Monday, January 17, 2011

Getting away from the Wolfstar: An update

So, the latest list I built this week.  This time however, it's a little different from the way I was planning to take it.  Not a ton different, but certainly worth posting up.  I need a little help filling in the gaps though.  So, feel free to chime in.  The core is generally good, though, I think.

First, here's a link to a page you can find my Wolfstar list, in all it's glory.  It's done me well, but I think I need to get away from it.  I'm simply too vulnerable to losing the Star, and therefore losing the game.  Granted, it's a tough list to deal with, but if I play against a good list or general, I'm basically at the mercy of my opponent.

And so, I want to make my new list to be more reactive, and have more threats from more locations.  If something dies, I want lots of other units to be able to take their place.  It's basic MSU strategy of course, but I think it works pretty well for Wolves.  It's not Razorspam- not sure what the list should be called, honestly.  Alright, no more quibbling, here's the list:

Xaereth's MSU-Star (1850 Wolves) (actually 1838)


Rune Priest w/ Living Lightning, JotWW, Chooser of the Slain
Rune Priest w/ Living Lightning, Murderous Hurricane, Chooser of the Slain
Rune Priest w/ Living Lightning, Tempest's Wrath, Chooser of the Slain

5x Wolf Scouts w/ Melta Gun
5x Wolf Scouts w/ Melta Gun
6x Wolfguard w/ 6x Combi-Meltas, 5x Power Fists

8x Grey Hunters w/ Melta Gun, Wolf Standard, Rhino
8x Grey Hunters w/ Melta Gun, Wolf Standard, Rhino
8x Grey Hunters w/ Melta Gun, Wolf Standard, Rhino
5x Grey Hunters w/ Melta Gun, Razorback w/ Las/Plas

6x Longfangs w/ 5x Missile Launchers, Razorback w/ Las/Plas
5x Longfangs w/ 4x Missile Launchers
5x Longfangs w/ 4x Missile Launchers

Rune Priests go in the 'big' Grey Hunter squads, as do a Wolfguard w/ Combi-melta and Fist.  The one wolfguard without the fist goes with the 5 Grey Hunters in their Razorback, presumably to sit on objectives, and snipe people with a couple meltaguns if they come too close.

In Dawn of War missions, at least one Long Fang squad will get where they want, with their own Razorback.  I get lots and lots of shots out of those missile launchers- nothing different from every other wolf list out there really.  I feel bad taking them- but they're too good not to take, to be honest.

One thing people don't really notice that I think will be huge for me- my Rune Priests.  When they aren't using their other individual powers (the 3 'other' best powers out there), they're laying down 3d6 S7 shots on the move, that have unlimited range, and shoot at BS5 (because of the Choosers).  As a side result, they also disallow infiltrators from alpha-striking my forces (looking at you, Shrike).

The two razors are a little weird in the list, since there aren't enough to really cause huge S9 problems for armies, and are somewhat expensive.  I'm honestly more excited about the plasma guns on them to help with deathstars like my own Wolfstar, and the Las Cannons will add something to my 10 (on average) S7 shots, and 13 S8 shots every turn.

Otherwise, lots of melta to take out vehicles, combined with 3 squads that can actually accomplish something in combat.  Plus I get something I've always (irrationally) wanted- a sergeant with a power weapon in every squad (in the form of Rune Priests).

So my question is this: what should I change, if anything?  Here's the options I see:

  • Take out a Razorback to get a Fist (on the Wolf Guard that doesn't have one) and two Longfangs w/ Missile Launchers
  • Take out Two Razorbacks to get a Rhino for the small wolf squad, and another Rune Priest (w/ Jaws and Murderous Hurricane) and a Wolf Standard for the small squad (or fist for the wolf guard, if I play with points a little more)
  • Guess those are the options I see
So, what should I do?  Scrap the list all together?  Does it suck?  Is it cool?  Am I trying to do too much?  I'd like your reasoning.  Thanks in advance!

5 comments:

Nikephoros said...

I'd ditch the small razorwolf squad entirely to get more missiles and give razorbacks to all the Long Fangs.

I don't think the 4th scoring troop is going to be that advantageous when it's a relative throwaway unit whose only reason reason for existing is the razorback. Scrapping the squad will buy the other two LF units a razorback and maybe enough free points for another missile.

Normally I try to err on the side of more scoring troops but I think yours are hard enough thanks to rune priests and wolfguards with fists that they should be OK with only 3 at 1850.

Xaereth said...

You're right that they're good scoring units- I also know that against certain armies, only having three scoring units is pretty rough going.

I agree with you though- I could trade the squad for a couple more razors total, and a missile or two more as well. They don't bring a *ton* to this list, though when I'm playing bases, it would force me to commit one of my 'big' squads to help control my own objective. Sometimes that's what I'd want, sometimes, I really appreciate the help 3 strong sets of Grey Hunters can give me.

I'll for sure play around with the list more, though the idea of trading them for a single (relatively harmless) Razor for my Longfangs gives me guilt pangs...

Thanks for the feedback- it gives me quite a bit to ponder...

Gary said...

I understand your worry about lack of troops at 1850. I always go with a troops choice per 500pts.

How about dropping both the Razorbacks altogether, and making the 4th GH squad a 9 man with plasma gun and WG with combi plasma. You could use the unit as support for the first 3 squads, staying close to your objective or supporting as necessary (when plasma death is needed).

The only problem is it means all your LF's are walking on DoW. But that always used to be the case and it worked.

Gary said...

Actually I've been thinking about this more and to fire off with the rune priests your gonna have to go slow in your rhino's and not pop smoke. Which is bad.

Xaereth said...

Gary:

Heh, you're right, at least in the sense that if I wanted to shoot the Rune Priest's weapons, that my rhinos would be somewhat useless.

The answer to this requires a little bit of explanation, I suppose.

Against shooty armies, such as Tau, or Imperial Guard, the Rune Priests should (generally) be sitting back and providing suppression fire (unless they're up using JotWW on Broadside team leaders to kill off the shield drones). Since their extra combat punch isn't really needed, the Grey Hunter squads are still fine to assault whoever/whatever they want.

Against a close combat type army, they can sit in the rhinos, and I can advance slowly, biding my time, waiting for the assault elements to get to me, all the while plinking away at the enemy.

They're toolboxes- they'll sit in the back with the long fangs or the little Grey Hunter squad and just plink away, glancing the heck outta vendettas/hydras/etc.

Other uses for them include hiding/reserving their rhinos, and slowly advancing up the field with the squad spread out, waiting for the wolf scouts to come in and disrupt enough stuff that they can safely get in their rides and go cause CC mayhem :)

There is also the use of simply driving the rhino 12" up, and dropping the Rune Priest + squad into some cover and letting the Priest go wild. This is only advisable if the enemy doesn't have a lot of templates, however.