Friday, November 20, 2009

So how to arm my Grey Hunter Squads....musings on the new Space Wolf Codex

Well, as you can see from the below posts I'm slowly constructing a list for my Scars based on the new Wolf dex. While I think I've got a nice Cav list down, I'm still debating on my Grey Hunter squads. Basically, I want to add a Power Fist to my squad (As Ash has finally convinced me that you need a PF) but I'm not thrilled with a one attack Power Fist. With most things needing 4's to hit with your Power Fist, one attack just doesn't cut it.

So, for those unfamiliar with Space Wolves, the new dex allows you to attach a Wolf Guard leader (Elite choice) to each Grey Hunter squad if you wish, which has benefits as I'll list below....and downsides. If a Grey Hunter squad numbers 10 then you get a free second special....but if you attach a Grey Hunter to a squad of 10 you obviously can't jump in a rhino! So there's the rub if you want to mech up----2nd free special or Wolf Guard Leader? Same basic math first;

Grey Hunter:
Base cost 15 points
Power Fist 25 points
Total 40 points for a Grey Hunter with a Power Fist

Wolf Guard:
Base cost 18 points
Power Fist 20 points
Total 38 points for a Wolf Guard with a Power Fist

So you can see, that due to their cheaper Power Fist the Wolf Guard are actually cheaper than a nilla Grey Hunter. What how do the other benefits/drawbacks play out for Wolf Guard?

9 Leadership compared to the GH 8. This allows counter-attack to go off more routinely and obviously helps with pinning/rally tests.
2 Attacks instead of 1. This means if someone charges you they'll be getting 3 Power Fists to their face.
2 points cheaper

Giving up 2nd special weapon from the GH squad.

Now, considering the proliferation of mech armies that 2nd melta is pretty required in certain situations. So, I'm considering a compromise...taking a Wolf Guard with Power Fist and combi-melta. This only allows a one time shot with the 2nd melta which means I'll need to be conservative with when I use it. This also raises his cost slightly (43 points now compared to the GH 40) but I think his other benefits are worth those three points. Counter-Attack is pretty reliable at Ld 8 but it's really solid at Ld 9 (84ish% of the time will go off). There seems to be more and more pinning too in 5th, likely due to the multiple I grab what Ld I can. I also get 2 PF attacks base instead of 1, which on average equates to at least 1 hit.

So, in summary I'm going to run the Wolf Guard Leader in each squad with PF/Combi-Melta for now. Another option I muse over is saying to hell with a one shot combi....and taking two Fists! This would give me 4 PF attacks if I charge or get charged...and 3 base! In my normal Celestial Lion foot army, I do this with Terminator Wolf Guard leaders (They are actually cheaper than a dual PF power armor Wolf Guard, go figure). This army is Scars though, so born in the saddle, everyone gets a ride, no go there. Thoughts?

Tuesday, November 10, 2009

Adepticon 2010

Since Age posted his list I thought I would do the same. I plan on using my Chaos Marines and the only restriction I am going to use lash! That's right, I'm going to leave arguably the best piece of war-gear in the codex on the bench. So with that, here's is my first draft:

1850 Pts - Chaos Marines Roster - Adepticon List 2010

HQ: Abaddon the Despoiler @ 275 pts

5 Khorne Berzerkers @ 105 pts

Chaos Land Raider @ 250 pts Daemonic Possession; Combi-melta

HQ: Daemon Prince @ 200 pts Wings; Mark of Tzeentch; Bolt of Change; Warptime

7 Plague Marines @ 284 pts Personal Icon; Meltagun x2;
1 Plague Champion with Power Fist
1 Rhino

7 Thousand Sons @ 286 pts
1 Aspiring Sorcerer with Bolt of Change and Meltabombs
1 Rhino

3 Obliterators @ 225 pts

3Obliterators @ 225 pts

Total Roster Cost: 1850

This is the list I will begin play-testing. Thousand Sons are a unit I want so much to like, but I have a sneaking suspicion I will be trading them out for another unit of Plague Marines. This list is also a departure for me because of how few troops I have. It doesn't seem right but I want to get out of my safety zone a bit.

I'll keep you posted.


Sunday, November 8, 2009

Adepticon List...maybe

So I'll be going, along with Ash to Adepticon this year. Last year we participated in the Team Tournament (As Team Opposing Forces, go figure). This year we're not doing the team tournament again but instead will be competing in the 40k Championships and Combat Patrol. Last year we used Combat Patrol as an ice breaker for Adepticon (Our first trip) and it proved great fun. Strange enough, out of a pool of 90 or so players and only three games....we ended up paying each other :). So, we naturally tied...considering we practiced our lists against each other this wasn't a tremendous shocker. Still, it was good fun.

Anyways, I plan on doing a heresy era army this year and will likely use the Wolves dex. I really think the Wolf dex captures the way Marines are meant to be played...and vanilla Marines are just plain boring after using this dex. I think I'm going the Scars route for my heresy army, with Custodes allies (Grey Knights)..... but will be doing mixed mech. I could do all bikes but reading up on the Scars, I learned they actually use all mech (Mounted only)....not really all bikes. So, Dreads and Long Fangs are out and everything needs a ride. Here is my first trial list;

The Great Khan
--Wolf Lord with Wolf Claw (Scimitar)
--Thunder-Wolf Mount (Heresy Jetbike)
--Runic Armor
--Warrior Born

5 Grey Knights
--Brother Captain has Hood

10 White Scars (Grey Hunters)
--One model with dual chain swords (Mark of Wulfen)
--One model with Power Fist
--Mounted in Rhino

10 White Scars (Grey Hunters)
--One model with dual chain swords (Mark of Wulfen)
--One model with Power Fist
--Mounted in Rhino

10 White Scars (Grey Hunters)
--One model with Power Fist
--Mounted in Rhino

7 Relic Heresy Jet bikes (Wulfen Cav)
--One Thunder Hammer
--One Storm Shield
--One Melta Bomb

Custodes Land Raider
--Smoke Launchers

So, 1848. Plan is pretty simple, advance Rhinos/Land Raider with Khans Heresy Jet-Bike squad trailing. On the next turn, I can split into three combat blocks (Khan----Custodes Term----Jet-Bike/ThunderWulf squad) or stay into two mass blocks. So two hammers, followed up by 30 Marines with counter-attack/meltas and power fists.

I have some psychic defense with the Ld. 10 Super Hood ™. I should be able to handle hordes fairly well and have two hammers for elite HTH units. Only thing that concerns me is a Chimera congo line, as my firepower is midfield. Then again, I don't care if I lose against IG I find them rather boring to play against ;). I guess I'll have more time to get another drink if I face that list.