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1500 Space Wolves for Tournament with unusual scenarios
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Old 05 Apr 2010, 13:06   #1 (permalink)
Kroot Shaper
 
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Default 1500 Space Wolves for Tournament with unusual scenarios

Next month I'm going to a local tournament and planning to take my Space Wolves army. There are three scenarios in this tournament which are altered versions of the standard scenarios. They are:

Quote:
Scenario 1 – Sticks to the Wind
Pirate fleets circle the planet like crows, deploying raiding parties to the hotly contested surface and fighting hard for the best landing zones.
Mission - Seize Loot Uses Special Deployment. The maximum 5 objectives will be placed by the tournament organisers, two on each side and one in the centre. The two objectives nearest your own Deployment zone are worth 1 Loot each, the central one is worth 5 Loot to either player, and the two placed furthest away far ones are worth 3 points each. Only scoring units may capture Loot objectives.
Special Deployment: All tracked and/or wheeled vehicles (including bike-mounted units) must be placed in reserve. Count up your remaining units, at least half of them must be placed in reserve. The rest are deployed via Deep Strike in the first turn.
Special Reserves: All units (except tracked/wheeled vehicles and bikes) must deploy via Deep Strike when they arrive from reserve unless they have been placed inside a transport, in which case they will arrive with the vehicle. Outflanking is permitted where available.
Quote:
Scenario 2 – Smash and Grab
Having managed to regroup, your force quickly targets a neighbouring raiding party, hoping to relieve them of any stash they might have accumulated. Unfortunately your enemies have had the same idea. To make things worse, the warp storm is getting steadily more unpredictable.
Mission - Smash and Grab: Uses Spearhead deployment. Objectives are placed as per the rules for Secure & Control. The Objective placed in your own deployment zone is worth 5 loot points, the one placed in your opponent's deployment zone is worth 10.
Tactical Assets: If you managed to seize the central objective in Sticks to the wind you may choose to take one of the following three tactical assets for this game only. Munitions dump, Power Supply, Defences. See below for details. Apart from the inherent advantages these grant you the asset also counts as an additional objective for your opponent worth 3 loot points. You do not gain any additional loot for holding onto your asset.
Hazardous Reserves: As the Warp hazard increases each unit arriving via Deep Strike must roll 1D6, the unit suffers a Deep Strike Mishap on the roll of a 4+. Units that MUST enter via deep strike may re-roll this dice but must accept the second result.
Quote:
Scenario 3 – Run for Your Money (and Your Life)
The warp storm is closing in once more and the pirates are running out of time. But before they can escape, there is always one last chance to secure the mother of all prizes….
Mission - Cut and Run: Uses Pitched Battle deployment. Place a suitable Beacon marker on the centre-point of the table. From turn 3 onwards any unit that starts their turn with any model of part of the model within 6” of the marker may be extracted. Remove the unit from play and keep a tally of how many points they are worth (see Scoring below). Even units locked in CC may be extracted.
Scoring: An extracted unit is worth 2 loot points as long as it is not under half strength or immobilised, in which case it is only worth 1 loot point. Note that Space Marine combat squads are treated as separate units for the purposes of calculating loot points. Likewise, a combined Imperial Guard squad is treated as a single unit.
Reserves: The only reserves that are allowed in this scenario are those that MUST deploy from reserve. These units arrive AFTER “extractions” are resolved.

[size=14pt]Army Name: 1500 Space Wolves [/size]

[hr]
[hr]

[HQ]

HQ 1: Logan Grimnar : 275

[hr]

[TROOPS]

Troops 1: Wolf Guard Pack(4 man squad): 257
- Terminator Armour (x4)
- Twin Wolf Claws (x4)
- Melta Bombs (x2)
- Drop Pod
- Deathwind Missile Launcher

Troops 2: Grey Hunter Pack (10 man squad): 215
- Plasma Pistol
- Power Fist
- Wolf Standard
- Mark of the Wulfen
- Rhino
- Extra Armour

Troops 3: Grey Hunters Pack (10 man squad): 215
- Plasma Pistol
- Power Fist
- Wolf Standard
- Mark of the Wulfen
- Rhino
- Extra Armour

Troops 4: Grey Hunter Pack (5 man squad): 150
- Plasma Pistol
- Power Fist
- Wolf Standard
- Mark of the Wulfen
- Plasma Gun

Troops 4: Grey Hunter Pack (5 man squad): 150
- Plasma Pistol
- Power Fist
- Wolf Standard
- Mark of the Wulfen
- Plasma Gun
[hr]

[HEAVY SUPPORT]

Heavy Support 1: Long Fang Pack: 135
- Lascannon (x2)
- Heavy Bolter (x2)

[hr]

[size=14pt]Army Total: 1497[/size]

[hr]
[hr]


A rundown of the list

Logan will join the wolf claw terminators in their drop pod and give them preferred enemy. This means that they will have a lot of attacks re-rolling to hits and to misses. Since two of the have melta bombs I can spread around wounds more easily. This units job will be to assault whatever they can, mainly taking out scoring units and then hop on an objective themselves (since they count as troops)

The two units of Grey Hunters in Rhinos (10 man squads) will be used for taking the objectives furthest away in scenarios 1 & 2 and in 3 pack their Rhinos in the 'pick up zone' and get stuck in preventing other enemy units from being extracted. By using wolf standard with MotW the guy with it will have (unless I'm really unlucky) 4+ attacks.

The two 5 man squads of Grey Hunters hold my objectives in scenarios 1 & 2 with the ability to counter attack if necessary and what they will do in 3 depends on what army I face. They are just objective holders with the ability to 'bite back'

Finally, the Long Fang Pack is there to provide fire support when needed with the ability to split there fire if needed.

I was thinking about stripping the 5 man Grey Hunter Squads down a bit to pay for a razor back for the Long Fangs or using those extra points to buy another Wolf Guard with a cyclone missile launcher or even an Inquisitor ally with mystics to prevent deep striking close to me (have my long fangs within 12") but I'm unsure if that would compromise my defensive capabilities, what do you think?

Any criticism and help is welcomed.
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Old 05 Apr 2010, 19:29   #2 (permalink)
Shas'El
 
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Default Re: 1500 Space Wolves for Tournament with unusual scenarios

Just like to mention you have put 5x termi armour and 5x dual wolf claws in the wolf guard pack. Have you used extra points?

Looks fairly good.

- Will
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Old 05 Apr 2010, 19:37   #3 (permalink)
Kroot Shaper
 
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Default Re: 1500 Space Wolves for Tournament with unusual scenarios

Quote:
Originally Posted by Will of kaos
Just like to mention you have put 5x termi armour and 5x dual wolf claws in the wolf guard pack.
Whoops just a typo, fixed now
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Old 06 Apr 2010, 04:22   #4 (permalink)
Shas'Vre
 
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Default Re: 1500 Space Wolves for Tournament with unusual scenarios

Why Logan, he is 20% of your army, not good in smallish games like this. It's not a good idea because once he's down on the ground he walking and now becomes a big target. And in those scenarios looks like you need to be mobile.

Why don't you get yourself a Wolf Priest and tool him up. I know for a fact you can save some point there, spend all the points on him except for 80 points and put those last units in Razorbacks. You need to get those units to the objects intact.

Extra armor is not that great in Rhinos, how about dropping it and adding meltaguns to those units.

You don't have enough stuff to kill armor, example, In 1500 points, I had 3 Hammerheads, 2 Railguns, 1 Ioncannon, and they are mobile.

Now here come the crazy part, doing this will give you 3 Elite Wolf Guard with Combi-Meltas with Powerfists. The problem is modeling them.

Drop 1 GH from troop 2

Drop MotW, Wolf Standard from troops 4 and 4 (Im sure you meant 5) If these guys are objective sitters, why are they tooled up! Wasted Points!

You should have 6 points left over if you go this.

Now Troop 2 is your Killer Unit with an Elite Leading it, and Troops 4 and 5 now have vehicles and can now Melt something. In fact you can drop a Plasm Pistol from one of those units and add in Meltaguns to both of those units.

WT

If Im wrong about these changes, i'm sure someone will call me crazy but I think these will help you out. Good Luck in your games.
Wolves Forever!


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Old 06 Apr 2010, 07:33   #5 (permalink)
Kroot Shaper
 
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Default Re: 1500 Space Wolves for Tournament with unusual scenarios

Quote:
Originally Posted by Wolf-Tau
Why Logan, he is 20% of your army, not good in smallish games like this. It's not a good idea because once he's down on the ground he walking and now becomes a big target. And in those scenarios looks like you need to be mobile.

Why don't you get yourself a Wolf Priest and tool him up. I know for a fact you can save some point there, spend all the points on him except for 80 points and put those last units in Razorbacks. You need to get those units to the objects intact.

Extra armor is not that great in Rhinos, how about dropping it and adding meltaguns to those units.

You don't have enough stuff to kill armor, example, In 1500 points, I had 3 Hammerheads, 2 Railguns, 1 Ioncannon, and they are mobile.

Now here come the crazy part, doing this will give you 3 Elite Wolf Guard with Combi-Meltas with Powerfists. The problem is modeling them.

Drop 1 GH from troop 2

Drop MotW, Wolf Standard from troops 4 and 4 (Im sure you meant 5) If these guys are objective sitters, why are they tooled up! Wasted Points!

You should have 6 points left over if you go this.

Now Troop 2 is your Killer Unit with an Elite Leading it, and Troops 4 and 5 now have vehicles and can now Melt something. In fact you can drop a Plasm Pistol from one of those units and add in Meltaguns to both of those units.

WT

If Im wrong about these changes, i'm sure someone will call me crazy but I think these will help you out. Good Luck in your games.
Wolves Forever!
Thanks for the input, re-working my list now

Heres the new list


[size=14pt]Army Name: Space Wolves 1500[/size]

[hr]
[hr]

[HQ]

HQ 1: Wolf Priest: 115
- Wolftooth Necklace
- Wolftail Talisman

[hr]

[ELITES]

Elite 1: Wolf Guard Pack (4 man): 247
- Terminator Armour (x4)
- Twin Wolf Claws (x2)
- Storm Shields (x2)
- Wolf Claws (x2)
- Melta Bombs (x2)
- Drop Pod

[hr]

[TROOPS]

Troops 1: Grey Hunter Pack (5 man): 110
- Rhino

Troops 2: Grey Hunter Pack (5 man): 110
- Rhino

Troops 3: Grey Hunter Pack (10 man): 260
- Plasma Gun (x2)
- Plasma Pistol
- Powerfist
- Wolf Standard
- Mark of the Wulfen
- Drop Pod

Troops 4: Grey Hunter Pack (10 man): 260
- Plasma Gun (x2)
- Plasma Pistol
- Powerfist
- Wolf Standard
- Mark of the Wulfen
- Drop Pod

[hr]

[HEAVY SUPPORT]

Heavy Support 1: Long Fang Pack: 210
- Heavy Bolter
- Missile Launcher
- Multi-melta
- Plasmacannon
- Lascannon
- Razorback
- Hunter-killer Missile

Heavy Support 2: Predator: 165
- Twin-linked Lascannon
- Lascannon Sponsons

[hr]

[size=14pt]Army Total: 1497[/size]

[hr]
[hr]

Ok the list now works like...

The wolf priest drops with the wolf guard; giving the re-rolls to hit (and wound thanks to their wolf claws), I’ve stripped down the 5 man wolf claw squads and put them in a Rhino each so they have added mobility. The two 10 man squads can now drop on objectives and hold their own (as space wolves are great counter attackers). A long fang pack in a razor back gives some long ranged support. The predator adds some much needed anti tank.

Any more comments and improvements are welcomed.
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Old 06 Apr 2010, 17:11   #6 (permalink)
Shas'Vre
 
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Default Re: 1500 Space Wolves for Tournament with unusual scenarios

Are you buying this army or are you using pre-existing models? that way I don't get crazy with the recommendations.

We can do some more changes. I will be online but finishing up some modeling today.

WT
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Armies Played, Black Templar, IG, Elysians, and Eldar. Tried Grey Hunters
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Old 06 Apr 2010, 18:34   #7 (permalink)
Kroot Shaper
 
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Default Re: 1500 Space Wolves for Tournament with unusual scenarios

Quote:
Originally Posted by Wolf-Tau
Are you buying this army or are you using pre-existing models? that way I don't get crazy with the recommendations.
Buying most of it (just have grey hunters unassembled at the moment)

I don't mind changing things round a little like giving meltas instead of plasmas and use those extra 10 points to turn the rhinos into razorbacks etc

But yer, I really appreciate all recommendations, thanks
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Old 08 Apr 2010, 03:59   #8 (permalink)
Shas'Vre
 
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Default Re: 1500 Space Wolves for Tournament with unusual scenarios

We can work on either list which one did you prefer?

WT
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Armies Played, Black Templar, IG, Elysians, and Eldar. Tried Grey Hunters
Fear is the Mind Killer. Fear is the little Death that brings total obliteration. I will face my fear and permit it to pass over me and through me.
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Old 08 Apr 2010, 08:01   #9 (permalink)
Kroot Shaper
 
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Default Re: 1500 Space Wolves for Tournament with unusual scenarios

Personally I prefer the second list, the one with the wolf priest, predator etc. The only thing to remember is the scenarios are different and the list is hopefully meant to reflect that.

One change I was looking at was cutting the melta bombs, and the hunter-killer missile, swapping the plasmas on the drop podding GH to meltas and upgrading the rhinos to razorbacks and giving the 5 man objective sitters a plasma gun each.
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Old 09 Apr 2010, 02:55   #10 (permalink)
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Default Re: 1500 Space Wolves for Tournament with unusual scenarios

It sounds pretty good. Repost it with all the changes so anyone else can also comment on the list.

WT
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Armies Played, Black Templar, IG, Elysians, and Eldar. Tried Grey Hunters
Fear is the Mind Killer. Fear is the little Death that brings total obliteration. I will face my fear and permit it to pass over me and through me.
Eldar Blog http://forums.tauonline.org/index.php?topic=59588.0
My Non-Breaking Flying base for http://forums.tauonline.org/index.php?topic=59730.0
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