
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. :D
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.Labels: Army Design, Farseer Dave, Space Wolves, WAC, Warhammer 40K