Kirb your enthusiasm!

WEBSITE HOSTED AT: www.3plusplus.net

"Pink isn't a color. It's a lifestyle." - Chumbalaya
"...generalship should be informing list building." - Sir Biscuit
"I buy models with my excess money" - Valkyrie whilst a waitress leans over him


Sunday, April 17, 2011

Article List Response for Spaguatyrine - Space Wolves 2,000pts Tournament Use


Greetings everybody!

My last article which looked at Hybrid Thunderwolf Cavalry Hybrid Armies spawned a very interesting series of Discussions both on and off the blog. One of those discussions lead to an email from Spaguatyrine who authors over on the following blog: (The Back 40k ) for my thoughts on a 2000pt Space Wolf list he intends to run at a tournament.


"Here is my list.
ThunderWolf Lord Balroc-230 pts
Runic Armor, Storm Shield, Wolf Claw, Saga of Majesty

Ragnar Blackmane-240 pts
Bolt Pistol, Frost Blade, Saga of Warrior Born, Melta Bomb, etc.

Rune Priest Skytak-110 pts
Chooser of the Slain, Living Lightning, Jaws

7 Grey Hunters-170 pts (Ragnar's Pack, WG either PW or Pfist)
Rhino, meltagun, wolf standard, power weapon

6 Grey Hunters-145 pts (Runepriest's Pack)
Rhino, meltagun, power weapon


5 Grey Hunters-115 pts (WG w/combi melta, storm bolter)
Drop Pod, meltagun

5 Grey Hunters-115 pts
Razorback, flamer

3 Thunderwolf Cavalry-240 pts (TWLord's pack)
1 TH/SS, 1 SS/CCW, 1 BP/CCW

Wolf Scouts-85 pts (WG Cmelta-TH or Pfist)
4 Bp/CCW, meltagun

Wolf Scouts-85 pts (WG Cmelta-TH or Pfist)
4 Bp/CCW, meltagun

Wolfguard-145 pts
1 Combi-melta, Thunderhammer
1 Combi-melta, Powerfist
1 Combi-melta, Storm Bolter
1 Bolt pistol, Power weapon

Longfangs-90 pts
3 Multi Meltas

Longfangs-115 pts
4 Missile Launchers

Longfangs-115 pts
4 Missile Launchers"


So lets get right into it.

The list looks quite solid, but one thing jumps out at me, well two.

i) Saga of Magesty; and ii) Ragnar.

Saga of Magesty is handy, but it is not needed to my mind because you have character saturation within the list. Not just in a TWL, RP and Ragnar but also in the redundancy of the WG as well. There is Ld 9 base in every single unit except for the 5 man GH unit with flamer (and that's okay - my own lists usually have 2 or 3 units of 5 GH's with a flamer in a transport, it's a really solid unit to have around as templates are very useful up close and against certain armies...I digress, the Ld isn't that big a deal on the unit). So Saga of Majesty seems wasted.

More so, it's Saga of Majesty on a model that is otherwise a huge 215pts...You can run 2 more units of 2 TWC with some MB's thrown in for good measure for the same cost...I know the value of a WL though, an dthe ability to split away from the parent TWC unit is something that is incredibly useful. What am I trying to say here? Saga of Majesty isn't needed in this army because of the high leadership through character saturation within the list. But Saga of majesty on a very expensive TWL is also a waste of the force multipliers for that WL's inclusion in the list. Saga of the Bear. It's 20 more points, but with a 2+/3++ the Bear Saga TWL is there to really abuse wounds allocation and to keep your TWC alive longer. Str 10 weapons or things that cause instant death (of which there are more and more arriving with each codex to be released) scythe through TWC numbers something fierce even with a 3++ SS, and for an 50-80pt+ model to be removed outright, that is a loss which builds up fast. I've had great success with paired TWL's or a TWL in a TWC unit against Tyranids as an example whose Rupture Cannons you assign the wounds off to the Lord and he usually makes the save anyways but if he fails is still around for a good long time. the same applies to railguns et al. So that would be my first suggestion for refinement in the list. Drop Saga of Majesty on the TWL and replace it with Saga of the Bear. Whilst there, Melta-Bombs on the TWL so as you can deal with everything you come across. So, 25pts to salvage so far.

Secondly, Ragnar Blackmane.

Ragnar is fun. Indeed some would call him radical and bodacious because he brings alot of buffs to the army and especially the unit he is with. Once his squad is dead he dies to a pair of krak missiles on average dice but that's a weakness in most non-terminator/artificer armoured characters out there so not needed to be explored here. Instead, lets look at what he brings to the army. He will likely be joining one of the GH units. That unit will get when it charges (counter charge doesn't get any of the bonuses remember so it is vital to keep the initiative) Furious Charge and +D3 attacks instead of the normal +1. The bonus attacks can't be relied on to be greaater then 1 so the unit needs to be able to churn out enough attacks of note normally to make a positive impact for you. As such, Ragnar is probably going to be in the unit of 7 Grey Hunters with an attached Wolf Guard to compliment their combat capabilities. I'd be swinging a PFist or TH into the unit via the WG as whilst the extra inirtiative would help the PW WG, the extra strength/armour busting abilities are needed in a unit which also has 2 PW weapon types in it (including Ragnar). So that's fine. Saga of the Warrior Born means Ragnar is going to keep getting meaner and his unit will get better so long as they can get bogged down in combat every single player turn. And a smart opponent will avoid engaging Ragnar and instead shoot him because of it...I'm losing focus on what I want to discuss.

Ragnar is 240pts.

The biggest strength he brings to the army is that once a game every friendly space wolf unit within 12" of him gain the Furious Charge rule making combined and co-ordinated alpha strike combat forces particularly effective. All the basic marines are str and initiative 5 and the TWC suddenly jump to str 6 and initiative 5. In all, it's a very handy ability. But it's a 240pt ability on a fairly easy to kill model. a 3+/4++ isn't great, indeed it's just a normal space marine with a 4+ cover save, and focused fire will take the unit to pieces and pull a large chunk of your momentum away. The force will hit as one 2nd turn, 3rd turn latest in optimal conditions, so this gives our opponent enough time to target fire to take away Ragnar as a key player in this strike. Ragnar + 7 GH's + a PFist WG and their rhino is a solid 453 points out of 2,000 pts, it's really a rock unit when you look at it and almost a full quarter of your points to boot. Granted your TWC+TWL currently is 470pts (490-495pts with my suggestions above) but they can operate very effectively as two separate entities once they reach charge range so really you have 2 roughly 250pt elements there that don't need support to be effective and mobile so that isn't an issue...so you can start to see why I am questioning Ragnar's inclusion in the force.

What can we get for 240 points that isn't Ragnar but will compliment the army as a whole knowing that we lose that Furious Charge bonus that makes the alpha strike more hard hitting when it arrives (This is the second time I've mentioned an alpha strike in this response - for those of you unfamiliar, an alpha strike isn't only a first turn crippling attack and not only at range either, rather, an Alpha Strike is any concerted and focused attack which brings an undue amount of force to bear on a key position in an opposing generals battleline/army in order to overwhelm it and claim victory in that one main push whether exclusively ranged, combat or a mixture). There are a suprising number of options. For a start we're going to take 20pts off of this 240pts to work in the Saga of the bear on the TWL. With the remaining 220pts we can work in more TWC support as an approach. Outside of troops and HQ only Fast Attack has FOC slots available, so using them is the logical approach. We can fit in two solo TWC with PFist+SS at 110pts each, giving us two harrassing units as well as allowing more options for the TWL to join/support. We could Downgrade the TH on the TWC to a PFist saving 5pts and also the TH on the WG to a PFist again salvaging 5pts (if memory serves) ang giving us the magical 230pts. This allows for 4 TWC incl. a PFist and MB (BP+CCW, Bolter+CCW, PFist+Bolter, BP+CCW+MB's = 230pts). It doesn't have the SS support as the other TWC unit does, but working in the Saga of the Bear TWL with SS gives you that extra resilience vs heavier fire power, but coupled with the unit, you have wounds abuse across 4-5 models, potnntially absorbing 6 wounds before models start to need to be removed. It's a butt-load of basic str 5 rending attacks, as well as 4 base str 10 PFist attacks and Melta-bombs are surprisingly useful at times as well for extra armour punching, but the unit brings in that little bit of extra flexibility and hitting power that Ragnar adds, without being fragile. It's not a direct force multiplier as much as more target saturation and strength in a different form.

Above, I mentioned I had two concerns with the list, but really, there is a third as well. The Multi-Melta Long fangs. They have no transport and are a mid-range armour buster unit in an army that when they finally do get in range, they become quite useless because your army is either charging that turn or have already charged and punched a hole in the opposing line. The obvious support replacement would be 3 ML's in a unit of 4 LF's, you're able to reach out from the get go to crack transports and armour so as when your army arrives they've already been supporting the force as a whole for the entire game. But...ML's aren't fantastic at cracking armour. Str 8 AP3, whoop-dee-doo-dah! Str 8+Melta+AP1, that's something to write home about because the unit is also quite useful against MC's and heavy infantry rocks like Paladins. I'd reccommend Lascannons, but you don't have the points salvageable really for that and I like the Melta prescence as it is needed.

A not so often used unit might fit the bill here, in particular, Land Speeders with Dual-Multi-Meltas. They come in at 80pts a pop, and 2 would be 160pts, so if you were doing a flat trade out for Ragnar, them, and the Bear upgrade would leave 60pts for something else, but a straights swap for the LF's leaves you with 1 less MM on the field and 10pts to spare (Upgrading PFists to TH's again if you want or adding MB's/combi weapons elsewhere, or even trimming a GH and adding another ML to one of the existing LF units). The benefits is that you have mobile melta with an effective 30" reach that can both move and fire in the same turn, making it a unit that will contribute to your armies strengths from the get go rather then being all over the place because you can't move and shoot as per the foot LF's. If it doesn't die for some reason (good disruption unit as well) you can also use the LS as a multi-purpose unit in terms of being able to provide cover for TWC as well as an early march blocker.

Refinement of Ideas.

Hmmm, We can refine this a bit, it'll make the force a little different but bring in more ability to shoot more targets at range. Lets work on the principle that.

Firstly, we're going for smaller Long fang units, units of 4 with 3 ML's, this frees up 2 ML for a 3rd unit, and with the spare 10 points from the LS above we need 5 points to run a minimum unit of LF's w/ML's. Okay, so we're gonna trim teh PW upgrade off of the WP's unit of GH's. 2 PW attacks at 15pts more is points spent poorly with an IC attached who also brings in 2-3 PW attacks anyways. You'd run the PW GH if you had a WG attached also (WG with PFist, GH with PW, gives good split of damaging attacks) and no IC also in the unit, otherwise it's points that can be better spent elsewhere. that 15pts gets us the points for a 3rd ML in our new unit of LG's and we need to still salvage 15 more for the Pack leader. Assuming Ragnar is gone, His GH unit needs to stay at the PW/PFist combo else it loses punch in combat...At this point I ramble off into my own internal monologue and cut and paste things, getting us to 2030pts total...The only easy way to get it to 2,000pts is to trim a SS off of the original TWC unit or to lose the 4th WG with combi-melta and the Wolf Standard. I think the latter option is probably the best way to go, but it means you need to fiddle with character assignation amongst units a bit game to game as not all 5 melta units will have a WG with combi-melta, this way whilst the Wolf Standard is also gone, you don't have Ragnar there to boost the units hitting strength in combat so whilst it is useful especially with reduced strength in combat overall, it is too expensive and well it's a convenient drop without losing the differences in the TWC units to mess with your opponents deciding what to take out first. Oh and Downgraded your razorback to a Rhino for drive by flaming from the safety of a mobile bunker.

Finally, people will question the strengths/weaknesses of 4 LF's over 5 LF's at 2,000pts or indeed any level, but at the higher levels LF's getting targeted are gonna die regardless. 1 extra body per unit isn't a heck of alot. Another unit entirely however means more space covered and more targets able to be shot. Remember that 2 LF units gets 4 targets max but 3 LF units gets 6 max, and whilst that is just 1 ML on a target as opposed to 2, the strengths of LF's is that you can split fire so you can still heap 2 ML's on a target, in effect getting 2 ML's on the 4 targets base plus an additional ML as well, but with 3 units, your opponents has more dilemmas in terms of resources to devote to them and the rest of your forces, so it is about keeping the strengths in your list alive that tiny bit longer. Kill points doesn't matter, your list is a combat focused list, once it hits, it will make up for any support KP's lost relatively quickly.

And so the list as I would run it in your stead Spaguatyrine would be:



Taak's Modified Spaguatyrine 2,000pts Space Wolves:


HQ 1a) ThunderWolf Lord Balroc - 250 pts
Runic Armor, Storm Shield, Wolf Claw, Saga of the Bear

HQ 1b) Rune Priest Skytak - 110 pts
Chooser of the Slain, Living Lightning, Jaws

Elites 1) Wolf Scouts - 85 pts
4 Bp/CCW, meltagun

Elites 2) Wolf Scouts - 85 pts
4 Bp/CCW, meltagun

Elites 3) Wolfguard - 132 pts
2 Combi-melta, Powerfist
2 Combi-melta

Troops 1) 7 Grey Hunters - 160 pts
Rhino, meltagun, power weapon

Troops 2) 6 Grey Hunters - 130 pts
Rhino, meltagun

Troops 3) 5 Grey Hunters - 115 pts
Drop Pod, meltagun

Troops 4) 5 Grey Hunters - 110 pts
Rhino, flamer

Fast Attack 1) 3 Thunderwolf Cavalry - 240 pts
1 TH/SS, 1 SS/CCW, 1 BP/CCW

Fast Attack 2) 4 Thunderwolf Cavalry - 230 pts
1 BP+CCW, 1 BP+CCW+MB's, 1 Bolter+CCW, 1 Bolter+Power Fist

Fast Attack 3) 1 Land Speeder - 80 pts
2 Multi-Meltas

Heavy Support 1) Long Fangs - 90 pts
3 Missile Launchers

Heavy Support 2) Long Fangs - 90 pts
3 Missile Launchers

Heavy Support 3) Long Fangs - 90 pts
3 Missile Launchers

Total = 1,997/2,000 points

What's the communities' thoughts? What would you do to Spaguatyrine's army if anything to refine it?

Cheers, and have a great day today.

- Auretious Taak.

Comments (24)

Loading... Logging you in...
  • Logged in as
Starters TWC with PF SS is 105 pts ea. Also I agree drop ragnar immediately. Why go for a dub MM LS when it probably won't get to shoot (because it gets blown up) when a 60 pt single MM will probably garner just as much attention? I also don't like smaller LF squads. I just think they'll be neutralized even easier when ppl are already talking about how to give them more survivability, by even adding a single 18 pt WG pack leader to go die in glory. I don't think your TWC packs are optimized, I really think you go TH, SS, bombs, norm for 265 pts on 4, and make it TH, SS, norm on 3 with added IC. Drop the Sage of the Bear and just go for two abalative wounds via 2 fen wolf wargear. Also drop the runic armor; at what point is a dude too kitted out? A lord on a mount with a SS, WC, and 2 extra wounds (sorry puppies!) is 215 pts.
2 replies · active 730 weeks ago
I think the runic armour is a reasonable investment. It allows you to put wounds on the lord with more confidence. 3+/3++ would just make me shoot autocannons at you all day. With 2+ I have to think about shooting my lascannons at you.

I agree... dual MM speeder... really? Starts on the board... dead! Deep-strikes, shoots.... dead! Seems a stupid choice to me.
Auretious Taak's avatar

Auretious Taak · 730 weeks ago

So...I spend over 200 pts on a T5 guy with a 3++ save and no eternal warrior and no 2+ save...when for the same points I can get 2-3 times as many wounds with more raw combat ability and just as much survivability if not more because of the wounds...why bother with a Lord at all? There is no point in taking a Lord unless it is to maximise the survival of your other TWC because they die too easily otherwise. 3 Railguns will kill your Lord outright, whereas with Bear Saga 3 Railguns will kill nothing, just a single lord there. The artificer armour is there because as bro-lo puts it below it doubles his survivability against things which don't by-pass the save. More-over, in a unit of TWC, people will hit you with Krak Missiles or the equivalent, being able to srop one each burst on the Lord who fails 1/6 instead of 2/6 times as the TWC do is a massive boon to their increased survivability. It's a tried and tested load out of SS+Artificer Armour on TWM, it's really not that expensive (20pts) to add the Artificer armour, whereas adding 2 ablative wounds which die to lasgun fire at the same points is far less useful. As BroLo says below, he'll be tempted to torrent Autocannons into you anyways without the 2+ save, and those Puppies just die instantly and end up doing nothing for you anyways.

The TWC packs, yes and no, it depends how you approcah them: The 2 SS smaller unit has increased survivability by itself, the larger non-SS unit survives a bit longer because of the extra body, adding a TWL w/SS to the first unit gives them alot of additional survivability, especially with the mixed armour save of 2+ in there to boot that can take anything the enemy throws at them and keep going, in the larger unit they gain a brick and a small invulnerability. It's all wounds abused to max anyways but the large unit with the Lord can take up to 6 wounds before it starts removing models, the small one up to 5. By all means, swap a SS across to the larger unit from the smaller unit, but at the same time, consider their relative merits without an IC to join them.
So thats a lot of just cost optimization above; and its getting lengthy but I got more to say! I don't like the sacrificial DP for melta, when you only have 3 rhinos to hide your TWC behind. Heres my TWC list:

Lord w/mount, WC, SS 195

IP w/mount, x4 cyberwolves, wolftooth 165 pts
x5 Scouts with meltagun and bombs 110 pts
x5 Scouts with meltagun and bombs 110pts

x6 LF with x5 ML's 140 pts
x6 LF with x5 ML's 140 pts
x6 LF with x5 ML's 140 pts

x4 TWC w/TH, SS, bombs , CCW/BP 265 pts

x10 GH w/x2 melta and Rhino 190 pts
x10 GH w/x2 melta and Rhino 190 pts
x5 GH w/x1 melta and Rhino 120 pts
x5 GH w/x1 melta and Rhino 120 pts
x5 GH w/x1 flamer and Rhino 115 pts

2000 pts
1 reply · active 730 weeks ago
Auretious Taak's avatar

Auretious Taak · 730 weeks ago

Your list still only has 5 vehicle chasis, same as mine. Mine also has a Drop Pod and a Land Speeder to help shield the advance of the TWC. The MM LS, yeah, it's gonna die, but it doesn't always have to be used as a gun boat melta delivery system. You could flat out it ahead to close off fire arcs more effectively or use it as a shield in front of your rhino's or other march blocking approaches. I did mention this in the above article.

Your list has no Psychic Protection. Grey Knights are gonna LOVE you. At 2,000pts and with up to 4 HQ's available it's really quite a bad idea to not work in a Rune Priest. I don't care about his powers, I care about his psychic Protection and how that can be used to keep the forward push alive longer. The powers are a bonus. it's why in many of my hybrid TWC lists I run stormcaller, because it gives all my units within 6" a 5+ cover save. But primarily, he is there for the Psyker Protection. As an aside, he is also Leadership 10.

Your list also has that wonderfully expensive Iron Priest load out. The IP can't join anything else and is thus vulnerable to ranged fire like autocannons and a single lascannon, good bye Wolves, goodbye IP. That 165pts could get you a small unit of TWC which your Lord could join, they'd have 1 SS in the mix, and be a little more survivable then your unit of 4 TWC, but in any case the IP just screams to me as a weakness. he is strong in combat, but that single wound is a liability easily chewed through before you get the chance to charge.

Finally, your entire army is Leadership 8. Except for the TWC and the IP, but hey, they can't join your entire army so your entire army can't benefit from this. I mentioned above about character saturation and thus high leadership saturation amongst units. You don't have character saturation so working in a unit of Wolf Guard so as your GH units at the least have leadership 9, and oh, from your comments above, you can work in a single 18pt ablative wound for the LF's (but really, you throw a 33pt Terminator into the mix because that makes them horrendously survivable for the additional cost of 1 GH) to make them even more survivable. Additionally, it means you have the option of making those not so effective single melta GH units double melta units for when it counts. I'd just run a single flamer on those 5 man units so as you can get more templates in there and because flamers are actually quite nifty and dandy at the end of the day.
Surely Alpha means 'A', beginning or first. What on earth are you rambling on about when you say...."concerted and focused attack which brings an undue amount of force to bear on a key position"...?

Even Wiki has the definition...

"Alpha strike (gaming), a massive all-out attack launched near the beginning of a tabletop wargame."

The point is it's an early strike and preferably before the enemy. If they shoot at you for 2 rounds, you're not really 'alpha-ing' anything. A massed, focussed attack is just that, it's not automatically an alpha-strike. An alpha strike after an alpha strike makes no sense. If I place myself into a risky position to unload everything into you early and first, I'm performing an 'alpha-strike'. Any such massed attack following this is more of a counter assault. Working up to a massed assault on the last turn of the game to table somebody can hardly be termed an 'alpha strike'.
3 replies · active 730 weeks ago
Auretious Taak's avatar

Auretious Taak · 730 weeks ago

Read your wiki description again BroLo. You will note the term 'NEAR', it doesn't specifically say the absolute beginning. 1st/2nd turn concerted attacks are still an alpha strike. If you get the jump with most of your forces for what they are designed to do before the enemy does the same to you, then bam, profit. At times also, the enemy goes first thus putting you in range of a first turn attack. It's a slightly different approach of thought to it, but one which I associate to the Alpha Strike terminology from games where manouvrability plays the key part and then the attack hits almost unscathed. This is an important concept: An Alpha Strike isn't just a shooting attack - it can be close combat focused. Most close combat armies aren't getting first turn charges enmass.

Another approach: What happens when 2 players both have an Alpha Strike force? What happens when one player goes second but deploys/manouvres in such a way that the first players Alpha Strike has sweet bugger all impact on their force? What happens then if the second player can't unleash the full poitential of his/her Alpha Strike because of the way their opponent has deployed, so instead has to adopt an approach that puts him/her far closer to the enemy but allows a much greater impact for an Alpha Strike next turn including whatever the opponent does in their next turn?

Alpha Strike don't HAVE to occur in the first turn.

It's really that simple.
I didn't say it did. I said it had to be EARLY. Your definition doesn't mention it's timing and that is the point of 'alpha' as i said.

The problem with CC 'alpha' striking, is that it's much easier to manipulate than somebody shooting the shi... into you. I'd sooner face this list than a decent alpha-striking IG list.

It's really that simple.
spaguatyrine's avatar

spaguatyrine · 730 weeks ago

Then you would be in trouble my friend. This list and minor versions of it has a 98.3% winning percentage and has won 6 straight tournaments. The only game I lost was 7 tournaments ago where 5 TH/SS terminators made over 30 3++ saves and wiped all my TWC off the table. I have put this list against leaf blower type lists and won everytime. I am looking for ways to improve this list. You can get an "all out assault" on turn 2 most times.
Marshal Wilhelm's avatar

Marshal Wilhelm · 730 weeks ago

Scouts are good for TWC lists, forcing the foe forwards, or punishing them for trying to get away from the TWC.

Small Fangs seems hopeful to me.

I think melta-pods are actually a good thing, achieving something different from the Scouts. The Scouts achieve through fear, not needing to do anything on the table. Pods actually achieve something, because they are all but guaranteed of landing near something juicy if the foe doesn't have something for bubble-wrap. Tau bubble-wrap by default, other lists, even Guard, don't auto-include infantry for the purpose of b-w.

I don't think I'd run a single speeder. In 1.5K lists, I have 3-4 of them, and I have even seen lists with 6 at that points level.

+++

I think it would be fun to try to weave Rags into a list and have his unit hit at the same time as TWC....
I guess that means a LR.

I think the TWC could do with a tweak for more powa!
10 replies · active 730 weeks ago
spaguatyrine's avatar

spaguatyrine · 730 weeks ago

I like your comments. the melta pod is the first event to ensure the TWC and Ragnar get to where they want to go. And as you put it, Scouts and TWC work so well together it is just silly not to take them. The reason maybe behind the MM Lfangs is that no one expects them, and they will most likely not be shot at. If they are shot at then great, less to shoot at other stuff.

A Landraider in this list is too much in my opinion. You can get an assault on turn 2 pretty easy with Ragnar and his buddies. What is the best is getting 2 GH packs with Ragnar, the TWC , and Wolf Scouts on the furious charge howl.

And their is a 66% chance the unit with Ragnar will have +2 or +3 attacks on the charge.

Other thoughts?
Marshal Wilhelm's avatar

Marshal Wilhelm · 730 weeks ago

I think a Rhino that is loaded with such an IC is going to get hit a lot - meaning it won't get there.

I know a single Raider will also attract attention - but so would Ragnar's Rhino.

The Raider might allow you to hide the TWC....

Where will you be deploying the MM Fangs?
spaguatyrine's avatar

spaguatyrine · 730 weeks ago

People do shoot at Ragnar's Rhino.... but on normal deployments, if I have first turn I am 12" plus 12" so mid point or closer for spearhead. If I don't pass my cover save and it gets's wrecked that is fine. I will just move 6" and be either in assault range of something anyways or hug cover to get into the mess turn 3. Lets also take into account the drop pod that is blocking either the vindicator, landraider, or whatever I want to block, lets take into consideration the 2 units of scouts coming behind the enemy, or the Thunderwolves that are getting ready to charge. 90% of my games my longfangs never get shot at. (Which is great!)

The MM longfangs will deployed in a center position in cover. If there is no cover, they can deploy behind a Rhino to get cover, but almost every board I have ever played on has cover in the center somewhere.
spaguatyrine's avatar

spaguatyrine · 730 weeks ago

Forgot to address the TWC. I only hide 1st turn deployment. After that if I cannot get a first turn charge, I deploy or move to hug cover for the move and run in turn 1. I have never not been able to get in cover if I needed to.

So I am thinkging of boxing, or MMA, or fighting:

If I thow a low kick at your groin, you are going to move to block. If you don't, you are going to be hurting between your legs.

After I throw the kick, you don't get to swing back right away, but will get your blows in. As long as you don't knock me out in your first hit or two, I now get to sucker punch you in the kidney, while I throw quick jabs to soften you up..then i hit you with the big left hook, and follow it up by a right round house to you neck.

This describes what this list has the capability to do. If you can implement the stategy.
Marshal Wilhelm's avatar

Marshal Wilhelm · 730 weeks ago

I see you list is much more procedural and intricate in its playing out than mine.
I only play 1500 Templars, but basically, I have a rush group and a firebase, both with TROOPS. I don't even care if the rush group dies by the end of the game, as I also have 4 Speeders to zoom around and contest the enemy Objective.
That is basically my playstyle. But simple works :P

Yours has the threats of the Pod, then Scouts, to disrupt the foe. You then try to rip the guts out of the foe with Ragnar plus the TWC. Mine doesn't have that A then B then C feel to it.

If you use the Razorback to score on your home Objective, then perhaps your playstyle is similar to mine, but I just use shooting to disrupt the enemy, whilst yours is more than that.

I do like Ragnar in a list though. I know the Specials are awkward to use, partly because they become pre-made and partly because you are not always getting great value from them.
But Tony won with Njal, and we still think Njal is too pricey, lol.
Marshal Wilhelm's avatar

Marshal Wilhelm · 730 weeks ago

Okay, the melta-pod distracts the foe too. Clever.
• are people *really* going to ignore a Mg roaming around their tanks? No way.

The Scouts "should" be coming in on T3, which is when your main attack "should" be hitting. His Devs, or whatever, will be busy trying to save themselves instead of stopping Ragnar+TWC. Clever.

You use the MMs to pop transports roaming around? I guess they will prevent a rhino-rush on your firebase.
It just seems a little counter intuitive to have such a short ranged gun on foot.
They work well on Speeders and even Dreads, whilst a Rhino bunker can haul that Tac squad into a good spot for midfield control. I just can't quite visualise what you are trying to achieve, lol.
Please explain :)

I can see Fangs + Rhino with 2 MMs and 2 PCs working. 12" and smoke for midfield control. Tanks wont come close, and so you can use PCs to rip into any infantry. Even when the Rhino gets blown up, you have cover and continue camping ^^,
spaguatyrine's avatar

spaguatyrine · 730 weeks ago

The bain of my list is dreadnoughts and more than 1 landraider. The Multi melta is insurance. Plus a 24" range melta from the center of my deployment zone covers a lot of area.

With the 90 points, I could add a few things here or there, but as discussed above 1 speeder will die horribly, while extra TWC make the unit too large. The original points was used for upgrades.

You are correct about how my lists are procedural and intricate. People look at my lists and say oh, that kind of sucks. Thanks for the feedback.
Auretious Taak's avatar

Auretious Taak · 730 weeks ago

Don't worry Spaguatyrine, people look at most of my lists (even the serious ones) and say the same things. Re-phrasing the concept of "procedural and intricate" you get the word "understanding" in terms of army of choice/list.

Spaguatyrine, I know you said you'd playtest the inclusion of the LS, so let us all know how it goes. You still have 5 light vehicle chasis after all including the LS, they are all gonna die in most games, we know that already, what I'm interested in is whether or not Ragnars transport (cause you are gonna keep him, I know you are - 10pts saved over the MM LF's, trim some points and add Saga of the Bear to the TWL, it'll improve his effect and value dramatically) lasts longer, or whether Ragnar and co get closer or can kill more squishy things because the LS is focused on. Another option is to run the LS with twin-Multi-Meltas, and downgrade a LF w/ML unit to LF w/MM unit, salvage the points for the Bear Saga upgrade at the same time. Tha might also help the lists' play.

@Marshall Wilhelm, do you have access to drop pods with Black Templars? I'm pretty sure you don't, but maybe try other choices in your codex, not huge, just small with melta threats or equivalent that make your opponent go 'If I leave them alone, next turn they destroy 150-200pts of my army almost guaranteed...hmmmm...' and this could also be a resilient combat threat, but one that gets in 1st or 2nd turn ahead of your main push. It might well add a bit more depth to your point and charge approach and open up new ways of playing the list. :)
Marshal Wilhelm's avatar

Marshal Wilhelm · 730 weeks ago

We have Pods without Drop Pod Assault.

I think they are some 30-35 pts. They can be used for Terms as well as Crusaders and Dreads.

I have actually been thinking of dropping Hammernators near the foe. It saves points on the LR and can get anywhere.
You can drop onto an Objective, right near a Broadside team, on the far side of the foe and drive them towards the rest of your men, land near your main assault to reinforce it, or whatever.

Whilst the LRC was compulsory for Templar preFAQ Terms, now with 3++ saves you don't have to molly-coddle them so much.
spaguatyrine's avatar

spaguatyrine · 730 weeks ago

I forgot to mention that after the opponent is done getting beat soundly do they change their story. :)

I will play test the Speeder as I agreed, and Saga of the bear. Will update you.
Marshal Wilhelm's avatar

Marshal Wilhelm · 730 weeks ago

Ragnar - 240

Greys. 10 - 180
2 Mg, Standard, MotW

LRC - 275
MM, XA

TWC. 4 - 265
• TH
• SS
• MB
• normal

Rune Priest - 100

Wolf Guard - 43
combi-Mg, PF

Greys. 8 - 185
Mg, Standard, MotW
Rhino

Greys. 9 - 200
Mg, Standard, MotW
Rhino

Wolf Guard - 43
combi-Mg, PF

Greys. 5 - 115
Flamer.
Razorback

Fangs. 5 - 115
4 MLs

Fangs. 5 - 115
4 MLs

Fangs. 5 - 115
4 MLs

1991 pts

Thoughts?
3 replies · active 730 weeks ago
Single LR, Ragnar are both kind of non optimal.
Marshal Wilhelm's avatar

Marshal Wilhelm · 730 weeks ago

So is Njal....
What is your point? :)
Auretious Taak's avatar

Auretious Taak · 730 weeks ago

Single LR+Ragnar is roughly same cost as Njal+Logan, and that makes Living Lightning the most optimal str 8 equivalent win ever!

Post a new comment

Comments by

Follow us on Facebook!

Related Posts Plugin for WordPress, Blogger...