Well, I thought it would probably be a good idea to show you what it is that I actually use.
Rune Priest
Chooser of the Slain
8 Grey Hunters
Power fist
Mark of the Wulfen
Wolf Standard
Melta gun
Rhino
8 Grey Hunters
Power fist
Mark of the Wulfen
Wolf Standard
Melta gun
Rhino
8 Grey Hunters
Power fist
Mark of the Wulfen
Wolf Standard
Melta gun
Rhino
3 Wolf Guard
3 Combi Meltas
3 Power Fists
Long fang pack leader
2 Long Fangs
2 Missile Launchers
This gets me to a grand total of 999pts.
Some of you may notice a lot of similarities between my units and the units found on http://space-wolves-grey.blogspot.com/
Thats because there are. The above blog is one of the better Space Wolves blogs I've seen and I couldnt recommend it enough to people.
One thing you might notice is that my Grey Hunter packs are only 8 models with a Wolf Guard. Well, there are two reasons for it, one is that I can put my rune priest with any of the packs and ride with them.
Another reason, again this is from personal experience, is that I tend to find that 10 man squads are a bit too over efficient. One of the good things I find with my Grey Hunter squads is that they can charge a marine squad, win the combat but still have a chance of being locked in combat.
You might think that this is a bit of a silly thing to do, why would you want to be stuck in combat. If you charge into combat and wipe out a unit or make it flee, then you're open to enemy shooting and charging. If you manage to stay locked in combat until their turn, then you can only be charged by the enemy. While this isnt idea, its better than being shot and then charged. I often find that with the size of squads I have, they tend to do ok for this.
The chooser of the slain is another good piece of wargear for this army. Rune priest psychic power have been covered in other blogs and by other people. The ability to hit a bit more easily is never a bad thing, espically if you're using a power like living lightning. The other part of the choosers range of tricks is what I tend to find the most fun. The ability to deny unit deployment is always useful, espically in larger games. However, in 1000pt games it does mean that you have the possibility of opening up a corrider free of infiltrators for your rhinos to drive down.
This can be useful to get rid of any space marine scouts who would want to threaten your rhinos advance.
I have a pretty good track record with this army against marines and horde armies.
The grey hunters are better at combat than your standard marines and the power fists and mark of the wulfen can make a good dent in their armour. The melta guns dont hurt either.
The high number of attacks per model and decent armour save works well against horde armies, espically when bolter fire tends to go through the armour of Imperial Guard and Orks easily.
The one thing that this armour tends to fall down against is monstrous creatures. Tyranids have too many monstrous creatures and Grey Knight Dreadknights are annoying (you will tend to find I have a real dislike for Dreadknights and a lot of the Grey Knight codex).
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