Originally Posted by
mkerr
I prefer Grey Hunters over Blood Claws, but Blood Claws can be fun. In my test games with BCs, I found myself missing the Bolter and missing the +2A on counter-attack. My BCs were devastating when everything worked PERFECTLY, but my GHs were solid even when things didn't go my way.
I wouldn't lose a lot of sleep over a 5pt BS3 Meltagun. A gun that's 17% less reliable than the lauded Space Marine version (but costs 50% less) isn't a bad deal. I'm finding that I almost never need the flamer, but I have needed the meltagun from time to time -- so I'm probably sticking with the meltagun (although I fixed the BS3 thing by moving to GHs).
I've been pretty happy with both my long-range and my drop pod Rune Priests. In my last game, I tried out Murderous Hurricane and Tempest's Wrath (with Master of Runes) on my drop pod Rune Priest and both powers were awesome. I have found myself being a bit too agressive with them, but I've only lost them early from Runes of Warding.
I'm probably going to keep running two Rune Priests over the next few weeks (including one in a drop pod).
I'm not having any problems at all with light armor (and my last list -- against mostly mech Eldar -- had more meltaguns but a lot fewer power fists than the one we're talking about). This is really a judgement call based on your local area. There's a decent amount of mechanized units in Austin, but not so much that I can't assault when I want to. You don't have to destroy every light tank on turn 1, you just need enough destroyed by turn 2 that you can feed them to Ragnar.
Both of my Rhino-based Blood Claws units made it into close combat a turn after Ragnar. Why? Because my opponent focused all of his energy trying to kill Ragnar's Land Raider instead of wiping out the Blood Claws. It's really tough to divert your shooting to deal with the unit that's going to assault you the turn AFTER Ragnar gets there.
I couldn't disagree more. Wolf Scouts are fantastic -- mainly because of what they "could" do. A real experienced player will most likely ignore Wolf Scouts instead of anything you list above. But your reactions are exactly what I'd expect from most players. Something like this:
a. My opponent is going to assume they are coming in from their board edge 100% of the time and change his deployment and movement to prepare for it (even though 1/3rd of the time, they outflank normally).
b. To prepare for them, he is going to 1) deploy forward (toward my advancing army -- awesome), 2) deploy wide (speading his forces out to deal with 180pts of models -- awesome) or 3) pile up units on his objective (instead of supporting his advance -- awesome).
c. Most importantly, my opponent is changing the way he normally plays his army. He's moving out of his comfort zone and modifying his gameplan just because I have one unit that can come in on his board edge. That's fantastic!
Wolf Scouts are worth it at all levels of play (especially considering 1/3rd of the games are C&C).
There's no difference in "firepower" between the Grey Hunters and Tactical Marines. If anything the Grey Hunters have a touch more. The Space Marines fire 1 special weapon, 7 bolters, 1 bolt pistol (the MM marine) and potentially a combi-weapon. The Grey Hunters have 1 special weapon, 7 bolters, potentially a combi-weapon and whatever the IC has (in this case JotWW or Murderous Hurricane).
I've dropped a Rune Priest in a Drop Pod in my last three games and haven't had my Rune Priest "knocked out" quickly. 10 Marines aren't easy to knock out when the rest of your army is advancing on them.
I really like the Ragnar"pressure cooker" build. You have Ragnar blazing at you in a Land Raider while 2 drop pods land in your backfield (where Ragnar is heading). Your short and long range shooting try to make a mess of the location directly in front of Ragnar so he can assault on turn 2. Your Rhinos move up as well (providing cover) and units that will join the fight on turn 3.
Your opponent has to focus on the Land Raider -- generally without the help of any melta weapons (because that's what you shot at on your first turn). Even an experienced player is going to be tempted to waste some shots on a Landraider with a gazillion attacks on the other side of that assault ramp.
There's something delicious about forcing your opponent to play YOUR way.
People talk a lot about trying to spread out along the board edge, but I've only seen it done twice in tournaments (and both guys got their a$$es handed to them). It's almost impossible to maintain a line of T3 5+ dudes spread 2" apart for 2-3 turns.
I haven't been playing Wolf Guard in my most recent lists (trying out new units), but they were pretty effective in the two games I played (against very competent players). In both games, they supported drop pod Grey Hunters (or drop pod Dreadnoughts) turning the tide in close combats.
More importantly, they are a different type of unit. Most players won't get to play or play against a unit that can come in the opposing board edge. So take them from time to time because they are fun and kinda cool.
You've had a lot of practice with or against the new Space Wolves? We had the codex a week before the stores got the "black box" and I've only managed to get in a half dozen games with them. I'm still learning what works and what doesn't in the list -- two weeks ago, I was still taking Blood Claws for goodness sake!
We also tend to forget how much of 40K is regional. I'm used to building armies to deal with the good players in my neck of the woods (and the armies I expect to find at major tournaments -- more based on WHO is playing them than WHAT they are playing).
In Austin, I'm still not feeling the need to put a crazy amount of anti-tank in my army (or a crazy amount of mechanized units) to win games yet -- and I'd wager that Austin is one of the most competitive 40K communities in the world. The amount of mechanized IG is definitely trending up, but Chaos and Space Marines haven't changed that much in the last six months. But I'm still seeing competitive Tyranid, Ork and Daemon armies -- as well as some fantastic non-mechanized IG.
So my advice is to decide at what level you want to compete with the armies around you. Build a list that works well in the environment, but don't build it to deal with a specific opponent (or type of opponent). Add some units that you love and some elements that will be fun for you (and your opponent). That will leave you with an army that you'll want to play.
Stuff you said about wolf scouts and tactics, making your opponent play your way, etc; exactly what I was trying to say. You said it better.
I've tried a ton of different builds from the new Space Wolves codex and I haven't been disappointed yet. It definitely doesn't have the depth of the IG or SM codices, but there's still room for some fun armies.
-- mkerr