Saturday, April 30, 2011

1500 Space Wolves



I played this list today at Arkham, and it performed incredibly well on the table-top. Any thoughts on it?

Njal-245

3 Wolf Guard-134
3 Combi-Melta, 3 Power Fists, 1 Meltabomb

5 Wolf Scouts-85
Meltagun

5 Wolf Scouts-85
Meltagun

7 Grey Hunters-120
Wolf Standard, Meltagun
Drop Pod-35

(2) 7 Grey Hunters-120
Wolf Standard, Meltagun
Rhino-35

Land Speeder-70
Multi-Melta, Heavy Flamer

Land Speeder-70
Multi-Melta, Heavy Flamer

(3) 5 Long Fangs-115 each
4 Missile Launchers

Rhinos move forward to control midfield, and Njal pods in for midfield domination! Land Speeders are fast vehicle killers with some infantry killing potential. Wolf Scouts for backfield killing, and Long Fangs for downrange fire.

3 comments:

  1. I'm not entirely sold on Njal, but otherwise like this one alot more than your standard Marine list. Lots of bodies, mobility, and firepower. Overall a much tougher nut to crack.

    ReplyDelete
  2. I agree. Space Wolves in general are just a far superior codex. I still am trying to develop some good Space Marine lists, but the inspiration is escaping me. Pedro was cool for a while, but I think another character may come around.

    At first glance, I also was not entirely sold on Njal. He does require a slight bit of finesse to play, but he has quite a massive bag of tricks:

    -Access to all of the Space Wolves psychic powers. He can cast two a turn.
    -Lord of Tempests. Initially, this seemed rather gimmicky, but looking at the abilities, it can be incredibly useful. What's also neat is it cannot be blocked or stopped. It just happens.
    -Chooser of the Slain. Prevents infiltrators and can add +1 BS to Njal. Nice for those Living Lightning shots.
    -3+ Psy Defense. I roll a Space Marine armor save, and your psychic power is gone.
    -2+ Armor save, Force Weapon, 3+ to hit in combat always, and can allows units within 6" to re-roll failed morale checks.

    2 Wounds and a lack of Eternal Warrior kills him, but overall he can really ruin your day.

    ReplyDelete
  3. True, and all of these things are useful, but are they as useful as some spare points and a second Rune Priest or the squad you could just about buy with the saved points from downgrading to the normal version?

    I'm not sure I know the answer to that myself. None of Njal's abilities is bad, but only one or two of them seems likely to be useful and timely. I don't think it will make a huge difference, but it seems like you might be able to use those points elsewhere without changing the way the whole force operates.

    ReplyDelete