Monday, June 4, 2012

Army List: Honey Badger KP Denial Part 1



After picking up the Space Wolves codex last week I've been over analyzing page after page to figure out a list that I wanna run. The first list I put together I liked, but of course I just wanna write more and more and more, etc. After writing my CSM KP denial list, which I've had alot of fun with, I figured I'd try my hand at writing one along the same lines with this book. Yeah, here it is. I'll explain everything as I go.

Bjorn the Fell Handed w/ Twin Linked Lascannon - 290
First of all he's the most expensive HQ unit in the book, and figuring that we only have to take 1 HQ it made some sense on that level to take him. The TL-Lascannon was added to not only increase his points but fill in for a role this army might be lacking, long range anti-heavy armor. Long Fangs are so damn cheap that I don't think they're worth taking, given the fact that I want the lowest amount of KPs on the board. Next are his special rules, which are what make him perfect for this list.

First off he's a venerable Dread, meaning his survivability is increased ten fold and he's also front AV 13. He also lets you re-roll your die when determining who goes first/picks deployment sides. This is a huge bonus for a list that is looking to use terrain as much as possible to exploit the multi objective mission. He also comes with a 5++. That's right, a Venerable AV 13 Walker with a 5++...yeah pretty awesome. His last special rule is really the main reason I decided on taking him. When this model is destroyed it becomes an objective, oh and if you don't control it at the end of the game you forfeit D3 Kill Points. And when and IF he dies all of your units on the table become fearless. So then, the few units you have on the board can't be escorted off.

The whole point of this list is to deny Kill Points. Which means that your basically just playing for objectives and table quarters. Around my area we usually do this with with about 3 objectives. With this train of thought the ability to have another objective on the field means you'll be able to tie on this part of the mission as well. So now we've gone into the game winning (hopefully) on KP already, then being able to tie on objectives means that you only have to play for table quarters. This way if you win KP, tie on objectives, then tie on table quarters, well you win. It's easy as that. This is what Bjorn brings to this list and thus why he is key to its success.

15 Blood Claws, 2 Melta Guns, Power Fist, Plasma Pistol, Lukas the Trickster - 410
I know most people hate Blood Claws, just because of their lower BS and WS. However in this list we are trying to have as few KPs we can possibly have. By taking Blood Claws you still get 2 Melta Guns, and your Power Fist, but you loose the the versatility of having a Bolter. This disadvantage is somewhat mitigated by the fact that there are 15 models in this squad instead of 10. Whichever way you look at it 15 MEQ models on the board is better than 10, plain and simple.

The biggest downside to these guys is their Headstrong special rules. What this does is makes you for go your shooting phase if the unit is within 6" of an enemy unit and then in the assault phase you must attempt to charge it. The only way to to get rid of this rule is by attaching a World Guard or some other Independent Character. Their other special rule is actually pretty awesome. It gives them +2 attacks on the charge instead of the normal +1. This gives them each 4 S4 attacks when you charge with them, and considering that we have 15 models instead of 10 you'll be getting around 60 attacks on the charge!

Lastly I added Lukas. Really it's just to increase the cost of the unit, and you're not adding any extra KPs. He also adds a few fun combat rules to the squad as well as 3/4 S4 Wolf Claw attacks. First of all any attacks that are directed at Lukas must re-roll any successful to hit rolls. After that he has a 5++ and a fun rule called The Last Laugh. What this does is, when Lukas looses his last wound you and your opponent each roll a die. I you (the SW player) roll higher or the same as your opponent you immediately remove Lukas and any models in base contact with Lukas. I still have yet to try him out, but the ability to remove, say Abaddon, in one round of combat can ward off some unfavorable match ups for your squad. Maybe, maybe not, really it's just a fun rule to have, but really he's only in there to beef up the unit both in the shooting phase, the assault phase, and in points.

10 Grey Hunters, 2 Melta Guns, Power Fist, Wolf Standard, Mark of the Wolfen - 200
This unit is pretty self explanatory. Because of the possible unreliability of the Blood Claws we need one unit that can counted on to get stuff done. The load out is semi-standard, all I really did was add the Mark of the Wolfen to possible add to their CC abilities. They already have 2 close combat weapons each, as well as the Power fist, then add on top of that D6+1 Rending attacks. The possibility of this unit to wipe another power armored unit off the table on the assault is now just a bunch of 6's away.

This concludes part one of this army list. You've got your standard 1 HQ and 2 Troop units. Right now now the list sits at 900 points even. Next week, or in the next couple of days, I'll write up the next 950 points, explaining as I go. If you have any ideas on what you think should be in the rest of the list just hit me up with an e-mail or feel free to comment.

No comments:

Post a Comment