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Category: Space Wolves

40k Battle Report: Space Wolves on Space Wolves

There have been many famous rivalries which have echoed through the ages, Alexander and Darius, Caesar and Pompey, Pepsi and Coke. Today, a new chapter is added in the battle of Good Wolf and Bad Wolf.

The mission was Capture and Control, or as it is better known, that draw mission. The deployment was Pitched Battle, which generally benefits Space Wolf players. In this case, neither side would gain undue advantage.

Good Wolf has focused on three Rhino-borne Grey Hunter squads, tooled for close combat. Three of these are backed by Rune Priests and all have tooled up Wolf Guard. The fire support is provided by three units of Long Fangs and two Land Speeders.

Bad Wolf has a slight Razorspam ethos. Three squads of Long Fangs provide fire support, alongside their twin-linked lascannon toting Razorbacks. Two Grey Hunters squads in Rhinos are joined by Rune Priests. Two smaller Grey Hunter squads have twin-linked assault cannon Razorbacks and there is one small foot squad of Grey Hunters to babysit home objectives. Two scout units with requisite Wolf Guard fill out the force.

The Battlefield

“Sir, this layout makes no sense. What deranged urban planner designed this bizarre and inefficient settlement? “
“Shut up, trooper, ours is not to question the Emperor, just gather the rest of the squad. We’re going take that hilly ruined city industrial farm complex. For the Emperor.”


Placing Objectives

The cowardly Bad Wolf places his objective as far back as possible. The Good Wolf’s lack of scouts means that he can safely castle in the corner and build a firebase around the nearby hill.

Good Wolf goes for a more aggressive position. Placing his objective almost directly across from its counterpart and as far forward as possible. His axis of advance is now clearly highlighted. Will his bravery be rewarded?

Bad Wolf: Deployment

On his left, Bad Wolf deploys a Rhino, packed with Grey Hunters and a Rune Priest with three TLLC Razorbacks in close proximity. His Long Fangs take advantage of the hilly terrain and dig in.
On the left, an identical Rhino is supported by two TLAC Razorbacks. The remaining Long Fangs move into a wheat field. The Scouts are held in reserve and ordered to outflank. His deployment clearly intends to create a killing ground in the space between the objectives. But the deployment of the Rhino squads forward also suggests that an advance is intended.

Not pictured: Bad Wolf Commander not remembering that wheat fields only grant a 5+ cover save.

Good Wolf: Deployment

The hills are alive with the sound of missiles being loaded into launchers. Two Long Fang squads spread out to minimise losses. Behind the hill, two Rhinos carrying Grey Hunters and Rune Priests, skulk alongside a Land Speeder. Going second has forced Good Wolf to use whatever cover is available.

The Good Wolves grab what cover they can even at the cost of splitting their force. Another two Rhinos, containing large Grey Hunter squads tooled for assault, position themselves to screen from incoming fire. The last Land Speeder slips in behind a vehicle and the Long Fangs spread out, ensuring at least half of the squad is in cover.

Not pictured: Good Wolf Commander not realising that he’s blocked his own advance with the Long Fangs.

Bad Wolf: Turn 1

Bad Wolf moves his forces forward and blasts away with rockets, psychic powers and lascannons. The assault cannons thankfully fall short of their targets. On the left, one Rhino is wrecked and the other is stunned.
On the right, the lead Long Fangs are lashed by Living Lightning and missiles, losing their sergeant and three men. The central squad loses a single man. The Land Speeder explodes, a Rhino is immobilised and the other is stunned. The Good Wolf offensive is throughly suppressed but losses could have been heavier.

Good Wolf: Turn 1


With their vehicles completely stalled, Good Wolf decides that a shooting match is the only recourse. The Grey Hunters disembark, allowing their Rune Priests to begin casting Living Lightning.
The surviving Land Speeder rush forward on the left, to gain a cover save from turbo-boosting and threatening to flame the Long Fang squad on the Bad Wolf right.

The Good Wolves steady themselves and systematically tear apart the vehicles in the open. The confident advance of Bad Wolf has left his vehicles rather exposed. Good Wolf finds angles that deny cover and this coupled with lucky rolls on his psychic powers has a devastating effect. Both Rhinos are wrecked, spilling their passengers into the open and ending the possibility of assault troops reaching Good Wolf’s line. Two Long Fangs are lost from the central squad to opportunistic fire. The lead TLAC Razorback explodes, killing a passenger and its partner is wrecked, causing the passengers to become pinned.

Bad Wolf has lost all his short-ranged transports and is now committed to a static defence.

Bad Wolf: Turn 2

His scouts fail to arrive and Bad Wolf focuses on forming a battle line and he deliberately targets Good Wolf’s mobility. The Land Speeder jinks through heavy fire, relying on excellent luck to survive but eventually loses its heavy flamer to a missile.

Good Wolf’s losses are limited to a single Rhino as the enemy fails to hit home. This does however leave the Grey Hunters trapped on this hill. Any advance into the open will see them decimated by krak missiles.

Good Wolf: Turn 2

The Land Speeder turboboosts into the heart of the enemy to draw further fire. Good Wolf needs to eliminate the Long Fangs to safely advance. His firepower has the desired effect and Bad Wolf’s Long Fangs are shredded. Only two survive on the right as krak missiles punish them for their poor cover saves.
Losses on Bad Wolf’s left are also severe as only five missile launchers survive between both squads and a Razorback loses its main armament. The damage was again inflicted by a combination of living lightning and krak missiles.

Bad Wolf: Turn 3

A single squad of Bad Wolf Scouts arrive on the right flank and move to attack the greatly reduced Long Fangs. The result is a draw as one Long Fang is hacked down and one Scout falls in turn. The lack of power weapon on the Wolf Guard is to blame. However, Bad Wolf indicates that a drawn combat suits him well.

The Land Speeder again, ducks missile after missile. A melta gunner suffers a dangerous terrain mishap and dies attempting to reach it. But his squadmates finally bring it down with rapid-firing bolters.

Good Wolf: Turn 3

A unit of Grey Hunters attempts a rescue, the Rune Priest peels off to join the nearby Long Fangs, and the troops surge forward. Too late to save the last Long Fang, they settle for revenge. The Scouts are wiped out and the Grey Hunters retake the objective.

The previous turn saw Good Wolf create a “Long Fang Gap” and the end result can be seen above. The Long Fangs in the wheat are eliminated and their colleagues fall back after taking losses.
The Grey Hunters are in position to begin an advance but without transport, it will likely be too slow.

Bad Wolf: Turn 4


With his units largely hiding behind cover and limited opportunities to fire back, their hopes rest with the two functioning Razorbacks. Having watched its efforts to self-repair with alarm, they fire on the best target. The long immobilised Rhino finally explodes, into wreckage rather like a piece of paper. Eerie.

Good Wolf: Turn 4

Snecting weakness, Good Wolf throws in an offensive. One foot slogging squad advances on the right and another hops into the remaining Rhino and drives forward. His shooting phase is kind and most repositioned Long Fangs are blasted to goo. With the enemy’s ability to stop him reduced to one Long Fang and one Rune Priest, he hopes for a long game and a chance at victory.


Bad Wolf: Turn 5

Finally, Bad Wolf’s remaining scouts arrive. Perhaps, they can be used in a last ditch suicidal attack on the enemy objective?

Having monitored their own command’s broadcasts, the Scouts appear to suspect as much and carefully arrive on the wrong flank, against the odds. They are now far far from the battlezone.


Good Wolf: Turn 5

With his remaining transport brought to a halt by enemy fire just inside the central forest, the Good Wolf orders his Grey Hunters to disembark and advance on front. They cannot reach the enemy objective but perhaps they can get within shooting range and hope for a miracle.

Bad Wolf: Turn 6

Most of Bad Wolf’s forces fall back to make a stand around their objective. The Rune Priest continues to lash at the Rhino in a bid to even the score. But the lightning merely stuns the crew.


Good Wolf: Turn 6

Good Wolf maintains the advance and attempts to clear a path to the objective. A damaged Razorback explodes leaving its contents in the open. But the passengers hold their ground despite the loss of a marine. The harassing Rune Priest on the left is finally put down by missile fire.

Combined Wolf: Turn 7

With the game at an end, Bad Wolf focuses on clogging the objective with as many bodies and vehicles as possible. Good Wolf advances into shooting range but after a game of lucky shots, the Emperor can do no more and the various weapons rattle against power armour and armour with no effect. The game ends in a draw with Good Wolf scraping a 12-8 win on VP totals.*

*ETC Scoring

Battle report: Grey Knights vs. Space Wolves (1750 points)

Recently I started a Grey Knight terminator army with Grand Master Mordrak as the centrepiece.  I invited “Newbreed” and his Space Wolves over to give the terminator list a thorough vetting.  My friend Sébastion Le Prestre de Vauban, an accomplished military engineer and master-mind of defensive strategy, came over and offered to commentate on the game.

My Mordrak list was:
HQ
Mordrak + 5 ghost knights (x2 halberd, x2 swords, banner)
Inquisitor, psyker: psychic communion, terminator armor, psycannon, sword, x3 skulls,

TROOPS
10 terminators, x2 psycannon, x3 halberds, warding staff, banner, justicar w/MC hammer, psybolt
5 terminators, 1 psycannon, 1 falchions, banner, warding staff, justicar w/mc hammer,

HEAVY
psyfleman, searchlight
psyfleman
psyfleman
The Space Wolves list was:

HQ
3 rune priests (all with living lighting then jaws, tempest, hurricane)

ELITE
4 wolf guard with combi-meltas, fists

TROOPS
X4 grey hunter squads with meltas in rhinos

FAST
Speeder, multi-melta/flamer
Speeder, multi-melta/flamer

HEAVY
X3 long fang squads (5 rockets, sergeant)

I brew some coffee and arrange the table tastefully.   The terrain offers some good locations to deploy long fangs and dreads but there are also ample LOS-blocking features.

We rolled a random mission and came up with five objectives, dawn of war deployment.  Mordrak used Grand Strategy to make all three dreads scoring—nice one!  I then bested Newbreed on the roll to place objectives and then again on the roll for first turn.   We spread out the objectives and then I deployed.   I decided to combat squad the large unit of terminators.  The inquisitor deployed on the table with five terminators in the central ruin.  The plan is to deepstrike Mordrak nearby and the two units should be able to support each other.

[Intercession by Vauban:  “Why combat squad?  You have three dreads and two infantry units to score.  There are five objectives, not six.  A man only has one stomach even if he is a fat slob.  A much better decision would be to plop the ten man terminator squad in the middle of the table with the inquisitor attached.”]

Newbreed decided to hold everything in reserve.  Everything.  He wants to wait until the disposition of my forces is clear.
[Vauban remarks: “Clever F*&#”]

I am, of course, content with his decision because my stacked psychic communions will keep my terminators off the table until his force disposition becomes clear.

 Inquisitor and five terminators deploy while the space wolves stand ready in reserve.

TURN 1

I deep strike Mordrak to the middle of the table in front of a ruin.  Two dreads stomp on to the table on my right flank and one dread takes the left flank.  Mordrak’s unit runs into cover and the dreads run as well hoping to occupy advantageous positions.   The Inquisitor moves towards Mordrak but rolls poorly for difficult terrain and running.

Below: the end of turn 1

[Vauban comments: “Not a terrible plan by the GK player.  We can see that he means to claim the three objectives on his right while using a single dread on the left to vex any wolf unit that occupies the objective on that side.”]

TURN 2

Mordrak and the inquisitor successfully cast psychic communion.  I take a +2 on the roll and keep both remaining terminator squads off the table.  The inquisitor unit moves towards Mordrak at a glacial pace.  However the dreads have better luck and occupy some excellent sniping locations.  Mordrak continues into cover.

Only two space wolf units arrive from reserve: a land speeder and one squad of long fangs.   They come on to the space wolves’ right flank.

Line of sight is traced along the barrel of the weapon, right?

The Inquisitor squad claims the central objective.  Note: the other terminators are inside the ruin.

Long Fangs and a speeder arrive from reserves.

[Vauban gushes: “What a fabulous table.  Pity the armies are not up to the same standard.”]

TURN 3

[Vauban chides: “Two turns through the game and no shooting—what tedium! ]

The stacked psychic communion keeps the two remaining terminator squads off the table.  The dread on the my right wrecks the space wolf speeder.  Mordrak and the inquisitor unit continue to gird themselves.

The space wolves receive four units from reserves: three grey hunter squads and another squad of long fangs.  The fangs occupy barricades on the space wolf left flank.  The three Hunter squads in rhinos enter the center of the board.  Two move on 6” and one moves on 12” to obscure the other two.  It pops smoke.  The squad of long fang that walked on turn 2 fires on a dread and destroys one of its auto-cannon arms.  A rune priest inside a rhino casts Jaws of the World Wolf at Mordrak’s squad but three terminators pass their tests.  Shooting at the same unit is also ineffectual.

Long fangs seek succour behind xeno barricades:

Three grey hunter squads in Rhinos:

TURN 4

The two terminator squads arrive.  One deep strikes near the long fangs on the space wolf left, the other near the fangs on the space wolf right.

[Vauban notes: “A poor decision.  Let the space wolves have the objective on their right.  With only 20 terminators the GK forces cannot afford to spread out.”]

Mordrak’s squad and the inquisitor squad move to engage the center grouping.   A mediocre shooting round sees the termies on the GK left drop two rockets, while two dreads combine to immobilize one rhino.  The third dread kills the sergeant in the long fang pack on the space wolf right.   The terminators on the GK right fail to cause any casualties among the long fangs.  The inquisitor destroys the storm bolter on the immobilized rhino.   Mordrak and his unit charge the immobilized rhino and wreck it.

The remaining grey hunter squad arrives from reserves.  The space wolf player drives off the remaining mobile rhino in the center towards the objective on his left.  Two squads of grey hunters prepare to unload on Mordrak.  Combined jaws and shooting kill four ghost knights.  Mordrak and the remaining knights are killed in the ensuing assault at the cost of three  grey hunters.

Grey Knight terminators deep strike near Long Fangs:

On the other flank Grey knight  terminators make a similar deep strike:

Mordrak and his ghost knights are greeted by the occupants of two rhinos:

TURN 5

The two dreads on my right flank move to secure the objective.  Pop smoke or shoot at the long fangs?  I decide to shoot at the long fangs.    The termies on my right move to engage the intact/full rhino.  The inquisitor squad moves up—finally getting some good difficult terrain rolls—to get some payback for mordrak.  Shooting again disappoints as both dreads combine to kill two long fangs while the terminator squad pings off the rhino.  On my left flank the termie squad charges and wrecks a rhino and the grey hunters disembark in good order and prepare to shoot the hell out of the terminators.  The inquisitor squad charges and wipes a squad of grey hunters and consolidates to an objective.

The space wolf player moves his forces to destroy the inquisitor squad.  In the shooting phase both long fangs on the space wolves left flank ping off the dreads.  Shooting kills three terminators in the inquisitor squad.    On the space wolf right shooting kills three terminators.   When the dust settles on the assault phase only the inquisitor remains in the center while the warding stave is the sole survivors on the GK left flank.

The game, unfortunately for the Grey Knights, continues.

Warding staves are great in assaults:

Two dreads hold an objective:

TURN 6

The dreads pop smoke and pray really hard to the emperor.  The remaining terminators shoot and wreck the last remaining rhino.  The grey hunters get out and prepare to unload.

[Vauban sighs: “It’s déjà vu all over again.”]

The space wolf player wrecks the remaining dreads despite their smoke screens.  The grey hunter squad eliminates three terminators with shooting and then charges and kills the remaining two.

[Vauban says: “Pity it was in the middle of the day because the grey knight player could have used a drink.”]

Victory to the space wolves.  Mind wiping will have to wait.

Aftermath.  Indeed, I could have used that extra squad of terminators on my right flank.  As I type this the glue is drying on additional halberds for the terminators.  This battle has shown that I6 /5++ is better than I4/4++.

[Vauban concludes: “But for two crucial tactical errors by the Grey Knight general, combat squading and spreading his forces, the game would have been close.”]

Pythagoras and You

Proud to present a rare treat from OnTheStep.net’s Bristolscale7. A veteran Warhead you’ll be seeing Bristolscale7 cruising the Irish scene with his new Grey Knights!!

Below we have a standard Grey Knight castle in a pitched battle or spearhead scenario. Three psyflemen* dreadnoughts castle behind three razorbacks. The dreads are tall enough to shoot over the razorbacks but obscured enough to receive a cover save when taking return fire. They are accompanied by a librarian with the Shrouding psychic power which improves the dreads’ cover saves to 3+. If you come within 24” of this formation you will be subjected to withering stormbolter and psycannon fire.

How should you proceed? For the sake of this article we’ll say that you do not have sixty outflanking genestealers at your disposal. Instead, let’s assume you play the ever popular space wolves and bring fifteen missile launchers to the table. The trick is to deploy your Long Fangs beyond the range of the dreads but within reach of the razorbacks. Turn the GK castle into a prison! Your Long Fangs can take solace from the 6th century Greek philosopher and mathematician Pythagoras.
Granny always says that pretty teeth and book learning only get you so far in life, but we all know the older generation is as thick as pigshit, so let’s see what he has to say. The Pythagorean Theorem, for those of you who slept through math class, states that a^2+b^2=c^2 where c is the hypotenuse of a right triangle and a and b are the other two sides. Like so:

We know that the table is 48” across, and because we were observant and jacked up on Red Bull during our opponent’s deployment we know that the most vulnerable razorback is five or six inches on to the table. Thus if we put a missile launcher one inch onto the table in our deployment zone he will be 42” away from the razorback and about 45” away from the nearest dread—not far enough. The Pythagorean Theorem can tell us where to deploy our precious Long Fangs such that they will be within range of the razorback but safe from those meddling dreads.

In our triangle above we know that the length of A is 42” and we know that we want the length of C to be 48”. We adjust the formula accordingly to b=√(c^2 )- a^2 and when we crunch the numbers we get just over 23” for side b. Deploy the Long Fangs one inch onto the table and 23” to the right of the razorback and they’ll be ready for action.
What’s that you say? How the @#^& are you supposed to be know where 23” to the right of the razorback is without pre-measuring? There are a number of possible solutions to this problem. If you are playing a seize ground mission perhaps you demonstrated foresight and placed an objective as close to the corner as you could—12” from each table edge. You now have a visual 12” measurement to work with. If you are playing either capture and control or kill points you’ll have to estimate the distance. If the deployment is spearhead you will know where the center of the table is and where 12” extends from the center. If all else fails a razorback is just over 4” in length so try to visual a line of five of these extending from the target razorback. The most obvious solution is to get good at estimating distance—you know like Fantasy players used to be able to do before they got to pre-measure everything.
Next time I’ll show you how understanding this can allow to control the outcome of a dice roll
– BristolScale7
*Grey Knights Dreadnought armed with two twin linked autocannons and upgraded to include psybolt ammunition.

Thunderwolf Lords at the ETC


So behind closed doors coming up to the submission of lists tonight for the European Team Championships Team Republic of Ireland and Team Northern Ireland have been contemplating a certain Codex Space Wolves list centred on multi Thunderwolf Lords running at the enemy then splitting off and going their seperate ways.

Coupled with the traditional Space Wolf Scout squad, solid mounted scoring options and ranged firepower in the form of Long Fangs it seemed a promising candidate for the ETC where matchups can be tailored somewhat.

Venerable master John Stowe (of the Dublin Games Guild/Northern Wasters/Vice Captain Team Northern Ireland 2011) brought the list to last week’s QCon in Belfast, probably in an attempt to persuade his Team Northern Ireland Captain Jonny Fisher to consider it viable for ETC selection. Well Mr. Stowe achieved 7th place with the following list:

and I’ll guess we’ll find out soon enough if he managed to persuade Jonny to take it along or not.
I personally don’t think the list holds much water on the Irish scene, particularly the Lords are subject to some things which, although rarely faced now, would ruin your day. Lash, psyker battle squads are a couple that spring to mind although 5+ saves against psychic powers and psychic hoods can help with this, on top of which John took a Wolf Priest with Jump Pack and meltabombs to avoid the ‘blob’ getting escorted off the table.
The list is solid for the ETC though and while I wouldn’t take that exact list I would want a slightly modified one to sit on that eight-man ETC squad. While bidding it can be an excellent list to gut certain other ones, apparently it does quite a number on Vendetta Guard but should be kept away from Stealer Shock and Dark Eldar (in fact a venom spam Dark Eldar list 19-1’ed John at QCon in the first round (commanded by none other than Alec ‘The Master’ Cornelius of the Warheads). It also does well against most medium mech armies but also heavy mech (Land Raider spam isn’t uncommon at the ETC).
Possibly more important is the fact that apart from Dark Eldar and Genestealers this list has very few straight up counterlists, something which weighs heavy on a bidding captain’s mind. This could also skew the opposing team’s bid strategy. While I’m certainly not the expert on this list I trust the views of those who back its taking on to a team, guys like John Stowe who are so convinced by it they’ll spend their precious few tournaments trying it out in public just to convince fellow team mates.

John Stowe also proposed (and then ran with the help of the War Altar’s R0ot) the inaugural Irish Masters Tournament this year.
Good luck Team Northern Ireland this year at the ETC!

The Dave-Wolfs Mark 2


Okay the title sums it up really.

Before I get into the gubbins, I want to deal with this comment by Luke in my previous post.

”Honest advice would be to keep the core of your army the same and tweak it not to rebuild from the ground up. That way you will learn how to use it in the various situations that arise. ‘

Normally, I would agree with you here mate. However I’m afraid my house’s foundation is rotten to the core. Taking it out will collapse the house. 😀

Against Dan’s Orks, I was just outplayed by a superior player. I went for the kill early on and my dice failed to execute (or they just did so for Dan, who passed quite a ridiculous amount of cybork saves). My Thunderpups got owned and Dan correctly pointed out afterwards, when they die, my list fails hard.

The Guard showcased another huge problem, a lack of potent firepower. I made no real game changing mistakes and even stole the initiative. My rolling wasn’t terrible but I still got the stuffing knocked out of my list. Mostly due to my inability to cripple the guard’s laser output.

I have played the list vs my mate Robert’s Mech BA many dozens of times and it can handle them. It certainly doesn’t steamroll them. There is no easy wins (in fact most are hard fought and damn close draws).

Problem areas with the Mark 1:

1: Thunderwolfs are not as good as they appear/I hoped. WS 4 is largely responsible for this.

2: Large Grey Hunter units are not fantastic. Joe had raised questions about them before but I didn’t really understand his point. The few games showed me what Joe was talking about. They are not point-efficient.

3: My firepower is not as good as it should be. It simply didn’t cut it.

4: I lack a tarpit unit. I liked Bjorn for this role but at 270 points he was simply way way over-costed.

I think it is important to be somewhat decentralised. The army shouldn’t resolve around one unit or one plan. It is better to have multiple options or at least a plan A and B.

It is important to have a deathstar for the Irish scene tbh, just to have that counter card to play once your opponent uses his deathstar. Thunderwolfs are not impressing me, however, so I decided to use a less obvious alternative.

Here it is:

Logan : 275

Dread w/Assault Cannon :105

5 GH’s w/Melta in HB Razorback : 120

5 GH’s w/Melta in HB Razorback : 120

5 GH’s w/Melta in HB Razorback : 120

5 GH’s w/Flamer in HB Razorback :115

(10 wolf Guard)
6 WG w/TA- 1x 2WC’s, 2xWC/SS, 1xCM/CF, 1xCM, 1xNormal :338
4 WG w/PA-3xCombi-Melta, 1xCombi-Flamer : 92

6 LF’s w/5 ML’s : 140

6 LF’s w/5 ML’s : 140

6 LF’s w/5 ML’s w/ HB Razorback : 180

total : 1745

Okay. Obviously, the Wolf Guard in power armour go join those Grey Hunter units.

The list seems to tick alot of boxes.
Lots of shooting (19 ML’s)
Decent scoring (5)
Potent deathstar.
Decent tarpit.

What it lacks.
Backfield threats (land speeders / wolf scouts)
Psychic defence.

I regret the former and am pretty indifferent to the latter.

The only changes I’m pondering are replacing the flamer grey hunter unit (transferring its Razorback to a Long Fang unit) with two Lone Wolfs w/power weapons to hop in a Razor and go hunt small units.

I guess it would also be possible to replace them with a unit of wolf scouts.

Anyway,
I’m open to any comments/opinions/criticism/praise(especially this one ^^).

Farseer Dave.

Rant


So I got my first taste of WAC 40K this week and, man, my head still hurts from the beat downs I received. First from Orks then from Guard.

I learned two important lessons from these beatings.

1: I have a long way to go in improving my play to reach the levels set by Guys like Floody and Dan.

2: My Gaelcon List has several fatal flaws, it’s back to the drawing board there for sure.

On a side note, I really got to hand it to the WAC crew they certainly know how to make a new guy feel welcome. It was quite awesome that I felt like I fitted in, in no time at all.

So to Floody, Dan, Merv, Caolan, Dave and all the lads, thanks very much!

Anyway, my next post will deal with the breakdown of the Dave-Wolfs, Mark 2 and how I plan to rebuild my army from the ground up.

Other Dave.

Conquering Gaelcon.



So I have been prepping for Gaelcon for the last few weeks, getting my Space Wolf List ready.
Over the course of my playtest, I have discovered a few things that I thought I’d share.

Firstly, Fenrisian Wolfs are bad. They really can’t kill very much. They don’t actually absorb that much fire because all your opponent’s small arms will shred them in seconds. Their biggest flaw is they get pummeled in close combat and you’re forced to take a ton of fearless wounds on your Lords. Overall, they are more of hindrance than help.

Secondly, I see lots of guys taking frost blades over wolf claws. I’m not sure why you are doing this. The wolf claws are better in nearly every situation AND they are cheaper. Those re-rolls are golden when you fail at rolling (which does happen).

Taking power weapons on Wolf Guard is a mega bad idea. Really, Joe told me it was but I’m an arrogant sod so I didn’t listen. Just don’t do it. Thanks.

Wolf standards are better than MOTW. In my opinion, if you have the points, take both. If it’s either/or, I would certainly advise the banner. It turns a close fight (even vs MEQ) into a win.

On to my amended list:

Player Name : David O Leary Army : Space Wolfs

Wolf Lord : 275
Saga of the Bear ,T-wolf, Thammer, SS, WTN, WTT, Runic Armor

Wolf Lord : 235
Saga of Majesty ,T-wolf, Wolf Claw, SS, WTT, Runic Armor

Rune Priest : 100
Murderous Hurricane , Jotww

8 Grey Hunters : 170
w/ Melta, Wolf Standard, Rhino

8 Grey Hunters : 170
w/ Melta, Wolf Standard, Rhino

6 Grey Hunters : 140
w/ Melta, Wolf Standard, Rhino

3 Wolf Guard : 129
w/ 3x Combi Melta, 3x Power Fist

3 Thunderwolf Cav : 210
1 TH , 1 SS, 1 normal

5 Long Fangs : 115
4ML

5 Long Fangs : 115
4ML

4 Longfangs : 90
w/ 3 Missile Launchers

Total : 1749

Will hopefully get some games in with the WAC guys and girls in the build -up to Gaelcon..

Farseer Dave.

Help with Loganwing.



I got a pm over on Warseer from Jakeraven. He is from across the pond in the USA. Jake likes his terminators and wanted my help with his fluffy space wolf terminator army @ 1800 points. Jake has individually named each wolf guard in his army which is a really nice touch . He has his own chapter, the Dragon Slayer Space Marines.

Okay. So here is the problem with making this competitive. Loganwing Drop list is a myth, mate, it doesn’t really work. You can’t get enough decent units to drop in for you to cover the board. So if your looking at competitive play, you will have to re-jig that list.

Stelek, over on YTTH, has written an excellent mini-tactica on how to get the best out of this kind of build and this list is built around those ideas.

Logan Grimnar : 275
Rune Priest : 100

5x WG Pack 1 terminator , Cyclone Missile, Chainfist, Drop Pod : 185
5x WG Pack 1 terminator , Cyclone Missile :135
5x WG Pack 1 terminator , Cyclone Missile : 135
5x WG Pack 1 terminator , Cyclone Missile, Arjac : 305

2x ThunderWolf Cavalry – 1 Powerfist : 125
3x ThunderWolf Cavalry – 1 Powerfist : 175
3x ThunderWolf Cavalry – 1 Powerfist : 175

6 Long Fangs – 5 MultiMeltas, Power Weapon, Drop Pod :190

Total : 1800

Logan and Arjac attach to the Long Fangs. If your opponent deploys out then drop these guys down and start blasting / chopping. If your opponent reserves (the smart thing to do), then drop the Wolf Guard Drop Pod near/on an objective.

The Thunderwolves give this list another threat vector, you have three in total.
1: Logan’s Pod in your grill.
2: The missiles /Living Lightning Rune Priest blasting away at transports.
3: The charging Thunderwolves

These threats can overwhelm people and cause them to panic (hence make silly mistakes). Its a very aggressive list but quite a nasty one. Oddly enough, this list is quite balanced and can actually take on a wide variety of opponents.

Hope it’s of some use to you, mate.

Farseer Dave.

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