Stelek had asked for people to "fix" his NOVA list. I have been toying around with the idea of meching up my Space Wolves for a while, and this list is where my current musings are. It's a bit different in some ways from Stelek's concept, but shares some basic structural traits. I posted it up as a comment on his blog and thought you all might have some thoughts as well.
Rune Priest, Chooser, Living Lighting, Tempest’s Wrath (maybe Murderous instead)
Wolf Scouts x 5, Meltagun
Wolf Scouts x 5, Meltagun
Wolf Guard x 10, 2 w/Terminator Armor & Cyclone Launchers, 8 w/Combimeltas
Grey Hunters x 6, Meltagun, Wolf Standard, Rhino
Grey Hunters x 6, Meltagun, Wolf Standard, Rhino
Grey Hunters x 6, Meltagun, Wolf Standard, Rhino
Grey Hunters x 6, Meltagun, Wolf Standard, Rhino
Grey Hunters x 5, Razorback w/Las,Plas
Grey Hunters x 5, Razorback w/Las,Plas
Land Speeder, Multimelta, Heavy Flamer
Land Speeder, Multimelta, Heavy Flamer
Land Speeder, Multimelta, Heavy Flamer
Longfangs x 4, Missile Launchers x 4, Pack Leader
Longfangs x 4, Missile Launchers x 4, Pack Leader
Longfangs x 4, Missile Launchers x 4, Pack Leader
Pretty straightforward, the Wolf Guard squad splits apart with the two Cyclone Terminators going with the two five man Grey Hunter Squads. They are now “dismounts” for back/midfield objective/quarter holding and midfield fire support. They can utilize their Razorbacks as mobile cover which will also be lending additional firepower. The four Grey Hunter squads don’t just rush into midfield, but are ready to move up with the Speeders to create a mess there and win the game. Longfangs shoot shit up. Tempest’s is important because I will be relying on Rhinos and Speeders to block me from combats I don’t want to be in, and Jumpers & Skimmers can mitigate that strategy. Also, Dangerous Terrain checks tend to help with FNP Jumpers.