Friday, October 10, 2014

List - Space Wolves (Champions of Fenris) 1850: The Armored Ancients




HQ – Bjorn the Fellhanded w/ Helfrost Cannon

            Drop Pod

E – Murderfang

            Drop Pod

E – Venerable Dreadnought w/ Fenrisian Axe and Blizzard Shield, Extra Armor

            Drop Pod

E – Venerable Dreadnought w/ Fenrisian Axe and Blizzard Shield, Extra Armor

            Drop Pod

E – Venerable Dreadnought w/ Helfrost Cannon, Heavy Flamer, Smoke Launchers, Greater Wolf Claw

            Drop Pod

E – Venerable Dreadnought w/ Helfrost Cannon, Heavy Flamer, Smoke Launchers, Greater Wolf Claw

E – Venerable Dreadnought w/ Helfrost Cannon, Heavy Flamer, Smoke Launchers, Greater Wolf Claw

E – Venerable Dreadnought w/ Plasma Cannon, Heavy Flamer, Smoke Launchers, Greater Wolf Claw

E – Venerable Dreadnought w/ Plasma Cannon, Heavy Flamer, Smoke Launchers, Greater Wolf Claw

Optional Final Points

Ally – Vindicare Assassin

Extra Armor for remaining Dreadnoughts + 2 Helfrost Cannons OR Deathwind Launchers in Drop Pods (or any combination of the upgrades).

OR

FA – 4 Thunder Wolves w/ Power Fist, Power Maul, 2 Storm Shields


Welcome to the Armored Company brothers! Today I will be presenting to you a list that is full of our ancients and metal. A list that bathes the enemy in frigid ice and scalding plasma. When our ancients aren’t unleashing torrents of frost and flame upon our foes they are instead equipped with claws and axes, weapons to rip, rend, tear, and split our enemies apart. The ancient’s service beyond the grave is a powerful method to bring war to the alien and the traitor and to keep in line our brothers astartes and human forces of the Imperium.

When fielding this list begin your game by placing the mighty Bjorn along with two shielded dreadnoughts onto the field to create an armored phalanx to prevent the advance of our enemy or to force them to move in a direction more desirable for our backfield forces to release volleys upon the enemy. If your enemy has forces that present an immediate threat to our dreadnoughts, such as a Leman Russ Battle Tank with a Punisher Cannon that is captained by Tank Commander Pask, then I recommend bringing in the Venerable Dreadnought with the Helfrost Cannon instead of a second Dreadnought with an axe and shield to destroy the threat before it can decommission our brothers. I do not normally recommend dropping Murderfang on the first turn. If our crazed brother is dropped on the first turn then he becomes a target that must be dealt with immediately. However, if we drop our other brothers first then the threat that they pose is much more immediate than Murderfang’s. The only time I recommend bringing Murderfang in first turn is if you can drop him far into the backfield into a ruin or behind terrain that will protect him.

The most important thing to remember with this list is to bring your forces forward. While our dreadnoughts are deadly at ranged, it is much easier for our opponents to bring larger guns to destroy the dreadnoughts rather than melee weapons (unless you are facing deathstar Thunderwolves, in which case run away…fast…OH GOD POWERFISTING…). While moving forward, fire everything you have. The only time you do not unleash the torrent of our hatred is when the battery you can bring to bear has a good chance to prevent your dreadnoughts from getting into close combat. Our dreadnoughts are equipped with the mighty Wolf Claws in various forms and weapon skill 5; this makes our dreadnoughts hit on 3s and re-roll wounds, which often makes for a good number of strength 10 ap 2 wounds on the foe.
The initial group of Dreadnoughts offers 230 extra points that one can still use for other upgrades or units. My recommendations are for you to use either a Vindicare Assassin and upgrade all of your dreadnoughts/pods depending on what you will face in your meta. Deathwind Launchers are perfect for taking out hordes, extra armor makes your dreadnoughts still capable of moving forward, etc. The Vindicare is a great unit for taking out the lone members in squads with the weapons that are capable of harming our dreadnoughts. Many armies only allow one melta weapon or one powerfist in a group and the Vindicare’s ability to choose his targets makes him perfect for picking those members out and eliminating them. However, if you feel like you need a unit that moves much quicker and can take on almost anything in the game at current then the Thunderwolves are a great option too. 5 Strength 10 AP 2 attacks on the charge is nothing to sneeze at and the Power Maul option takes out many Xenos and basic human factions with ease. The decision is ultimately up to you my brothers.

I hope you have found this data insightful brothers. I apologize for my absence in posting as of late; I have had to study in materials other than the art of war and howling. Until next time brothers: For Russ, for the Allfather, for the Wolf Time.

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