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Help my Space Wolf friend


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This is what I ran at 1000 pts (about, threw it together in my head, points/equip are off a few), not build for orcs, just a balanced list. (Keep in mind it was a 4th Ed list) Played six games with this and won them all.

 

 

173pts - Ven Dreadnaught w/ AC, HF, SL, EA

 

96pts - Wolf Priest w/ Frag, PW, BP, Iron Wolf Amulet

 

138pts - 8 Blood Claws w/ Flamer, PF, PW

 

112 pts - 6 Grey Hunters w/ Melta Gun

 

268 - Land Raider Crusader w/ DB, SL

 

140 - 6 Scouts w/ 2pw, flamer, frag, melta bombs

 

80 - Land Speeder.

 

Think this would do great against you IG friend. Against orcs, Drop the LS and get a Whirlwind, and Drop the scouts, and put more points into the Grey Hunters. I really think the Crusader is the bane of orcs though. Could even consider droping the Dread, getting a diff HQ to save points and put even more into troops.

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I think that the secon army is good, but you might want to get rid of the scouts and add a few more blood claws or maybe bikers.....I love bikers.....3 guys with 1 fist, 1 flamer(I think they can take a flamer, but I'm not quite sure), and 1 pwr weapon will cost about as much as those scouts and it will get to them fast, and hose 'em down with a bit of firey niceness and they will be burned to a crisp and the bikers will move up and kill some orks at the very least they will kill like 10 if they charge and if they fire the flamer first. If you swap them for the scouts, your army should do well, It will probably work, the orks will at least lose alot of men even if you lose, the orks are going to take heavy casualties.
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Problem is that he must be able to deal with both my ork horde and IG tanks,

 

Kaptin Jackboot,

 

However, unless y'all are playing a tournament, he doesn't have to contend with your Ork horde and the other bloke's IG with the same army list. For friendly play there is absolutely nothing wrong with changing lists around.

 

You, after all, have an advantage - as an Ork player your basic tactics will be the same regardless of who you play and what the missions are. You are always going to rush the enemy, launch an assault, and seize the objective by force via close combat. The IG guy will also use more consistent tactics, albeit the opposite of Orks. The Space Wolves player, however, must adapt his tactics based upon who he is fighting, as Orks and IG are on opposite ends of the spectrum, therefore it shouldn't be an issue if he has a different army list designed to compete against those two opponents.

 

Regards,

 

Valerian

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When fighting hordes, 6 x GH with PF and MG and R-back with EA and Smo is only 10 points more than 10 x GH with PF and MG. The TLHBs on the R-back allow you to engage at greater range with more lethality and the R backs can be used as terrain to channel the hordes into narrow charges, limiting the number who are engaged in CC but not limiting the number who can be wounded.
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I know that it's not very....well, wolfish, but your buddy may want to invest into some sniper scouts. you can take one unit equipped as dex marines, and 4 sniper rifles and a heavy bolter+sarge i think is something like 105 pts? and it typically means dead orks at range. really good for picking off weaker units or something like lootas. hell, they could even take out a trukk with some well placed heavy bolter shots. Pinning a weaker unit also can mightily piss off an ork player:)

 

another nice, cheap option against orks is a unit of long fangs decked out with heavy bolters. 12 heavy bolter shots is nothing to skoff at, and again, the unit's nice and cheap relatively speaking. One round of shooting with this unit, mathematically speaking, is about 5-6 dead orks per go (I find being on the dice god's good side ups this ratio, green dice to kill orks:D). take out those termies which have to be running him close to 300 points, and you have yourself two shooty units that can mess him up from range.

 

The thing about orks, like tyranids, is that individually they arent hard, and their shooting is nothing to REALLY worry about (just the random occurances of pandemonium). Its just the damn numbers....Playing wolves does not translate directly into being suicidal. You HAVE to soften them up before they get to you, or you are doomed. That being said, make the most out of the options available to you to take them out at medium range (truly long ranged weapons tend to be expensive at low points cost). Also, do your damndest to get as many troops as possible on the board. the more you can do to close in on that nasty ratio of orks to marines, the better. I'd say get as many units of grey hunters out there as possible; can the claws till you hit 1500 pts. Their ability to cut up orks at range, and then counter attack with two attacks, not to mention the fact that they will go first, means that you have pretty good odds of taking out a softened up ork unit in close combat. Try to remember, ork numbers can work against them, as they wont always get their full amount of troops into range to lend support, especially if you use terrain to limit their approaches. A powerfist in a unit also helps when it comes to trying to eke out those last few kills to win.

 

I guess what i'm saying, is try to make the most out of a desparate situation. wolves are hard to play low points cost, but this is a winnable game. I've had to play a campaign against infantry orks at battles anywhere from 1k to 3k, and you just have to do everything to whittle them down.

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Ok, here's a quick list that I threw together. No play testing on this one, but in my head it should be pretty effective.

 

HQ:

 

WGBL: bolt pistol, frostblade, WTN, pelt 94pts

 

Ven Dread: assault cannon, heavy flamer, extra armor 170 pts

 

Troops:

 

2x10 Grey Hunters: plasma gun, powerfist and bolters ea squad 412 pts

 

Elites:

 

6 Scouts: Heavy bolter, 4x sniper rifle (one w/ ccw+bp for kill padding) 109pts

 

Heavies:

 

Whirlwind: 85 pts

 

Predator Annihilator: Heavy bolter sponsons 130 pts

 

 

Grand total.....1000 pts.

 

 

This list should give your friend plenty of reach to start whittling down the orks at range, while leaving plenty of hitting power to soak up a charge (that WGBL will charge w/ 6 attacks, countercharge w/ 7 hitting on 3's, wounding most everything on 3's). The orks arent sitting on much as far as high armor, so the dread can choose to target just about any armor or infantry and be equally effective. The Whirlwind pie plate speaks for itself. Keep the vendread protected by terrain or other vehicles so that he can lead the counterattack, carving through ork units at close range. the grey hunters should give you a very solid core to soak up fire and dish out some hurt (the plasma guns allowing them to go tank hunting if need be vs that light ork armor, and the lack of grenades indicative of the fact that you will be playing defensive). It's a bit of a footslog army, but 1k vs orks, wolves arent gonna be doing too much moving.

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/fun

 

You bring old Ranulf (special character) and place him between two hills, he will hol the orc army off himself, ala Termopyle, or as seen in 300. Boyaa!

 

/end rant.

 

As many have pointed out, DP, flamers and more flamers. Units with BC and stormcaller. I would even trow in a whirlwind or 3. castellan minefields. blow tanks up and orcs as well, everytime they move, cold be a lot of times...

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  • 4 weeks later...

Personally Id say to your friend to drop the Whirlwind (against IG anyways) take some high str weapons like thunder hammers/PFs sure you strike last but the bonus of landing a str 8 hit to any IG tank WILL hurt and Thunder hammers work wonders on any thing inside giving then tank another crew shaken kit squads out with meltabombs and possibly take a Dread w/ lascannons and heavy flamers then plug up gaps. if needs be drop the Terminator armour flashlights can't kill marines especially the Wolves of Russ

 

Besides that he sould be fine for tank hunting, as for the sitch against your army more flamers and heavy bolters and tell him to also take a whirlwind with the minelayer ammo trust me it DOES slow you down a helluva lot. Also tell him to re-enforce the gun lines possibly with a dread with assault cannon or Long Fangs W/ HBs also drop the fists the orks are slow but power fists are slower still.

 

the main thing he needs to do is concentrate on any large squad with sluggas these are the ones that do the damage then work on the supporting units like the deffkopta, mek and the shootas. whittle down his mass no.s and stay in cover when doing so fall back through the cover or allow them to charge you if they dont have bombs he will remain relitivly safe and since ork leadership is tied in with no.s concertrate on whittling them down to below 10.

 

 

NOTE:even though i specialize in gunline armies for orks i still know how to counter the melee side of their nature. GUN THE BUGGERS DOWN!!

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Its not very cost effective, but a squad of Long Fangs armed with Heavy Bolters could have some fun against both Orks or Guardsmen. However, like I said, they'll cost a pretty penny so not very smart at only 1000 points.

 

I agree with the "Footslog and let them come to you" strategy, and with the "get more CC" advice, a squad or two of Bloodclaws will help greatly.

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