Friday, April 9, 2010

The Might of the Wolves!

Here is my typical 1850 list, I haven't made many modifications if any to this list because it seems to work well regardless of my opponent. Having about 10 games with the list everything works the way I thought it would. I am still on the fence about keeping runic armor on my Wolf Priests but other than that not sure what else I would change.

Edrigar (Rune Priest) w/ terminator armor
Agnar (Wolf Priest) w/ runic armor, jump pack and melta bombs
Gudrun (Wolf Priest) w/ runic armor

Wolf Priests are really indispensable with their "Oath of War" ability giving them "preferred enemy" they can usually decimate most things one the charge. Making the squad they are joined with fearless also has great benefit by taking away the worry that even with high leadership I don't have to test for casualties.

The Rune Priest usually takes "Murderous Hurricane" and "Living Lightning" even against MEQs hurricane works wonders thanks to the dangerous terrain tests. Mind you the power doesn't say it has to wound anyone in order to take effect. Lightning is used to add some range to the wolves and pick on light tanks

Grey Hunters x10 w/ flamer x2, berzerker (mark of the wulfen) and wold standard
led by Wolf Guard w/ frost blade
supported by Razorback w/ twin linked lascannons

Grey Hunters x10 w/ melta gun x2
led by Wolf Guard w/ storm bolter and thunder hammer
supported by Razorback w/ twin linked lascannons

Grey Hunters x10 w/ plasma gun x2 and plasma pistol
led by Wolf Guard w/ plasma pistol and power weapon
supported by Razorback w/ twin linked lascannons

The bread and butter of my forces the thirty Grey Hunters are actually quite useful, especially now that they carry just about every tool for the job. Thanks to the "counter attack" special rule I can sit tight and rapid fire my bolters then wait for the charge to switch to pistols and close combat weapons.

Razorbacks provide the army with some long range AT fire, they are constantly moving about getting better angles at enemy vehicles. All else fails I have them gun it to an objective to contest.

Bloodclaws with Jump Packs w/ flamer
led by Wolf Guard w/ storm bolter, powerfist and jump pack

At the forefront of every battle are my Blood Claws led by one of the Wolf Priests, I have to say this unit never fails to make some sort of impact on the game on way or another. I already have tall tales of their insane acts of bravery, including a game where after eliminating a squad of enemies the whole enemy line fired at them causing near to 20-30 odd some wounds only killing 1-2 Blood Claws! They seem to shrug off an extraordinary amount of small arms fire.

Wolf Scouts x6 w/ plasma pistol x2 and melta gun
led by Wolf Guard w/ combi-melta

The scouts always do their duty show up mess up someones shiny tank and leave the field. No really after they are done knocking out a tank they usually launch an assault soon after cause a few casualties and run away. I have to start assuming that it is all part of their plan...

Long Fangs x6 w/ missile launcher x5
led by Wolf Guard w/ terminator armor and cyclone missile launcher

Nothing says loving like 7 missiles to a tank or squad, no need for subtlety just put the Long Fangs in a good fire position and let loose. Even if I have to move around the Wolf Guard's cyclone missile launcher can still fire!

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