Sunday 8 August 2010

'Best Of' Space Wolves List 1 - Razorwolves.


Duality and redundancy in lists can be achieved in a number of different ways.

The most obvious is giving a unit an anti-infantry and an anti-tank weapon. Downside to that is that most units will only be able to take one of each and that causes problems when you inevitably miss with that vitally important Meltagun shot.

A 2nd (and in many ways better) option is to put your unit in a transport that does one thing and then give the unit inside something else to do. Fortunately Marines usually get a good variety of both transport and weapon options.

Space Marine Razorbacks are a fine tool for Marines in this respect and work particularly well for both Space Wolves and Blood Angels as they both have ways of equipping a small squad with a special weapon or 2 while still keeping the unit small enough to go in the transport.

Marines also have easy access to the Missile Launcher a wonderful weapon that allows us to choose between anti-tank (Krak) and anti-infantry (Frag) at will.

Of course Melta is the weapon of choice when dealing with heavy tanks and transports but if you have enough light to medium anti-tank then Melta saturation is unnecessary beyond the minimum level required to kill the odd annoying Land Raider or 2.

So he's a list that uses some of those concepts together with notes about why I chose these units right underneath for your convenience ;-)

1750 Pts - Space Wolves Roster - Razorwolves

Editors note - No idea where the name 'Razorwolves' originated from but It certainly wasn't invented by me, lol.

HQ: Rune Priest in Power Armour (1#, 110 pts)
1 Rune Priest in Power Armour @ 110 pts (Chooser of the Slain; Tempests Wrath; Storm Caller)

A good utility HQ choice. The Priests Runic Weapon give us a 50% chance of stopping any psychic power within 24" of him. Psychic powers are chosen to help us out with a nice 5+ cover save for the vehicles and units around him from 'Storm Caller'and 'Tempest wrath' helps to annoy those Jump Pack armies that are appearing all over the bloody place these days.
Chooser of the Slain allows us to deny areas of the board to 'Infiltrators' which is a somewhat situational upgrade but for 10 points is well worth having.

Elite: Wolf Guard Pack (4#, 144 pts)
1 Wolf Guard Pack @ 144 pts (Wolf Guard in Power Armour; Razorback)
3 Wolf Guard in Power Armour (Bolt Pistol; Combi-Meltagun x1)
1 Razorback (Lascannon and TL Plasmagun)

Elite: Wolf Guard Pack (4#, 144 pts)
1 Wolf Guard Pack @ 144 pts (Wolf Guard in Power Armour; Razorback)
3 Wolf Guard in Power Armour (Bolt Pistol; Combi-Meltagun x1)
1 Razorback (Lascannon and TL Plasmagun)

We need a way of killing Land Raiders reliably and these are the units that will do it. Though somewhat suicidal, stopping a Land Raider from delivering it's expensive cargo right into a lines is worth the swap imo. If not needed in this roll they can join other units for a Leadership boost (Grey Hunters) or as an ablative wound (Long Fangs).

Troops: Grey Hunters Pack (6#, 150 pts)
5 Grey Hunters Pack @ 150 pts (Flamer; Razorback)
1 Razorback (Lascannon and TL Plasmagun)

Troops: Grey Hunters Pack (6#, 150 pts)
5 Grey Hunters Pack @ 150 pts (Flamer; Razorback)
1 Razorback (Lascannon and TL Plasmagun)

Troops: Grey Hunters Pack (6#, 150 pts)
5 Grey Hunters Pack @ 150 pts (Flamer; Razorback)
1 Razorback (Lascannon and TL Plasmagun)

Troops: Grey Hunters Pack (6#, 150 pts)
5 Grey Hunters Pack @ 150 pts (Flamer; Razorback)
1 Razorback (Lascannon and TL Plasmagun)

Troops: Grey Hunters Pack (6#, 150 pts)
5 Grey Hunters Pack @ 150 pts (Flamer; Razorback)
1 Razorback (Lascannon and TL Plasmagun)

Lascannons carve through light to medium transport vehicles, Plasmaguns do a number on heavy infantry and the Grey Hunters inside have a Flamer for anti-infantry 'moping-up' duties.
The 5 man Grey Hunter units get a noteworthy 15 attacks on the charge or (due to counter-attack) have a good chance of still getting 15 attacks if they are charged themselves, together with the usual impressive Marine statline and equipment load-out.

Heavy Support: Long Fangs Pack (6#, 200 pts)
4 Long Fangs Pack @ 200 pts (Missile Launcher x4; Razorback)
1 Squad Leader (Bolt Pistol; Close Combat Weapon)
1 Razorback (Hunter Killer Missile; Lascannon and TL Plasmagun)

Heavy Support: Long Fangs Pack (6#, 200 pts)
4 Long Fangs Pack @ 200 pts (Missile Launcher x4; Razorback)
1 Squad Leader (Bolt Pistol; Close Combat Weapon)
1 Razorback (Hunter Killer Missile; Lascannon and TL Plasmagun)

Heavy Support: Long Fangs Pack (6#, 200 pts)
4 Long Fangs Pack @ 200 pts (Missile Launcher x4; Razorback)
1 Squad Leader (Bolt Pistol; Close Combat Weapon)
1 Razorback (Hunter Killer Missile; Lascannon and TL Plasmagun)

Long Fangs with Missile Launchers and the ability to split fire adds to our versatility as well. Having access to both Frag and Krak Missiles makes them a threat to almost any unit on the table and their Razorbacks add to the armies fire-power and can also go and pick up Grey Hunter units that have lost their own vehicles (a strong likely-hood in most 5th ed. games).

The Hunter killer Missiles are the first thing that I do with any points I have left in this sort of list that I have no specific use for. They also add to our 'Alpha Strike' capability (if only slightly).

Total Roster Cost: 1748

So we have...

10 Lascannons and/or 10 Twin-Linked Plasma Guns
12 Missile Launchers
3 Hunterkillers

Able to fire at 16 different targets between them should it become necessary.

As well as...

2 'suicide' Melta units
and 47 power armoured bodies spread throughout the army.

Well that's the first one out of the way,

Thoughts anyone?

3 comments:

  1. It's a nasty army against mech and hybrids, but against a hordier army like IG or Tyranids you can run into problems where all those lascannons really aren't doing very much.

    TWC fit in this kind of list quite well as additional crowd control and HtH punch. Flamers and lots of bodies don't hurt either.

    ReplyDelete
  2. @ Chumbalaya - The Missile Launchers also work as anti-horde and the Grey Hunters do have Flamers.

    What would you change to get TWC into this sort of list?

    ReplyDelete
  3. Probably lose some GH here and there, just enough to fit in a couple small units with PF for extra smashy goodness.

    ReplyDelete

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