 15+ missiles per turn (with the possibility of twin-linking some of those via divination) start to pose a serious threat.

1 Aegis with Quad gun
A quad gun is the only AA SW have access on their own, and whilst not cheap, you are likely to come across with Vendettas, Scythes and Storm talons / ravens pretty often. The Aegis can also be used to give cover to the long fangs, which is not always easy when you have some 20 dudes in the backfield and  you want to keep some space between them to better deal with blasts.

How it works


GH in Rhinos = wreck in midfield
This is pretty straightforward, really. One of the main issues with SW is getting them where they need to be (objectives), as their rhinos are likely to be blown out by T2/3. You can always foot slog them, but with the rise of dragons, manticores, plasma cannons, DE venomspam... they will take their toll. Don't get me wrong, foot wolves is a viable army in the right hands; the drop pods enhance it by getting them where you want to be, and providing a certain alpha strike capability to an otherwise resilient but not particularly threatening army.

So the list will sport at least 5 pods, 3 of which will fall T1 in front of your opponent's gunline. The opponent will likely protect their important stuff with cheap infantry / light transports so the army needs to have resources in the toolkit to deal with anything. In other words, the Grey Hunter packs need a combination of plasma, melta and flamers. Something like 2xplasma packs, 2xmelta packs and 1xflamer pack could work. Choose two of these to drop T1 depending on what you are facing. The third pod will be the Wolf Guard, and these should go to the juiciest target - Land Raiders, Thunderfire cannons, MCs, Hammerheads... whatever poses the biggest threat to your army, needs to go down now or it will likely wipe out a Grey Hunter squad per turn.

Some lists include Dreadnoughts (TL Heavy flamers?) to enhance the alpha striking. Given scouts can no longer come out of reserve and charge, I would leave them in the shelf.

The Long Fangs and the Rune priest stay in the backfield, using their 48" range to support the strike wherever needed. The Aegis means you can now put the Long Fangs in cover anywhere, so no need to deploy in ruins as in 5th anymore. Speaking of, a small GH squad or two is needed to take the home objectives. Something like a 5 Grey Hunter squad with a flamer comes at 75 points and is perfect for this job.


Strenghts and Weaknesses

The ability to drop a large number of bodies T1 in any part of the board is not negligible; it provides a certain alpha strike and puts pressure on your opponent from the get go (from deployment actually). It is also flexible as you can select what comes on T1, and where. I.e. if there's infantry they will be flamed/double tapped to death, if there is mech will see some point blank melta, if there are heavy infantry/MCs will be torrented with AP2 weaspons. From there, this many Grey Hunters are difficult to move from objectives via CC (counterattack, wolf standard and the ocasional rending attacks from the Wulfen) unless using specialized melee units, which should be hit when the pods come down.

But for all of that, once the troops are in the ground there is very little mobility. There is a lot of AP3 or better weapons in the boards, including specialized MEQ killers like Dreadknights, Flamers, Wraiths and the like. If the initial strike does not hit hard enough, all of your opponent's army will focus in these 30 bodies and whittle them down fairly quickly.

The army also has issues with mass 2+ saves, that can only be taken down through sheer weight of fire. And a quad-gun is not nearly enough AA - it's a single point of failure that can be destroyed T1.

My version of the list at 2000 points


Rune Priest, Terminator armour, chooser of the slain (Jaws, Murderous Hurricane).
I'm willing to pay the TDA so a) the Rune Priest gets some protection from all these blasts centered on his head and b) if I include him in the pod, he needs to carry some protection. The COTS is there to give BS5 to the priest if manning the quad, and to keep infiltrators at bay (remember the COTS can be placed anywhere in the board).

10x Wolf Guard (1 TDA with heavy flamer and power axe, 1 TDA with CML, storm bolter and power axe,8 power armour with 5 combi-plasmas and 3 combi meltas).
I think it's worth paying the TDA to the guy that will be placed closest to the opponent's guns, and 5-point heavy flamer is too good to pass. The CML stays with the Long Fangs - 17 missiles FTW! As for the combi-weapons, it could be argued that with 2 melta hunter units, they could all be plasmas. 

2x 10x Grey Hunters, double plasma, standard, drop pod.

2x 10x Grey Hunters, double melta, standard, drop pod.
10x Grey Hunters, plasma/meltagun, standard
5x Grey Hunters, flamer

Nothing surprising here. I want some variety in the special weapons to ensure I have an all comers list. The standard is a must, anyone charging the GH will have a hard time (it rerolls all the ones ni the phase, from overwatch to armour saves. Simply phenomenal for 10 points). The small flamer squad takes the home objective, while the foot slogging can take an objective or cover a flank.

3x 6x Long Fangs (5x Missile launchers).
This is a short ranged army list, with very little mobility once in the board so it needs a long range fire support element to ensure I can respond to threats across the board. 

Aegis DL with Quad Gun
The quad gun is the only reasonable AA Space Wolves can get on their own, and whilst nearly not enough to dearl with more than 1 flyer, it feels like a worthy investment.
The Aegis on the other hand... I am not a big fan of fortifications in general but recognize the value of deploying the ADL anywhere in my DZ so I can put my Long Fangs behind it. No more packing them in some ruins with suboptimal visibility!

Conclusion


As far as 6th edition go, this army style seems to better balance the game needs (occupy and keep objectives) with the Space Wolves capabilities. It doubles down on the army strenghts (great troops and devs) and reduces one of their biggest weaknesess (mobility) while providing some alpha-strike. There are some bad match-ups in the likes of Daemons with Fateweaver or Flyerwings, but this is true with any SW army (if not, I would be glad to learn more!). Space Wolves, and most armies for what matters, function better with allies, there's no doubt of that. If for whatever reason you want to run solo Wolves (for example tournaments in my area do not allow allies), this is one of your best shots.

Tuesday, October 9, 2012

2000 points Space Wolves - Grey Hunter horde!

6th edition has been out for some months now and with the recent launch of Chaos, the metagame is still evolving. We still don't know where it will end but for now there are a few clear indicators:


  • 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?

Friday, August 17, 2012

Wolf Guard in 6th Edition

Gates of Morkai, where is my shoulder pad?
Wolf Guard were a very common sight in 6th edition, mainly in two roles: as pack leader for grey hunters, and as melta hunters. In this post I am going to try and discuss their leader role.

Wolf Guard as pack leaders

The concept is alike to Sergeants in the other Marine armies. Basically a Ld9 character with 2A base and access to some more toys than the rest of troopers. What made it special for Space Wolves is the great flexibility in the system. So you invest one Elite slot (ouch) in a Wolf Guard unit, you give them any combination of armour and weapons, then decide before deployment if you want to detach anyone from this unit and add it to another (usually Grey Hunters or Scouts) as their leader.

Taking this concept to the extreme it meant you could have say 10 Wolf Guards with a different array of combi-weapons, power armour or terminator, some melta bombs, and depending on who you where facing, the mission, deployment, terrain... decide the best allocation. Usually this meant keeping a small core (3-4) as suicide melta hunters, and send the others to the Grey Hunters and Scouts, or even to a Long Fangs pack in certain situations. This is great in terms of flexibility but comes at the cost of an Elite slot.

Losing an elite slot aside, the main caveat with doing this is that prevented your Grey Hunters from getting a second free special weapon. Phil Kelly was kind enough to give SW a free second special only if the Grey Hunters count 10 bodies, so if you wanted to run them mechanized (which you usually wanted) then kiss goodbye to the second special. This was solved in part by loading the Wolf Guard with a 1 shot combi weapon. The benefits for doing this?

  • Leadership 9: Wolf Guards as pack leaders make Grey Hunters much more reliable as midfield scoring units as they increase the base LD from 8 to 9. Might not seem much but this gives Grey Hunter a decent Ld.
  • A good place for the PFist. Having 2A base means Wolf Guard are good enough to grant them a power fist. Giving a special CC weapon to models with 1A base, even with counterattack, is well, rubbish :p


Enter 6th edition. The challenges system means your 1W character is probably going to be dead before he gets to swing his powerfist in CC. On the other side, his Ld9 will be very handy to hold on objectives, as now you have to be outside of a vehicle to be able to do so.

Are Wolf Guard pack leaders still a must ?


This is the big question when it comes to Wolf Guard. What was a no brainer in 5th edition is not as clear in 6th. Let's take a look:

In CC, the Wolf Guard with PF will swing 3 times, granting 1 or 2 hits/kills when fighting MEQ. For the same cost, we can have 3 more Grey Hunters that will make 2/3 wounds so ~1 MEQ kill. The PF has a higher damage output and can deal with 2+ armour, but the concern remains to be - is he going to be alive to swing back? remember, T4 W1 3+. Chances are he won't. Some people say to give him a SS/PF, but that is still a 3++ on a 1W model that costs 68 points, then hope he passes these 3++ saves. This is far from a good idea.

Add to that sometimes a powerfist is not your best lever in CC. If you are fighting low toughness / bad armour save units, these 9 extra S4 attacks can be more useful.

Leadership 8 is a concern, that is for sure. Being able to regroup even when within 6" of an enemy is a small relief though. There are ways to minimize the Ld8, as for example giving your Rune Priest the Saga of Majesty. For 15 points you can reroll missed Ld tests as long as they are within 6" of the Priest. It's not a complete solution, but a decent patch as you should normally play with 2~4 Grey Hunters packs very close by  in midfield, supporting each other. It shouldn't be too difficult to place the Rune Priest within 6" of the rest of packs.

Having a unit of 10 strong Grey Hunters gives access to the coveted second special weapon, this time for free (even a plasma gun) and with unlimited shots. In 5th I rarely found myself limited with just one melta shot after using the combi melta previously, but it is obvious that it's better to have unlimited ammo than one shot.

Finally, if we ditch the Wolf Guard for 3 extra GH has some other benefits. That is 6 more attacks in CC, 2 more wounds to get rid of the squad, and more rapid fire shots. Last but not least, it grants access to a third Elite slot. Having another Lone Wolf or Rifleman will be handy most of the times.

Conclusion

The choice between a 5th edition Wolf Guard (power fist + combi melta) or 3 more GH and a free special weapon still tilts towards the side of the Wolf Guard and his Ld9. The biggest drawback is that the PF is not the to go option now. You can either go for a wolf claw or don't give him anything for CC, and in both cases keep avoiding the fights that you should alredy be avoiding. If you must fight something nasty in CC, bringing several GH packs is still your best bet.

Wednesday, August 8, 2012

Space Wolves in 6th edition

http://bloodofkittens.com/art/category/john-gravato/
Hi guys, Albert here with some Space Wolves ideas.  6th edition is a go and it has come with plenty of changes for the Vlka Fenryka. This post takes a look at how the army as a whole is impacted by the new ruleset, plus I also look at some individual units and discuss potential change and challenges. Please take all of this for what it is -  just early thoughts on a game we still don't know how it's going to evolve, and it's still early to give anything for granted. So without further ado:

Army style


One of the things I like the most about SW is how their playstile reflects their fluff. In the Horus Heresy books the Space Wolves are portrayed as cunning hunters rather than mere barbarians

On the gameboard, SW still look like barbarians :P but do not rush forward like a real assault-based army. Instead they use the long fangs and scouts to put pressure on the opponent from different parts of the board, drawing them close to the big core of Grey Hunters in midfield. As I see it, this will not change in 6th. What it changes, and significantly in some cases, is the degree of efficacy in which they can do this.

The backbone of the army is going to be the same then: a solid core of GH supported by missile toting long fangs, and led by a rune priest. Add support units to taste, in the form of TWC, lone wolves, speeders, you name it... and that is your bog standard list. This is tasty recipe from 5th ed that should still work in 6th, however some changes will be needed as we will see later.

The good news


You use a hood? suck it!
 I have a shiny runic staff and a black crow
Psychic powers have been overhauled and the hoods used to negate powers have been nerfed pretty bady. Rune Priests are the new kids on the block as they are the only librarians to keep the 24" dispersion range with the hood runic weapon, and still nullify powers on a 4+. Only second to farseers when it comes to psychic defence, until (if) this is FAQed. Now our powers are more difficult to stop, while we retain the ability to block others. Furthermore, as there is less pyschic defence in the metagame we could see an increase in psykers usage, as they are only screwed now by farseers and rune priests.

The new range of psychic powers bring added flexibility. In terms of powers, living lightning, jaws and hurricane continue to be excellent staple powers but consider exchanging one for a roll in the divination chart. Getting re-rolls for the long fangs+razorbacks is plain awesome, and can help with AA purposes. Or can be used to boost units in midfield as needed. Pretty damn good.

Troops seem to be very important in 6th, even more than they were in 5th. And Grey Hunters are nominated for the Best Troop unit in the game. Marine stats, counterattack, CCW+pistol and a boltgun, access to wolf standard and wulfen... and now a longer reach for rapid fire. Oh yes! on the flip side they have now (more) issues with the transports, but more on that below.

There are wolves on Fenris
Thunderwolf cavalry got a boost in the form of a 12" base move, which is very, very good. Not only you will reach your opponent faster (and thus be less exposed to enemy fire), but it also increases the threat level, attracting more firepower and hopefully increasing the survivability of the guys that will win you the games: grey hunters and long fangs.

The new allocation rules play to our advantage in this case, and make the placing of the storm shield puppies very important. Make sure they are the ones closer to the big enemy guns / AT. As for small arms fire, a wolf lord with a 2+save in the front will help to shrug it off. Unfortunately, this is still a very expensive unit for what it does, and with the increased threat range might be less needed than before. To begin with I think I'll go for the well known 4 TWC combo with 1SS, 1TH and 1MB.

If you think about it, it's a relatively powerful unit that costs similar to other deathstars (15 points more than Mephiston, 40 more than Hammenators but don't need a transport).  While not as killy as these 2 examples, the TWC still bring good duality in terms of AI through sheer number of rending attacks and AT through 5 S10 attacks on the charge. It's has a reasonable mobility and durability, and can provide some relief while the rhinos are getting your GH where you want them to be.

And finally we get to the humble speeder. There were debates in the past about whether scouts were better than speeders. Consider now that 70 points give you 2 MM and the changes to the squadron rules... I wasn't a big fan of speeders in the past but will try them out for sure.

The bad news


Light vehicles are lighter than ever, and unfortunately that is the only way we can get our GH to midfield. Unless you spam AV11, they won't last long against all the suppression fire out there (IG, Necrons, Tau...). In addition to that, you can no longer keep your GH drinking mjod inside of their Rhinos and charging out of it at will, plus the melta range has been reduced. All in all bad news for what is a key component of the army; without it, the army lacks mobility and our troops are more exposed. For the time being, I will stick to Rhinos and try to protect them by creating more inmediate threats to my opponent. I don't think this is a good solution though, and hopefully with time and playtesting we'll get a decent solution.

Scouts have also suffered with the transition to 6th. I found them to be more annoying than really effective in the past, but at least were able to show in someone else's backside, blow a tank/dread with point blank melta and then multiassault. At least they will come now more reliably with a 3+ in turn 2 + re-roll to select side thanks to Acute Senses, but once they get there they will basically shoot and be shot down next turn. More suicide than ever. Which is a real pity, as often times you will find small 5 marine units camping in a base, or some guard blob that can be defeated in combat, proven you charge the right way and have a wolf guard attached with you (pro-tip: do it). As they are now, bolters will be more useful than CCW+pistol.

Missile toting long fangs are not as effective as before. They do not get any bonus to the damage chart, and we are likely to see more 2+ on the board. For dealing with vehicles, you'll have to focus on eliminating the hull points. If they get AA missiles sometime their utility will obviously increase, but that is yet to be seen. For the time being, should you face a flyer heavy army, use a rune priest with the prescience power from divination to get re-rolls in the fangs. This power buffs any squad in 12", enough to cover 3 LF packs and some lasplas.
Alternatively, consider adding a lascannon or two per squad. These are considerably more expensive but will be golden when confronting certain builds *cough*Deathwing*cough*.

And we get to flyers. Unsurprisingly for an army that doesn't even deep strike, Space Wolves have no access to Flyers (save Allies) and no AA at all. A couple of rifleman dreads won't save you the day, but some TL shots will certainly help and if supported by the LFs, they are a serious threat to aerial threats. It is a considerable waste of firepower mind you, but at least gives you a decent chance to bring something down if you must.

Are Wolf Priests viable again?


Well this is debatable. A Chaplain is only as good as the unit he is buffing. Lemartes leading Death Company is a great example of this. But when you consider SW, what are you exactly buffing? Obviously not Blood Claws or Wolf guard units. And unfortunately you can't give him a TWC mount.

But what about Grey Hunters? here is a nifty idea: a Wolf Priest gains outflank by purchasing Saga of the Hunter (a niftty 15 points), and grant that USR to any unit he joins. See where I am going? A unit of 10GH with standard and wulfen, led by a WG is nothing to be sneezed at. 12 T4/3+ bodies that bring 4 special weapons, can double tap with bolters and charge/receive a charge with 3 attacks, and re-roll all 1s in CC thanks to the standard. Count me in thanks. Is it a gimmick or can it work? well I can't wait to try it out!



Conclusion: So what do we do in 6th?


As mentioned in the beginning, the core of the army doesn't change.

  • Continue to use the staple units -GH, Rune Priests, Long Fangs- and do it in a cohesive way just like in 5th. 
  • Make some adjustments to the units: perhaps drop the PFists in the wolf guards, consider a couple of lascannons for the Long Fangs... 
  • Test things out: saga of the hunter Wolf Priest, double-melta speeders, rune priests buffing units with Divination, both in midfield and with the Long Fangs, try adding some allies to complement our weaknesses (for example mobility, durable transports in midfield, cheap mass S6/S7 fire...).
  • And what's more important: keep you mind open, play games and have fun!

Take care and see you soon!


Monday, May 7, 2012

Wolf Scouts

Wolf Scouts are different in many ways to the Vanilla scouts: better WS/BS, different placement in FOS but especially their unique behind the enemy lines rule, that allows them to come from any board edge on a 3+. Unfortunately this also means there is a 33% probability that they will show up from a random border edge, which is sometimes works but more often than not leaves them stranded and far from the action.

One of the usual points for taking them is their low cost - 85 points give you 5 scouts with a meltagun, your most basic setup. Don't even get me started on things like camo cloaks, missile launchers or even bolters, because that is not why you want them. They are taking a precious elite slot (or 2 if you like redundancy) and with the toll Wolf Guard slot means it's either Scouts, or Lone Wolves, or maybe a Rifleman Dread. I wouldn't waste an elite slot on a small home objective holder when you can just have 5 GHs with a Razorback. The Wolf Scouts are in the Elite section, and for a good reason.

Common loadouts

5 Scouts with meltagun, 85 points
Cheap and cheerful, they have the minimum they need to do their job. If you're very short on points this is an acceptable loadout, although for a few more points we can dramatically increase their damage input as we'll see now.

5 scouts with meltagun, wolf guard with combimelta 108 points
So what does the extra wolf guard offer? well quite a lot: a second melta shot to reduce our chances of blowing up that manticore / predator / dreadnought, 3 more attacks on the charge, a 3+save and Ld 9 (which you will most likely need!). I'd say this is the standard loadout and the best points per value, as you have a better chance to a) blow up tanks and b) tie up infantry.


5 scouts with meltagun, wolf guard with combimelta and power fist 133 points
Starts to get more pricey for a suicide unit. The added fist helps if we are to charge a vehicle, or sometimes multicharge a vehicle and a backfield unit. Usually in this area you won't find CC specialists, bur rather a  bigger unit like 10 devastators or 30 guardsmen, so the fist comes really in handy to ensure yuo get away with a couple more casualties that could decide the combat - and if you win, your opponent will likely run off the table.

Some people purposedly load out their wolf guards in a flexible manner (combi-melta, combi-melta+fist, combi-flamer, wolf claw...) to ensure that whatever the army you are facing, you have the right tool for the job. A couple of meltas won't do much against a 30-men IG blob or Lootas, but a combi-flamer and potentially a mark of the wulfen could be devastating. Or a multicharge with melta bombs to a tank squadron. I don't take it this far but I always have the choice between a PF toting or CCW wolf guard with a combimelta.

How to use them

Easy as chips - you basically want the wolf scouts to appear behind some enemy's arse and blow up an expensive tank, or at least tie a backfield unit like devastators or IG platoon. Their 3 attacks on the charge and WS4 allow them to assault most units in there, although don't expect them to come up on top very often due to their low numbers. Making the squad bigger has its own issues, like the cost increase or may impede you to charge as you can't fit that many bases.

If you are lucky, they will show up on a 3+ on a board edge of your choice and wreak some havoc. If you are not, and this seems to happen to me more than 33% of the time, well they might still have a target or objective near by, or in the worst case there will be nothing for them to do, you will forget about them and not pack them when leaving (yes guilty as charged).

Endgame and flexibility

It's important to identify the key threads you want expect the scounts to tackle, but as the game unfolds there might be other uses, forcing you to stick to the plan or improvise. For example, you can use them to reinforce a flank or unit who might be in trouble, especially if it's near a board edge, can show up close to falling back units to ensure they can't regroup, or simply melta a tank too close to your lines and the board edge. If your opponent is not putting any tank near the board edges, then the threat has worked and they have a narrower space to move. This capacity to influence the opponent deployment should not be underestimated.

And a final note - my first impression was rather negative, with the scouts appearing nowhere near or when I needed them, even when fielding 2 packs of them. My expectations were just too high. Now I don't rely on them anymore, and think my strategy as if they were not there. If they appear when and where I need them - great, and if not it's not affecting my plans. Everything has worked better since I approach them this way, and I have to say their performance was great in the last couple of tournaments I attended.

Thursday, May 3, 2012

Showcase: Thunderwolf Cavalry

Thunderwolves not only are a different and unique unit for the Space Wolves, they are also very characterful and look awesome in the tabletop. If I can say so they can also  affectyour opponent because - how do you deal with them?

"I'll charge them with my death star / 30 orks mob!"  well you have five T5 2W badasses with 2/3 storm shields, 5 S10 attacks, 6 S6 power weapon attacks and ~20 S5 rending attacks. Add in a Warrior Born Lord to taste. And with wound allocation. Who in their right mind is going to charge onto that?

If you want to shoot them - well good luck! the only weapons that really worry me are either S10 (not that common) or mass shots. I don't really care about plasma cannons and the like but medium strength, high shoot rate thinkgs like the Eldar multilasers can be troublesome.

Anyway good or bad I really like their look and it feels good to leave the Razorspam / missile spam home and bring something different.


Assembling

I strongly recommend magnetizing the TWs for added flexibility and safety during transportation. So I added magnets to both arms and the torso, (so it fits easily in the foam trays. Running one unit of 4, with 2 SS? no problem, I have the arms. Perhaps 2x2 with hammers and SS? there you go. It's not that much of a hassle, and you will get the best out of the kit.

If you plan to use them in games (and why you wouldn't!) then try to pin them to the base. One model only has 1 leg in contact with the base, and another has 2 - unless pinned you will be rolling for dangerous terrain every time you carry them around :).

Painting

All I can say is look at the WD 203 (Spain). I just followed their painting guides, with some personal touches here and there. You can vary the colors and the tones and is going to look good as long as you keep the spirit of it. If you don't bought it (usually a good practice given their content) then just apply a base color, apply washes (browns and blacks), drybrush and highlight. Try to separate the different areas, like the legs/head, the bottom and top of the body, etcetera.




The bases are made with GW's basing kit, but you can really make them with pretty much any type of slate. They key is to have different sizes to break the monotony. To give it a volcanic look, I prime black and then daybrush adeptus battlegrey or charadon granite, then codex grey, then fortress grey and a final, subtle touch of white. Add some skulls, chaos helmets and of course a couple of thousand sons and you'll be all set!


Wednesday, May 2, 2012

Thunderwolves list!


This is one of the core lists I’m currently running. I first took it to the last AEPDA tournament, finishing 5th out of 40 which is fantastic for a painter! And surprising given it was my very first time running this type of list.

Anywho I dearly wanted to run Thunderwolves, even though I was pouring way too many points onto them and thus making the rest of my army either less strong. Overall I feel comfortable playing this army, as it is more aggressive than your normal SW list. To me, the wolves play just like the fluff describes them – patient killers that hunt their preys in packs. My game style is more straightforward and I enjoy sending the TWs ahead to the neck of my opponent! They can’t go toe to toe with everything in the game, but can certainly put a dent or 2 in even the worst monstrosities out there and will wipe out any troops they find in their way. 

So the list is:

  • Rune Priest, LL & JoTWW, Chooser.
  • Rune Priest, LL & Murderous Hurricaine
  • Wolf Lord on TW, runic armour, wolf claw, SS, saga of majesty (morale checks rerolls)
  • 5 scouts, meltagun
  • 5 Wolf Guard (3x combimelta/PF, 1combimelta, 1 CML/Combimelta TDA).
  • 8 GHs with meltagun, standard in a drop pod.
  • 3x 7 GHs with meltaguns, standard in Rhinos.
  • 5GHs with flamer
  • 4 Thunderwolves (TH/SS, SS, meltabombs, normal).
  • 6LFs, 5ML
  • 5LF, 4ML


How this works

The WG are attached to the GH squads. Depending on what’s in the opponent side I might include a PF or just the combimelta guard. The CML can drop pod or just sit in terrain with the Long Fangs and shoot things. The Rune priests are also embedded with the Rhino GH and move midfield shooting LL out of the top hatch. If anything gets to close, it will be melta gunned to death or jaws’ed to… the Fenrisian abyss? I would hardly pod the rune priest to jaws anything, unless someone aligns 3 trygons for me (please?).

The TWs+Lord rush to the opponent’s deployment zone, or can take a different flank. Keep in mind each TWs gear and make sure the hammer, meltabomb and wolf lord are in the right side to take on whatever is needed. You can also detach the wolf lord to take on a different unit by himself, just make sure he detaches once you're in the enemy lines and charges something, or will be torrented to death.

What about the 2 rune priests? well they provide long range dakka through Living Lightning, psychic protection in midfield (there goes your fortitude grey knighs!) and can use jaws / murderous hurricane in specific situations to a good end. Jaws is fantastic for taking on Ork nob bikers or MCs alike, and hurricane loves foot eldar councils and other nasties coming your way.

In a nutshell, this list plays like your normal SW army – GH in Rhinos to midfield, Scouts and drop pod disrupting, Long Fangs pouring missiles – with the addition of TWs that spearhead the assault, or go for an enemy flank and contest it.

Possible changes

The list performs quite soundly, clearly above my expectations of a "funny list that autoloses". There are a few clear improvements that I could do:

The drop pod is tasked with providing a disruption so the rest of the units moves forward, and puts pressure on some armies like IG gunlines. They are however too isolated from the rest of the army and likely dead by turn 2/3. A Rhino would be a safer bet.

The wolf lord is a lot of points for what he does, but provides I5 attacks with rerolls and Ld10 with a reroll. Perhaps adding a Saga of the Warrior Born would spice things a little bit.

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