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Friday 3 August 2012

Hammerhead finale tomorrow, last 5th ed tournament


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 Tomorrow they are holding the finale for a series of tournaments that have gone by the name of Hammerhead 400,00. They prize in the finale is 400 euros (that's where the name comes from), which is insane on a Finnish scale. Since my etc list got swapped at the last minute (a player dropped, another took crons and I'm playing the Space Wolves) I'm gonna play the wolves at the tourney. They're using the ESC rulespack so it should be good practice. It's also my last 5th ed tourney, except the ETC of course. Anyway, a new runepriest, his chooser of the slain and a new weapon loadout on the dread is pictured above.

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PLAYER 5: Aleksi Lehtiö
ARMY DESCRIPTION : Space Wolves

HQ1 : Rune Priest (100) Living Lighning (0) Jaws of the World Wolf (0) Chooser of the Slain (10) [110]
HQ2 : Rune Priest (100) Murderous Hurricane (0) Jaws of the World Wolf (0) [100]

Elite1 : Dreadnought (105) assault cannon (0) twin-linked autocannon (10) [115]
Elite2 : Dreadnought (105) assault cannon (0) twin-linked autocannon (10) [115]
Elite3 : 4 Wolf Guard (4*18) 4 Combi-Meltas (4*5) 4 Power Fists (4*20) (each with 1 combi-melta and 1 power fist) [172]

Troop1 : 5 Grey Hunters (5*15) meltagun (5) wolf standard (10) in Transport1 [90]
Troop2 : 5 Grey Hunters (5*15) meltagun (5) wolf standard (10) in Transport2 [90]
Troop3 : 5 Grey Hunters (5*15) meltagun (5) wolf standard (10) in Transport3 [90]
Troop4 : 5 Grey Hunters (5*15) meltagun (5) wolf standard (10) in Transport4 [90]

FA1 : 2 Thunderwolf Cavalry (2*50) power fist (25) [125]
FA2 : 2 Thunderwolf Cavalry (2*50) power fist (25) [125]
FA3 : 2 Thunderwolf Cavalry (2*50) power fist (25) [125]

HS1 : 5 Long Fangs (5*15) 4 missile launchers (4*10) [115]
HS2 : 5 Long Fangs (5*15) 4 missile launchers (4*10) [115]
HS3 : 5 Long Fangs (5*15) 4 missile launchers (4*10) [115]

Transport1 : Rhino (35) dozer blade (5) transporting Troop1 [40]
Transport2 : Rhino (35) transporting Troop2 [35]
Transport3 : Razorback (40) transporting Troop3 [40]
Transport4 : Razorback (40) transporting Troop4 [40]

TOTAL : [1847pts]
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2 comments:

  1. Hi, long time lurker here, just a couple questions as I'm curious about the reasoning behind some of your decisions.

    1)Assault cannons over a second twin linked auto cannon? aside from anti horde, what is the reason there? are you casting divination on them or something?

    2) why the MSU GH units, and how do you plan on keeping your fist Wolf Guard alive? Locally, do you play that fist WG make pile ins at I4 or I1?

    Thanks!
    -Behemothh

    ReplyDelete
  2. Hi man. Remember, this is still 5th edition ;D. I actually didn't make this list, but it was by the guy who was originally supposed to play SW for the team. I'll still try and answer.

    1)Assaultcannon vs autocannon is really just the 10 poinst reduction. Shaving off 20 points would require you to lose more guns. Their damage output is pretty damn near each other, the autocannon just has a superior range. Many of the lists you would expect to play against at the etc (jumper ba, orks, necrons) will come to you anyway, so the range is not so much an issue.

    2)These 6-man squads are pretty nice since they bring the key elements (double melta, banner and pf) whilst not taking too much away from a list that isn't exactly assault nor shooty. Those squads wouldn't survive protracted combats (or multiple one after the other) but it really only looks to win that one key combat after shooting the opponent for a couple of turns (when you're making that push for the objectives).

    About WG piling in at i1 or i4, I'd play it as i1. That's when the model strikes, so that's when it piles in.

    ReplyDelete

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