"Hey Kirby,
I was stumped a few days ago, sent you a list of my models and hoped you could come up with someting brilliant. ( lame) I've always had success with list building, me and my group of friends all started warhammer together when 5th ed came out and I dominated early. It was because I figured out MSU and redundancy early. Well the DE player in my group has an army that actually scares the SH** out of me. He runs the Baron with 20 hellions and two 5 man squads of hellions. Plus raiders that ram ,a Void Bomber , and 2 razorwings. He also runs an Archon with a court and drops a webway, not sure that can be fit into 1500 though. Anyways heres my list, and my other two main competiters are Mech Guard and Shifty Nids.
(Jaws is for the Nid player otherwise that priest is always casting LL)
2x RP, Chooser, 2x LL, Murderous, Jaws
5x Scouts w/meltagun, MotW
3x WG w/3x combi-meltas, PFist
4x5x GH w/meltagun, Rhino
3x TWC w/Frost Blade, meltabomb
LS w/MM, HF
2x5x LF w/4x ML, LasPlas RBack"
I editted the army format so it's not AB spam :P.
Not sure what you want here, a critique I'm assuming? The list is solid but the lone Scout squad isn't too my liking. I'd either get another one by dropping the LS or drop the scouts for another Speeder. Pick one or the other really otherwise the list is quite solid (I'd go for double scouts personally, drop MotW so you can fit them both in). I'd also go for a Wolf Claw on the TWC over the Frost Blade for those re-rolls.
Against the DE list the large Hellion unit is what can be very scary as it can simply sit in 3+ cover and shooting 40 poisoned shots at you. Your LF, LL and Razorbacks though should have the advantage against their mech if they have any so focus on dropping/disabling that ASAP and present the Hellions with a bunch of armor as they don't damage it very well unless they get +1S combat drug and furious charge (S6 on charge). Once your mech can dominate the board you can start moving out and slapping shots and TWC into the large Hellion squad. The small squads will die to some dedicated firepower as they don't like jumping into cover and don't have a great save. Replacing Hurricane (or Jaws) with Tempest would also help against this list and is personally a better overall choice as well as it hurts Daemons, Jumper armies, Skimmer armies and DS armies.
Marshal_Wilhelm 61p · 743 weeks ago
I am not just speaking about things in relation to this chap's post, but more than that.
Wolves have Speeders, Scouts and Pods. I don't think any other list can deliver melta via those three ways.
Speeders from T2+ DSing, Scouts from table edge, Pods from T1 DSing.
Imo, Speeders are hands down, the best unit with MM *on* the table. However, Scouts and Pods have 'threat' ~ that annoying and/or unnerving quality that can force a change of plans without the unit actually doing anything.
The Scout's threat can push the enemy forwards, which is handy against shooty foes.
*Does this list, or any other, actually need more than one unit of Scouts? After all, you just need the wiff of 'threat' and you are achieving more than just what the mechanics of the unit can do on the table....
I think *one* Scout and one Speeder work, actually. The Scouts 'threat' the enemy forwards and the Speeder performs it's naturally superior on table game :)
The Pod's threat can keep unit's off the table and if that unit, say a Leman Russ, is kept in reserve and doesn't turn up on T2, is that enough of a win for the Wolf player ~ a 150 pt unit is reduced to 2/3rd effect [assuming the game is six turns in length] to justify a Pod?
What if that one Pod, laden with melta, keeps more than just one Leman Russ, or whatever, off the table, even if they come in on T2?
What if, say 300+ pts are kept in reserve just so that the Pod deploys and has no-one to Melta....
Are these big enough wins for the Wolf player?
You can have two Pods, as I am sure you know but I just want to cover all the basics. If you get first turn, you just send down an empty Pod and, in Objectives games, no big deal. In Annihilation, just land it deep on your side. Your melta Pod comes down in subsequent turns.
You can have melta guns, via Greys and/or Guard and the Pod, with its superior accuracy and allowing the squad to disembark to deploy can get the short ranged Mg into the action. This is much better than what Chaos Terms are stuck with. Even Speeders have to deal with this, but the MM's better range mitigates this.
You could also have the melta Pod with a Dread, combining the Pod's accuracy with the reach of the MM.
Well, whaddya reckon?
Kirby 118p · 743 weeks ago
Marshal_Wilhelm 61p · 742 weeks ago
Because neither of them are T1.
Neither of them are as accurate as a Pod, which means a MELTA MM shot is 'guaranteed' and, say, three Mg would all be within range and 'probably' be within MELTA range, providing no bubble-wrap.
Because being T1 puts a threat on that Scouts or Speeders *cannot* offer.
That is why ^^,
Forty Three · 743 weeks ago
The Hellion list I played against didn't sit in cover, but rather played very aggresively, doing multicharges and stuff so it could stay in combat during my turn, then hit and running after to make sure it could charge again and not wipe stuff out. In the end, however, since I was focusing my shooting on his heavy support, he ran out of long fangs and TWC to kill and I still had most of my mech, so he ended up having to be outside combat, at which point I disembarked everything in a little circle of death and pumped shots at it then assaulted with GH. 16 plasma shots + 8 melta shots got rid of them nicely
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