Tactical Command
http://www.tacticalwargames.net/taccmd/

Space Wolves 2.1+
http://www.tacticalwargames.net/taccmd/viewtopic.php?f=73&t=18171
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Author:  Dobbsy [ Thu Apr 15, 2010 11:59 am ]
Post subject:  Space Wolves 2.1+

Here's the new and first playtest document for the Space Wolves. Any further 2.1.x list for errata etc will be found here in chronological order so people can find all the changes in one thread. I will look at adjusting the list as necessary after 10 batreps. I figure this is a reasonably solid start to testing before any changes need doing.

Space Wolves 2.1 playtest 15/4/10
http://www.players.tacticalwargames.net/tiki-download_file.php?fileId=130






Here's Chroma's BRLS (Battle Report Log Sheet :D ) for those keen and able to supply the details needed
http://www.tacticalwargames.net/taccmd/download/file.php?id=140

Cheers all! Hope you enjoy.

Author:  nealhunt [ Thu Apr 15, 2010 9:08 pm ]
Post subject:  Re: Space Wolves 2.1+

I think the "Must countercharge" part of Unblooded is potentially problematic. Units in the same formation could be forced to countercharge away from each other and lose formation coherency, causing one or the other to be destroyed. If that's intended to be an exploitable weakness, great. If not, the rule needs to be clarified or the countercharge requirement dropped.


I'm curious as to how the list would work without massed air assault or drops.

Author:  BlackLegion [ Thu Apr 15, 2010 11:37 pm ]
Post subject:  Re: Space Wolves 2.1+

I find it fluffy if the Bloodclaws can move out of coherence. Would represent the enemy luring them away and due to their battlelust are caught in an ambush and destroyed.

I would say that Unblodded units (not formations) with a Character added are excluded from the forced counter charge as this leader will hold the younglings back.

Author:  Dobbsy [ Thu Apr 15, 2010 11:40 pm ]
Post subject:  Re: Space Wolves 2.1+

Will do.

Author:  BlackLegion [ Thu Apr 15, 2010 11:44 pm ]
Post subject:  Re: Space Wolves 2.1+

Sneak edit as i found that i was wrong :D

Author:  Dobbsy [ Fri Apr 16, 2010 12:06 am ]
Post subject:  Re: Space Wolves 2.1+

I'll just put "but must adhere to coherency rules" etc. Just makes it clearer and simpler

Author:  Steve54 [ Sat Apr 17, 2010 1:30 pm ]
Post subject:  Re: Space Wolves 2.1+

Are the special rules really necessary? Unblooded represents the impertuosity of inexperienced Marines - are they more likely to loose control in combat then other inexperienced SM (scouts)?
For the other special rule are SW really that much more obdurant/determined etc than any other chapter - even terminators of other chapters.

Sw could be far easier represented just through their different structure, extra pods and wolves.

Wolf scouts I would price at more than 200 for 4 - a 50pt increase for teleport and 4+FF. At present I'd always max-out on them. 2 formations temeporting into cover could really disrupt large areas of the enemy deployment zone and/or be great cheap support for terminators

Author:  Evil and Chaos [ Sat Apr 17, 2010 1:40 pm ]
Post subject:  Re: Space Wolves 2.1+

I would agree that "No Matter The Odds" can go as unnessesary.
I like Unblooded though and would suggest keeping it.

Quote:
Wolf scouts I would price at more than 200 for 4 - a 50pt increase for teleport and 4+FF. At present I'd always max-out on them. 2 formations temeporting into cover could really disrupt large areas of the enemy deployment zone and/or be great cheap support for terminators

Space Wolf Terminators cannot teleport.

+25pts on the formation just to be cautious wouldn't be a bad thing however.

Author:  Steve54 [ Sat Apr 17, 2010 1:43 pm ]
Post subject:  Re: Space Wolves 2.1+

Space Wolf Terminators cannot teleport.


Missed that - I'd still max out on them though just to be disruptive

Author:  Evil and Chaos [ Sat Apr 17, 2010 1:47 pm ]
Post subject:  Re: Space Wolves 2.1+

Quote:
I'd still max out on them though just to be disruptive

Agreed. At 200pts in a high SR army they're perfect for literally throwing away by teleporting to threaten artillery etc. Whether or not they actually kill anything is less important than the disruption they cause early in the turn.

Author:  Dobbsy [ Tue Apr 20, 2010 11:16 pm ]
Post subject:  Re: Space Wolves 2.1+

I'm happy to remove the No Matter the Odds rule and bump the scouts. Will do so once the current testing period finishes however. I'd still like to see how those items function with them included first.

Author:  wathiere [ Sun Apr 25, 2010 9:04 pm ]
Post subject:  Re: Space Wolves 2.1+

Why doesn't the warhound appear in the list?

Author:  Dobbsy [ Mon Apr 26, 2010 12:14 am ]
Post subject:  Re: Space Wolves 2.1+

A few reasons at the moment. The main titans are there to deal with large titan threats. The warhound is largely a scout titan and I think the Wolves' pride would see them prefer to do their own scouting. I had been following a train of thought that the Space Wolves preferred to not have Titan support, but thought that having larger titans would be preferrable to the Land Raider Mjolnir idea from a previous list version. I also wanted to trial the list without the standard "oh and add in the pre-requisite Warhound" to see how the list fairs without that crutch. It's only the first play test version so they can be added if there's some evidence that they need to be there - i.e the list needs more MW etc....

Author:  freebooter [ Mon May 24, 2010 9:57 am ]
Post subject:  Re: Space Wolves 2.1+

How about the option for "Wolf-wing" like there is in 40k?
Other than that I'm pretty happy with it all. I think the Warhound should be in though, the Warhound fits the Space Puppy style of combat so well. I can't imagine them not making use of them.

Author:  mattthemuppet [ Mon May 24, 2010 10:09 pm ]
Post subject:  Re: Space Wolves 2.1+

2 things jumped out:

1, the Fenrisian wolves - 200pts for 6 20cm move infiltrators, plus Leader, that puts out 12 CC4+ and 2 CC4+ MW attacks. Seems pretty crazy cheap to me. Couple of these dropping or 2 t'hawks+wolves combos would eradicate a huge portion of an opposing army. I'd suggest a 50pt+ rise unless they prove completely useless.

2, Long Fangs - I know Space Wolves don't have much ranged fire, but these are considerably better than Devastators at shooting AND have a formation wide unkillable Leader, for only 50pts more. I'd say either one may (or may not) warrant the 50pts increase, but not both together.

other than that, looks fun! Keep up the good work. Might give this a spell in my next Vassal game :)

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