SPACE WOLF WITH ALLIES SPACE MARINES ARMY LIST
A 2000pts GW Hobby basic Tournament army List
Would this army have any potential on the tabletop. How would you go to improve it... or beat it with... The army was built to control the middle ground with alot of fire support while having bikes coming-in at later time to inflict damage to the rear level line of the adversary. Troops have been taken to be able to take a punch with +2 armor or 5 toughness and/or to hit hard with melta in mind when possible. Terminators have storm bolters with Power Weapon or Wolf claws. Army contain 3 troops for the taken of objective with 6 units to offer direct fire support.
BACKLINE
Objectif: Protection Base(') and Fire support for middle and front line(*)
Dreadnought = Plasma Cannon, close combat weapon (Elite)*
Dreadnought = Plasma Cannon, close combat weapon (Elite)*
Dreadnought = Ironclad with hurricane bolter, seismic hammer (Allies Elite)'
Terminator = Wolf Guard x3 (Troops)'
Thunderfire = Cannon x1, Techmarine gunner x1 (Allies HVY)*++
++ Can be replace by Terminator Wolf Guard x3 or Heavy Bolters Long Fangs x4+1 or Predator x1 or Allied Stormtalon x1
MIDDLELINE
Objectif: Control center
Land Raider = Crusader with Melta (Dedicated)
Terminator = Wolf Guard x 7 (Troops)
Terminator = Logan Grimnar (HQ)
Long Fang = Leader x1, Multi-Melta x4 (HVY)
Long Fang = Leader x1, Multi-Melta x4 (HVY)
FRONTLINE
Objectif: attack from the side or rear and take forward objectives
Bike = Kor'sarro Khan on Moondrakkan with Moonfang, Hit and run, furious charge, outflank (Allies HQ)
Bike = Sgt x1, Rider x3 , meltagun x2 , Attack bike x1 with Multi-Melta (Allies Troops)
Let me know what you think!
HAGAMAR
www.thewolfbrothers.blogspot.ca
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2000 pts Space Wolf + Space Marines (Allied)
Started by
Hagamar
, Aug 12 2012 06:12 AM
#1
Posted 12 August 2012 - 06:12 AM
#2
Posted 15 August 2012 - 03:41 PM
Well you've got plenty of fire support. Unfortunately, I think your list has some big issues it needs to deal with.
1. Although I like what you're doing with the multiple battle-lines, the bikes are going to be a big target. In 2000 point games those bikes will be gone on the first turn almost without fail.
2. Although the Long Fangs with Multi-Meltas are useful, the short range is going to hinder you, and taking that many multi-meltas means you're low on anti-infantry choices.
3. WAY too few Troops on the field. a total of 15. Even on bikes and in terminator armor, they won't survive the game unless you're hiding them, which units that expensive should not be doing.
4. Not enough armor saturation. Although the terminators will draw SOME anti-vehicle fire power, you'll probably lose 1 to 1 1/2 dread a turn at 2000 points.
So here are my suggestions, in order of my own criticisms:
1. Drop the bikes. If you really want the thunderfire cannon (which I sure would) Take a squad of tactical marines in a rhino. This adds more bodies, an extra vehicle, and some firepower. If you're hell-bent on the bikes, drop Khan (He can't assault on the turn he outflanks anymore, and basic bikes dont really belong in assault) add in 2 more bikes, and take a Librarian on a bike as your HQ. Null Zone is a great ability for gunlines like yours. Or take the biomancy discipline and make your bikes tough as nails. Your call, but taking the librarian means about 2 more bikes, so plenty of bodies.
2. Drop 2 multi-meltas per squad for Missile Launchers. Personally I'd go with one squad having 2 Missile Launchers/2Multi-Meltas, and the other having 2 Missile Launchers/2 Plasma Cannons, as you're lacking in long-range ways to handle TEQ's. But 2 Missile Launchers/2 Multi-Meltas per squad works fine too. Remember those Long Fangs can split fire, so the missiles can frag some infantry if you need to (which you may likely have to)
3. Taking my above suggestion about tactical marines or more bikes into account, you're still a bit short on troops. If anything, at least try and find points to give that 3-man wolf guard squad a cyclone missile launcher or 2, so they can provide some extra fire support while they sit on an objective.
4. The rhino would help here, but most importantly just keep the bikes in front of the Land Raider and give the dreadnoughts some cover, and you'll be ok here I suppose.
Hope it helps. Cheers!
1. Although I like what you're doing with the multiple battle-lines, the bikes are going to be a big target. In 2000 point games those bikes will be gone on the first turn almost without fail.
2. Although the Long Fangs with Multi-Meltas are useful, the short range is going to hinder you, and taking that many multi-meltas means you're low on anti-infantry choices.
3. WAY too few Troops on the field. a total of 15. Even on bikes and in terminator armor, they won't survive the game unless you're hiding them, which units that expensive should not be doing.
4. Not enough armor saturation. Although the terminators will draw SOME anti-vehicle fire power, you'll probably lose 1 to 1 1/2 dread a turn at 2000 points.
So here are my suggestions, in order of my own criticisms:
1. Drop the bikes. If you really want the thunderfire cannon (which I sure would) Take a squad of tactical marines in a rhino. This adds more bodies, an extra vehicle, and some firepower. If you're hell-bent on the bikes, drop Khan (He can't assault on the turn he outflanks anymore, and basic bikes dont really belong in assault) add in 2 more bikes, and take a Librarian on a bike as your HQ. Null Zone is a great ability for gunlines like yours. Or take the biomancy discipline and make your bikes tough as nails. Your call, but taking the librarian means about 2 more bikes, so plenty of bodies.
2. Drop 2 multi-meltas per squad for Missile Launchers. Personally I'd go with one squad having 2 Missile Launchers/2Multi-Meltas, and the other having 2 Missile Launchers/2 Plasma Cannons, as you're lacking in long-range ways to handle TEQ's. But 2 Missile Launchers/2 Multi-Meltas per squad works fine too. Remember those Long Fangs can split fire, so the missiles can frag some infantry if you need to (which you may likely have to)
3. Taking my above suggestion about tactical marines or more bikes into account, you're still a bit short on troops. If anything, at least try and find points to give that 3-man wolf guard squad a cyclone missile launcher or 2, so they can provide some extra fire support while they sit on an objective.
4. The rhino would help here, but most importantly just keep the bikes in front of the Land Raider and give the dreadnoughts some cover, and you'll be ok here I suppose.
Hope it helps. Cheers!
QUOTE (reckoning34 @ Jul 3 2012, 11:33 PM) <{POST_SNAPBACK}>
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Fixed that for you.QUOTE (Ramell @ Aug 10 2012, 11:14 AM) <{POST_SNAPBACK}>
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Vindicator Tactica - Using Our Big Guns Effectively
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