Hello all,
I have been playing 40k now for almost a year. My first army was DE, which I still play.
My main focus now is SWs. I love the story behind the wolves and I love the versatility they bring to the table.
Every tuesday we play 500 point patrol missions down at my local game shop and I was wondering if you would think this army was or worth. The only rules we follow are no named characters and at least 1 troop. Everything else goes.
So here's the Army I built 500 points exactly:
Rune Priest (100 points)
Psychic powers: LL and JoTWW
(Attached to the Hunter Pack)
Wolf Scouts x5 (85 points)
Meltagun
Grey Hunter Pack x8 (140)
Meltagun
MoTW
Dedicated Rhino (35 points)
Long Fang Pack x6 (140 points)
5x ML
I was planning on running the rune priest with the pack and keeping them inside the rhino and letting him shoot out of the top with one of the hunter's shooting with him. The long fangs will sit back and tear apart tanks or pie plate troops. Of course the wolf scouts will try and outflank and come in behind any threat that the missle launchers can't take and melt it down. And in case the rhino get's popped or immobilized the hunter pack has some form of melee with them.
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500 Point patrol mission
Started by
Nottino
, Feb 14 2012 06:25 PM
#1
Posted 14 February 2012 - 06:25 PM
#2
Posted 14 February 2012 - 06:31 PM
it's a solid choice, however how do you capture objectives? if it is still only troops choices you might want to lose the scouts and change them with a small grey hunterpack onboard of a razorback and have these guys guard the home objective. In fact, in 500pts games i think razorpacks are worth their gold. you could also opt to switch those long fangs for a more mobile heavy support choice so you don't have to split up your army (scouts in the front, possibly too late in the game to do much), grey hunters in the middle and long fangs in the back.
the key to victory will be to ensure that every pack is able to help each other
the key to victory will be to ensure that every pack is able to help each other

WAR WITHIN, WAR WITHOUT!!
#3
Posted 14 February 2012 - 06:32 PM
We actually do not play objectives at these we normally play KPs. I should have specified that.
#4
Posted 15 February 2012 - 06:40 AM
First things first, welcome to the Fang! You've made an excellent choice in army and feel free to ask us any questions. Right, now to business. Good and solid, very nice list. It does have an awful lot of antitank for a 500pt list, but the versatile nature of missile launchers offsets this quite a bit. Still, if you find yourself getting bogged down by ork hordes or nid swarms, even footslogging guard, you may consider swapping the GH's meltagun for a flamer. Better at killing lots of little guys and can dig them out of cover too. It's even free, so you could give the Rune Priest melta bombs. Play a few games and see what your regular opponents are like before deciding on any changes. Good luck!


“I do not love the bright sword for it's sharpness, nor the arrow for it's swiftness, nor the warrior for his glory. I love only that which they defend” J R Tolkien
#5
Posted 15 February 2012 - 02:50 PM
So I was able to play two games last night with this list and won both games. I did have a team mate for both games, he made an ork knob bike group.
First game was me and the ork player against IG and DE. They won first turn and we did not sieze. Their turn one turned out to be completely useless for them, we lost no models in their shooting be to their bad shots and my awesome saves. The long fang pack took 3 ravager shots, 1 dark lance and two d cannons, I saved 8 shots, one being the lance and 7 cannon shots with 5+ on every roll!
Our turn one the long fangs were pissed so they turned and removed the ravager from the game with 4 pin hits and a nice explosion. The rune priest tried to pop one of the tanks with LL but rolled a 1 for how many hits and a 2 for the pen so he got no where. My team mate was kitted around as well by DE bikes.
Their turn two saw the end of my long fangs, the DE transport that hid itself so I could not see it turn one made it close enough for the DE to get out and assault into cover with a nice roll of a 1 on the fleet move and a 5 on the assault move. He did exactly enough wounds with 10 wyches to take the whole squad, the thing that he didn't do was try and get away from the rhino that still had the hunter's in it. The rhino was immobilized this round so they only had one thing they wanted to do, get out and fling some wyches around.
So on our turn the hunters got out, my reserves did not come in. The bikes finally got in range of a tank, so we finally had some fun! The hunter's assaulted the wyches and killed 3, he killed one in return and they did not run. The rhino stood it's ground as a tin can now and did nothing and the bikes got their first KP ripping a tank apart.
Their turn three saw 3 more wyches die and no marines, the big guns of the IG tanks still could not take down the rhino and only managed a turn of it not shooting. The DE and another tank put a wound or two on the ork bikes but they were all still alive.
Our turn three the hunter pack was tired of dealing with wyches so we killed a couple more and they finally ran away, I was off by 1 in my sweep so they ran like the cowards they are, never to recover. The ork bikes immobilized the DE transport and the scouts came in behind the IG penal legion and made them pay for sitting around doing nothing all game, they took 3 out in the shooting phase and 4 in the assault. The IG decided they wanted to stick around and play even after they lost half their unit in that assault.
Turn 4 was the last turn we played, the bikes took a couple shots from the only IG tank that wasn't destroyed or immobil, the penal lost the rest of their unit and the hunter's started to drink and watch the ork bikes ruin a couple tanks.
Our turn 4 saw the orks take out the two tanks that they were next too with a multi-assault and in a glorious explosion of parts the game ended. We won 6-1 kps.
The second game we played was an even easier win, we played blood angels and the same IG player, we gave up no kps and boarded the blood angels player and forced the IG player to concede on turn 4.
First game was me and the ork player against IG and DE. They won first turn and we did not sieze. Their turn one turned out to be completely useless for them, we lost no models in their shooting be to their bad shots and my awesome saves. The long fang pack took 3 ravager shots, 1 dark lance and two d cannons, I saved 8 shots, one being the lance and 7 cannon shots with 5+ on every roll!
Our turn one the long fangs were pissed so they turned and removed the ravager from the game with 4 pin hits and a nice explosion. The rune priest tried to pop one of the tanks with LL but rolled a 1 for how many hits and a 2 for the pen so he got no where. My team mate was kitted around as well by DE bikes.
Their turn two saw the end of my long fangs, the DE transport that hid itself so I could not see it turn one made it close enough for the DE to get out and assault into cover with a nice roll of a 1 on the fleet move and a 5 on the assault move. He did exactly enough wounds with 10 wyches to take the whole squad, the thing that he didn't do was try and get away from the rhino that still had the hunter's in it. The rhino was immobilized this round so they only had one thing they wanted to do, get out and fling some wyches around.
So on our turn the hunters got out, my reserves did not come in. The bikes finally got in range of a tank, so we finally had some fun! The hunter's assaulted the wyches and killed 3, he killed one in return and they did not run. The rhino stood it's ground as a tin can now and did nothing and the bikes got their first KP ripping a tank apart.
Their turn three saw 3 more wyches die and no marines, the big guns of the IG tanks still could not take down the rhino and only managed a turn of it not shooting. The DE and another tank put a wound or two on the ork bikes but they were all still alive.
Our turn three the hunter pack was tired of dealing with wyches so we killed a couple more and they finally ran away, I was off by 1 in my sweep so they ran like the cowards they are, never to recover. The ork bikes immobilized the DE transport and the scouts came in behind the IG penal legion and made them pay for sitting around doing nothing all game, they took 3 out in the shooting phase and 4 in the assault. The IG decided they wanted to stick around and play even after they lost half their unit in that assault.
Turn 4 was the last turn we played, the bikes took a couple shots from the only IG tank that wasn't destroyed or immobil, the penal lost the rest of their unit and the hunter's started to drink and watch the ork bikes ruin a couple tanks.
Our turn 4 saw the orks take out the two tanks that they were next too with a multi-assault and in a glorious explosion of parts the game ended. We won 6-1 kps.
The second game we played was an even easier win, we played blood angels and the same IG player, we gave up no kps and boarded the blood angels player and forced the IG player to concede on turn 4.
#6
Posted 15 February 2012 - 07:28 PM
Well done brother, congrats on the victory! The assault qualities of the ork nob bikers are a good complement to your force, but you definitely held up your end of the fight. Again, congrats.


“I do not love the bright sword for it's sharpness, nor the arrow for it's swiftness, nor the warrior for his glory. I love only that which they defend” J R Tolkien
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