Monday, December 10, 2012

6th ed. Blood Angels Codex Review: Troops


The next installment in our Blood Angels codex review for 6th is truly a critical one - Troops are what wins or loses you games, and will determine the overall style of the list. Make sure to check the HQs review and
Elites review if you haven't yet!

The top contenders


Assault Marines (Jump packs): The poster boy of the codex and staple unit of the army. Their descent of angels (DOA) rule is excellent, boosting the reliability of the unit when entering via deep strike. And they now get Hammer of Fury which is nice. However full DOA armies are not viable anymore and therefore they will see more usage starting from the board, hugging for cover and always within 6" of a Sang priest for the much needed FNP. It's not a bad idea to keep a Libby with Shield nearby. How many do you need? for larger games (1850-2000) I wouldn't take less than 40 ASM, and probably another unit to take on the home objectives.

Tactical Marines: Very similar to their vanilla counterparts, with the main difference of being able to get FNP via a babysitting Sanguinary Priest. We mainly want them to sit on our objective and make it alive to the end of the game. Is this an expensive proposal? well we could get some scouts for cheaper but they are certainly not very durable. With their ability to combat squad and hold two objectives, shoot a heavy weapon (a plasma cannon seems the best bet if you're facing lots of MEQs) and reasonably defend their objective, I think they are decent.
Another option is to drop pod them but that is in the context of a list with more pods (for example, sternguards and a furioso). While not a great option, I believe troops with rapid-fire bolter at an advantage over those with pistols like ASM.

The situational choices


Assault Marines (RAS): The hull points system and the ability to wreck vehicles by infantry make this option much less appealing than in 5th. I don't think spamming razorbacks and ASM could work nearly as well as in the past, but a unit or two in this configuration might have their place. After all, you can get a scoring unit and a fast vehicle with a heavy weapon for a resonable price.

Put them in ruins and go to ground like there's no tomorrow
Sniper Scouts: This is a unit that takes camo cloaks and sniper rifles and sits in an objective all game long. They can go to ground for a 2+ cover save, making them difficult to remove at distance, and even with their BS3 can hassle devastators and the like (remember the new precision shots rules). Their ability to wound most things on a 4+ (hello T6 Nurgle bikers!) is also interesting. What's wrong with them? well 18 points for a WS/BS3 and 4+ save seems excessive when a tactical costs 16 and a ASM with jump pack 18 points. But if you want a cheap scoring unit and are short in points, the sniper scouts aren't that bad.

Sanguinary Guard (with Dante): aka Dantewing or Nipple wing. 2+ save, precision energy weapons and a sort of short range storm bolter make this army a sort of Deathwing on jump packs. They lack an invulnerable save, though they can get FNP with a priest which in many cases is alike to a 5++. I guess their biggest drawback is in their short numbers so you will still have to take a couple of ASM or tactical marines to ensure you have enough scoring bodies.

Best leave at home


Death Company: Let's get this straight - Death Company have greatly improved in 6th. Not only they are not chasing shadows anymore, but they have 5+ attacks on the charge, FNP/FC without needing a priest around and now can take FNP against energy weapons and plasma. They do strike at I4 now but you can't have it all. The big caveat now is they don't score, and this is massive in 6th. To put it simple, Death Company is more alike to an Elite choice than Troops - expensive, high damage output, plethora of special rules and non-scoring. How to run DC then? in short, consider them as an oddly placed Elite choice. Be assured they will be high in your opponent's priority list. And keep Storm Ravens away! at best they will be charging in T3, while putting the SR at risk, and at worst they all take S10 hits. I think they are at their best drop podded behind the enemy lines, supporting other units.

Scouts: the bog standard scouts are expensive, not very durable and their damage output is, well, inexistent. Don't expect them to survive if shot at or in CC with most things of the 40k universe. Even if you are running Storm Ravens and just want a cheap unit to drop T5 over an objective, why not invest 25 points more and get 5 ASM instead?

Conclusion

Similiar to most Marine codexes, the Troops options are rather narrow - take either ASM or Tacticals, and do it in large numbers. I would be inclined to run 4 o 5 ten ASM squads, supported by a Libby and Sanguinary Priest, and perhaps have a cheap scoring unit to leave in the backfield. These are highly mobile troops with a decent resistance (3+/FNP or 5+cover/FNP) and decent damage output when charging. But 40K is a shooty game more than ever and they will need to be supported while they foot slog the board or will die in droves. This is where other elements of the army (preds, furiosos, LS, SRs...) need to provide a threat that distracts firepower from the ASM.

Tactical marines are the second logical option. They can perform a backfield role, although not for cheap, or be drop-podded along with other units. The scouts seem subpar when considering their value/cost, and Death Company are not scoring so remain out of the question.

Wednesday, November 21, 2012

The origins of Mephiston!

We have all heard and suffered the mighty Mephiston, High Librarian of the Blood Angels and muncher of power armour of any colors. We all have faced this MC in power armour and wondered how can a Marine get so beastly. But what do we know about Mephiston?

The fluff says Mephiston was a Librarian who feel to the Black Rage, buried below rubble and devastation, and that was somehow able to overcome it and come back to the world of the living. That experience changed his character and he become taciturn and solitary.

This far most 40k fans know. What else is there to it? Well if you have been following the Horus Heresy you should know that "knowing names grants power". And what's behind the name Mephiston?

The name Mephiston is very likely adopted from Mephistopheles, a character from Goethe's Faustus. Faustus is a complex work, full of intricancies and hard to interpret. Some critics define Mephistopheles (aka Mephistophilis or simply Mephisto) as a devil looking to corrupt those that are damned. Moreover, he has sold his soul to the devil and is sometimes interpreted as a sort of fallen angel. Hmm. Blood Rage, geneseed flaw, Death Company. Mephiston's story of fall and rebirth. Does that ring a bell?

If that is not enough, let's dig deeper onto the etimology:

  • From Hebrew: Mephitz, meaning "destroyer", and tophel, meaning "liar".
  • From the Greek:  Me as a negation, phos meaning light, philis meaning loving. This could be a parody of the Latin Lucifer, "light-bearer".
GW is not the only one to have been inspired by this character, and Mephisto has also appeared in many Marvel comics like X-Men, Ghost Rider, Thor or the Fantastic Four.

It's this sort of inspiration in modern culture that make th 40k universe so attractive. You can easily identify elements from well known sagas like Star Wars (too many to cite!), Dune (the God-Emperor, the Sisters of Battle) or even  the Lord of The Rings (Orks anyone?), or find the inspiration from ancient cultures like Rome (Ultramarines) or the Norse legends (Space Wolves). Other are less evident and I personally enjoy finding these small nuggets of history that make the 40k world.

Wednesday, November 14, 2012

6th ed. Blood Angels Codex Review: Elites

Space Hulk Assault Terminator Conversion
Hi there! continuing with our Blood Angels Codex Review for 6th ed it's time for the elites section. As mentioned during the HQ review, the BA codex has some weird FOC placements. In the case of Elites, we find a cluttered section with very good choices and a couple of odd options - Chaplains who rather fit better as HQs, and Techmarines that have little of Elite ;)

In the Troops section we'll discuss the Death Company whose characteristics (non-scoring, full of USRs and tremendously killy) make them strong contenders for the Elite section. In FA a similar case could be argued for Vanguard Vets. In HQs we had the choice of getting an Honour Guard that when tooled up has a great damage output.

This means the BA 'dex effectively allows for very aggressive builds, with 3 elite choices (that in some cases you could combat squad, like the Terminators) and a 3-4 disguised options in other slots. And this is before we get onto double-FOC shaenigans. I'm not implying by any means that this is a good thing to do, just pointing out it's a possibility the Codex offers. So without further ado let's get onto the review:

The Top Contenders

Sanguinary Priests: The staple unit of 5th Ed BA armies, and I forget about them :p Up to 3 can be taken under one slot (and from there on act as ICs) and provide a 6" FNP/FC aura goodness. FNP is only 5+ but now works with power weapons and plasma so it's not that bad, but FC no longer boosts Initiative and this is massive. Add in overwatch and RCL and assault is a lot less attractive that it used to be *shrugs*

Tactical Terminators: These are the same as their vanilla counterparts but with the ability to get FNP, which in most cases means they are either taking 2+/FNP or 5++/FNP saves against plasma, making them fairly survivable. Their biggest caveat is perhaps their reduced speed compared to the rest of the army, which is likely to be moving 12" via jump packs or 12"+6" if in fast vehicles. And have the additional pleasure of showcasing your Space Hulk models :)

Assault Terminators: The usual suspects for Death Stars. Great damage potential and survivability but it might be problematic to deliver them to the enemy lines, and here lies the issue: you either fork out 200+ points in a Storm Raven or Land Raider, or risk Deep Striking them. The first option is usually taken and such an investment will heavily influence the rest of your list. In other words, this is one of the options that determine the army style, and will not fit well onto them all.



Furioso Dreadnought: For 125 points we have an AV13 Dread that dishes out 4 S10 attacks on the charge, comes with an underslung meltagun and can get a heavy flamer for 10 more points. Me likes. Still suffers from point blank melta syndrome but well used it will tear apart vehicles and MCs alike. Can be sent via drop pod, making the Furioso a threat for your opponent from T1, or transported in a Storm Raven.




The situational choices


Sanguinary Guard: These have been often referred to as a sort of flying terminators, and  with their 2+ save, master-crafted PWs and short ranged AP4 storm bolters there are certian similarities. Their biggest drawback was their lack of invulnerable save, which the change to 6th edition has somewhat softened with the ability to take FNP on plasma wounds (pro-tip: have a priest nearby) and the choice to make their encarmine weapons either swords (AP3 at initiative) or axes (AP2, +1S, at I1), saving the points for a PF. They can also get short ranged inferno pistols to better deal with mech or a chapter standard for increased damage output. All in all they are a solid choice and can be taken as troops with Dante.

Furioso Librarian: This is essentially a Furioso Dread with a force weapon and a L1 psychic mastery level. Being able to get the powers from the same pools as the bog standard librarian means you can take Wings and essentially make the Furioso Librarian an AV13 Dread with a jump pack (thanks Matt Ward). At 175 is not cheap and will be a top target for your opponent, but could fit well in some army styles (razorspam anyone?).

Sternguard Veterans: These are the shooting specialists in an otherwise assault-centered codex, and could rise in importance if the meta really shifts towards more hordes and foot-slogging marines. As they stand, their considerable damage output is offset by their fragility, so use them well. Some interesting options are the combi-weapons that still allow you to use the special issue ammo, but I wouldn't take heavy weapons as this removes that special ammo.




Best leave at home:


Chaplains: Nothing wrong with the good old Chaplain as it stands, but there are certainly better options in the Elites section. Plus if you want a Chaplain there are good alternatives: a Reclusiarch costs 30 more points, gets +1W and fulfills your HQ requirements; a Libby with Unleash Rage provides Preferred Enemy to a unit, or even Lemartes who doesn't take any FOC slot if you want the Chaplain to lead the DC.

Techmarine: Now this is the odd choice. At 50 points is not breaking the bank but there's no reason why you'd take him. He boosts a ruin's cover yes, but let's not forget that's the same price as an Aegis line. He has the chance to repair a HP from a vehicle, and to be decent at that you need to dish out some more points, making the Techmarine an expensive car insurance.

Conclusion:

The Blood Angels Codex has a great variety of Elite options, both in the Elites section itself but also has units in other sections whose characteristics fit the Elites bill perfectly. Death Company, the DC Dread and a tooled up Honor Guard come to mind.
Terminators of both flavours are great options, but have their own issues (speed and transport), and other choices like Sanguinary Guard, Furioso Dreads or Sternguard Vets will fit very well in determined army styles. More often than not you'll feel constrained about being limited to take only 3 units, as they are really good. Not all the Marine armies have this luxury!

Tuesday, November 13, 2012

6th ed. Blood Angels Codex Review: HQs


bloodofkittens

We'll begin the review of the Blood Angels Codex from a 6th edition standpoint with the HQ choices. Blood Angels have some funky FOC placements, and in HQs mean you can't take a Chaplain here (but a tad more expensive Reclusiarch). Not terribly bad though. After each HQ choice I'm also commenting their related special characters, if any.

The top contenders:


Librarian: The good old Libby remains to be a very solid HQ choice for many BA armies, and for a good reason. For 100 points you get 2 psychic powers from the Divination, Biomancy, Telepathy or Telekinesis branches. The Codex powers are also solid, with powers like Shield, Lance, Sword or Rage that fit well with specific army needs. Its flexibility and utility, combined with his affordable price, make him probably the best HQ option for BAs. That, of course, unless you want to take the big badass himself, ...

Mephiston: While the other special characters were essentially buffed / personalized versions of the normal HQ, Mephiston is a completely different animal from a Librarian. The best way to portrait him is as a MC in power armour. His small size means he can be easily hidden behind / inside razorbacks or any other transport. He lacks an invulnerable save but with a Priest around he can take FNP against pretty much anything as far as I know: Vindicator shells, lances, earthshaker rounds, you name it... and of course the ubiquotous plasma that is meant to be his nemesis. His sword is AP3 so be mindful of whom you're throwing him against; Mephiston is probably at his best as a beater unit of scoring units.

The situational choices:


Reclusiarch: these senior Chaplains are not very different to the normal Chaplains, that we'll cover in the Elite section. They basic usage is to provide re-rolls to wound (also to hit for the DC) and fearless to a single squad. Their statline is slighlty improved over the normal Chapain, have a good variety of options (TDA, jump pack, bike...) and come with a standard 3+/4++. They can even get a PF should you want something more scary in combat than a power maul. For 130 points they are not very pricey and cover your HQ needs.

Astorath: Astroboy comes with a peculiar set of special rules, which you pay for, and thus make him a very specific role. As a buffed Reclusiarch comes with 2+/4++ and a S6 AP2 weapon that strikes at I1 and causes to reroll any invulnerable saves passed against it. All in all he is a pretty good challenger. He also unlocks the 0-1 Death Company limit, which shouldn't matter much given they are not scoring. 220 points is a steep price though and most times there will be better options around.
Dante: The Chapter Master of the Blood Angels is still a usable character despite a somewhat rough transition to 6th. On one hand he retains his main abilities - Hit&Run is useful as always and a strange sight in Marine armies, and no dispersion when Deep Striking with arriving with his jump pack. However he now wastes his I6 by using a Power Axe, and his DS abilities won't see that much use now that Descent Of Angels style of armies are not possible. Yes you can attach him to a buffed unit and DS exactly where you want them to be, but part of your army will still be moving out of your DZ and dropping +450 points with little support... is risky.

Honor Guard: While not a proper HQ, they can be unlocked by any HQ choice so we'll cover them here. They are essentially 5 veterans with an embedded Sanguinary Priest that can be kitted for a shooty or combat role, at a hefty price tag. So you can have 4 special weapons and a priest in just one unit, or perhaps some powerfists / energy weapons / storm shiels. Either case, great versatility but the price goes up swiftly. They will be very high in the opponent's priority list so consider well if you need them, and how much can you afford to invest.


Best leave at home:


Captain: The poor captain is a bad investment even with his low price. For starters, it doesn't add anything to the army. Whether you want a combat beast, a squad booster or general utility there are other better options. At least comes with a default 4++, but with his inability to take artificer armour... better pass.

Captain Tycho: Tycho comes in 2 flavours. The golden one is a buffed captain, sporting a shiny artificer armour (yikes that's a 2+), a combimelta with special issue ammo and an armour ignoring weapon that strikes at normal Initiative (!). As normal IC he can join any unit he wants and will bring some utility. Sadly 175 points is a steep price for what he brings. His best use is probably leading Sternguard Vets.

The dark version is after Tycho's inclusion to the Death Company, so his statline is slightly altered to favor CC instead of shooting, and gains the normal DC rules (relentless, rage, furious charge, FNP). Now this would be interesting if it was because Tycho can-not-join any unit, not even the DC. What's he good for then? I haven't a clue.

The Sanguinor: He is truly a relic of the past, in all the meanings of the word. As far as 6th edition is concerned, the Sanguinor is a character killer that buffs a sergeant and has a small +1A aura. But 275 points for a 3W / T4 character, even with 2+/3++, is excessive.



Conclusion:


The Librarian is best overall pick, as brings great utility for the army at a limited cost. 100 points for 2 (good) psychic powers, Ld 10, force axe? sold. That said, different armies will benefit from other options. 

Mephiston is a great choice in hybrid armies where he can hide behind razorbacks, and is a real pain to deal with for many armies. Dante has its place in DOA heavy lists, and a Reclusiarch gives you a chaplain and fills your HQ quota, if that's what you want. The rest of options are better left at home, either because of their price tag (Sanguinor) or because they are objectively worst than others (Captain).



Stay tuned for the Elites review coming soon!


Friday, October 26, 2012

Power weapons in 6th


The days of your power weapon sergeant munching terminators are gone for good, and 6th brings a nice assortment of power weapons to choose from. The great thing is that for an affordable base price you have the flexibility to select the type that works best for you.

Some ICs like chaplains or special characters (I'm looking at you Dante!) have to suffer a predetermined PW type that don't match too well with what they're meant to do but these few exceptions aside you're pretty much free to make your choice.


Power Weapons types

First things first, these are the new power weapon profiles:

Str AP USR
Power sword User AP3
Power axe +1 AP2 Unwieldy
Power maul +2 AP4 Concussive
Power lance +1*/User AP3*/4 *When charging



The ubiquotous Power swords are the best proxy with the 5ed PWs, with the important caveat that they don't cut 2+ anymore. But they still strike an the user initiative and have no effect on the strenght.

Power axes are now mini power fists with to their +1 strength and being AP2, and same as the PFist they are unwiedly. For MEQs this means wounding other MEQs on 3s (instead of 2s) and not being able to cause instant death.  Think of this as a poor man's PF and you can't be wrong.

Power mauls are rapidly being associated to the crozius arcanum the marine chaplains are equipped with. They give a phenomenal +2 to the strenght and swing at normal initiative, however the AP4, well sucks. What's the point of a power weapon that doesn't cut through the arguably most often used armour in the game? well at least you wound MEQs in 2+. Against GEQs and eldars the power maul is devastating, as a maul will munch their armour and instakill most ICs.

And we come to the unexpected guest. Power lances are a rare sight in the game. How often do you come across Rough Riders? hopefully not very often, and if you do, you might want to find new opponents. Power lances are not impressive when charging and are rather bad when they're not, so best leave them at home if you can.

What are they best used for


No need to spend extra points on a PF when there's a power axe at hand
There is not an inmediate winner out of that list. Each PW type suits well a different playstyle. You don't want to waste high initiaves (I5 and above) with a I1 power axe, or give a Guard sergeant a power sword as he will be swinging after marines anyway. Each army will inherently favour one or two PW types, and normally you shouldn't be deviating from that.

Something else to consider is if you want to pay for a Power Fist when a Power Axe is also AP2. Yes the axe won't instakill marines but in most cases will wound in 2+ and bypass any armour saves, which is what you really want them for: the ability to hurt all armour types. A lot of 2+ toting rivals will still strike at the same I1, and those that don't will usually be more expensive and you shouldn't be in CC with them anyway.

There are a few units blessed with energy weapons (Sanguinary Guard and Grey Knighs Strike Squads come to mind). Adding one or two power axes amongst the power swords will give you a good balance between AP3 / normal initiative attacks and a few AP2 I1 swings.

Generally speaking, squad leaders should be left with little additional wargear, save cheap additions like melta bombs.  So as long as power weapons go, I wouldn't really give them one. On the other hand, most ICs are going to be in challenges and will need some offensive power. This is due to the challenges mechanic.


Challenges and power weapons


Runic Axe FTW
Simply put, challenges are a game of "who puts more money in the table". If you've got an EW and your opponent a chainsword, you're golden. If your opponent has a PF instead, well you're likely to get pounded. If you also have an SS, you have the edge again. Challenges are usually won by the character that has paid more points for the options. With this in mind, I'd try and be sparse with the gear. Giving 1W sergeants and regular squad leaders  a PF means they are likely to be killed before even getting to swing, unless you load them with more expensive wargear and end up with a very inefficient use of your points.

On the other hands, assault oriented HQs/Elites will require the adequate wargear to fulfill their role. Depending on their armour and initiative you might want an AP3 Power weapon (or lightning claw), or a AP2 Power Axe (or power fist).

When equipping ICs there's a third variable to be taken into account, aside of initiative and strenght: who is the IC fighting with. Take for example a wolf lord. He's got I5 and will be joining a unit. I wouldn't waste his I5 with a power axe as another unit member can carry that axe or PF instead. This means the Wolf Lord will only have an AP3 weapon, so what happens if he gets in a challenge with a 2+ toting IC? well simply don't put him. If you are charging, set up the assault so he doesn't end is movement engaged with an enemy. This means he can't be challenged and then in his initiative step can move these 3" and engage the enemy.

ICs like Mephiston on the other hand... well he's just got an AP3 weapon and can't join any unit, so just make sure he's facing the right opponents. AP3 is not bad per se, just has a different usage to AP2.

Conclusions


Power weapons are versatile and affordable CC weapons that need to selected carefully, based in what your army needs and can do. Squad leaders are typically best left with little additional wargear as they're not there to win you challenges. ICs on the other hand will likely get in a challenge and need to be prepared for it. An AP3 power sword allows to attack on initative and hurt many units, while AP2 has the I1 tax.

Tuesday, October 16, 2012

Ulrik von Octoberfest Showcase and tutorial

A WW2 looking badass ogryn? yes please! This is my first attempt at a Scibor miniature that I painted just as a divertimento after so many crimson power armours. It's a pretty cool figure with a large machine gun, dog face, cigar and a decent scenic base, perfect for a mini project! The name is amusing as well ;)



You might notice the right arm is not the same as in Scibor's webpage, I think they mixed components from another kit - nothing that a bit of greenstuff can't fix. I used Citadel's liquid greenstuff by the way, and worked out pretty well.

Paint tutorial:


First things first, the guy looks boss and I don't want to spoil it with a shiny look, so it's going to be primed in black. I don't really have a preference for white or black primers (or another color), just think about what I'm trying to achieve and make a selection. For my Blood Angels army for example, I prime directly with a dark red/brown primer from Vallejo, as that gives me the perfect tone to begin with. This Ulrik could have been primed grey or even white, but it would have give it a slightly shiny finish to it.




The skin is painted with a basecoat of tallarn flesh, and from then working my way to the lights with a 50/50 mix of dwarf and elf flesh, gradually increasing the elf flesh until the final highlights that are pure elf flesh. Just make sure to leave recesses with the previous color as you build up layers. Ogryn flesh (the old wash) helps to smooth the transitions.

Something to keep in mind while painting is where the attention will be directed - in this case the face is a focal group and we want to spend some time here. They say the devil is in the details ;)

This means when I was done with the flesh layers, I spent some time with very controlled, thinned strokes of different skin tones to highlight the cheeks or nose, or emphasize shadows.

The eyes are painted with a simple method: 1) paint them black. 2) add some pure white with a detail brush, making sure to leave some black around the eye for definition and 3) paint the pupil with a gentle stroke of your finest brush. I know some folks use thin ballpens, and I'm sure there's plenty of other methods. Quoting something I read from Kirk Hammett a long time ago, if you have to go from A to B, and the way other people do it just doesn't work from you, then find your own way.

The lenses are painted with different shades of blue. There are two tricks here:

  • Keep the angle of the transitions (you can see it has a rough 45º angle).
  • Once the minitaure has been sealed with a satin varnish, add a glossy varnish to the lenses.




The coat was painted with simple brown tones, scorched and calthan if I'm not mistaken, then a devlan mud wash and working again some lights with the previous colors. I could have spent more time here but I wanted to have it painted in an evening so no more work here.

The gun was painted with boltgun metal, then badab black wash and then some deliberate washes over the barrels after Ron's tutorial at From The Warp.

The helmet was painted with catachan green, then added a wash with 50/50 badab black and thraka green. Then added the Captain marks (2 white vertical strokes).

The base is also pretty straigthforward, with some brown basecoat and codex grey for the rocks. I might add in the future some more details here, like a spent magazine or razorwire.

And that's all folks :) Painted in an evening at a decent tabletop standard. Hope you liked the tutorial, let me know if you have any questions!

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?
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