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Space Wolves 2.4.2 the final version

 Post subject: Re: Space Wolves 2.4.2 the final version
PostPosted: Tue Jul 21, 2015 6:48 pm 
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Hi Stormwind - Thanks for the heads up on the wolves! I've passed on the recommendations to our local space puppy player.


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 Post subject: Re: Space Wolves 2.4.2 the final version
PostPosted: Tue Jul 21, 2015 7:04 pm 
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Stormwind wrote:
http://www.polarfox.info/Wolves/p2627799_12471944.aspx

Some more good wuff proxies.
Nice!


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 Post subject: Re: Space Wolves 2.4.2 the final version
PostPosted: Tue Jul 21, 2015 7:08 pm 
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http://www.copplestonecastings.co.uk/ra ... ?range=FAN

Did I mention these ones in this thread or did I dream that?

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 Post subject: Re: Space Wolves 2.4.2 the final version
PostPosted: Wed Jul 22, 2015 1:07 pm 
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These are great questions.


uvenlord wrote:
Why no Warhounds? In my world that basically mean no titans... Is there a fluff reason? Like that they are afraid of the dark so they do not teleport :)

Lolz :D
From dobbsy way back in 2012
Quote:
1/ I feel the Wolf Scouts would do the recon for the Space Wolves. I think their pride would sort of force this.
2/ I wanted a Marine list that didn't use them as a crutch like the Codex list tends to and trial the SW without them. I figured they'd use Battle Titans to deal with enemy titans.

Basically a subAC thematic decision. Battle titans generally are the purview of 5k games so not surprising. If a marine list cannot work without Titans then the game / list / stats / etc is fundamentally broken. Matching these up would be a priority for additional checks. (Personal view: List power creep is a real issue and a problem to avoid in EA)

uvenlord wrote:
Scouts, do anyone take them?

There's a few batreps with them. They are NOT the same type/purpose as Codex scouts.

uvenlord wrote:
To me they look overpriced. 75 points for teleportation on a "fragile" and not that CC oriented formation seems a little bit harsh. They already have scout so they can start almost anywhere on your own table half and still keep their rhinos so teleport is not that good or what have I missed? Sure sniping from crossfire might be a problem but...

With teleporting scouts that makes the formation have a very powerful ability, considering what they could do to enemy artillery formations, enemy titans etc merely by teleporting nearby (not even attacking). They are not meant to win an assault as much as opposed to shaping the battle by forcing the enemy to respond to their presence. Don't discount T3 objective grabbing either.

uvenlord wrote:
I would have started at 175 points for them, I think.

Personal Take: 200 is probably about right IMHO. I'm not going to dissect the list at this point nor entertain structural changes but whomever takes this on permanently I'd ask them to confirm and perform a point-dot release if needed with price adjustment POST approval (since that's only 6 tests or less depending on the change and ERC feelings).

I've actually thought more about the wolf dudes above and I wouldn't actually mind them being trialed post-APPROVAL either.

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 Post subject: Re: Space Wolves 2.4.2 the final version
PostPosted: Wed Jul 22, 2015 4:39 pm 
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Thanks for explaining :)
I think power creep is a problem but I kind of like titans in epic. They look good on the battlefield. I rarely play more then 3000 points so the big ones is just to expensive. No idea to change anything now but by removing the single warhound you would avoid abuse I think...

I didn't say the scouts were useless just overpriced. All your examples is good but when they cost over 200 points they are a valid target for your opponent not something you throw in front of them to protect other units. But anyway let the future decide that too.

My thoughts on the thunderwolfs is that the suggested stats is a little weak. In 40k they are monsters. Even swift claws have 3+/5+ In cc and ff. I do not have the codex with me right now but a smaller and better unit would fit better I think...

Still trying to find time for the battle with Mordoten but no changes to the list until it is submitted I guess? I still think we should change the two special rules so they become simpler. Let the blood claws get the orc rule and make command 10cm instead?


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 Post subject: Re: Space Wolves 2.4.2 the final version
PostPosted: Wed Jul 22, 2015 4:50 pm 
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Yeah I'm with you on most of that. I miss titans too.

I'm not sure that that level of change would be accepted by the ERC without restarting. Always could ask though as Dave fantastically points out, "if it's not that big of a deal, then why not approve then do 6 tests for a maintenance release?" which I do have to admit is logical :D

So you thoring your hat into the ring, mate? ;D

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 Post subject: Re: Space Wolves 2.4.2 the final version
PostPosted: Thu Jul 23, 2015 12:09 pm 
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Sounds like Dave has a good plan. (a little bit strange but I get it.)

I seldom wear hats, but sure why not?
I only recently started to collect SW as you might have seen so I do not yet have 3000p painted, but the models look great so more is on the way ;)


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 Post subject: Re: Space Wolves 2.4.2 the final version
PostPosted: Thu Jul 23, 2015 12:21 pm 
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Models are nothing but tokens. You can play just as well as with printed paper as a model. In fact, I suggest that for playtesting extreme builds anyways as who really wants something like 5 formation of wolves or predators or speeders in their day to day collection?

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 Post subject: Re: Space Wolves 2.4.2 the final version
PostPosted: Thu Jul 23, 2015 12:28 pm 
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5 units of speeders would look great in my collection :P


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 Post subject: Re: Space Wolves 2.4.2 the final version
PostPosted: Thu Jul 23, 2015 1:02 pm 
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yeah knew that one was going to come back and bite me ;)
Point should stand regardless - ha!

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 Post subject: Re: Space Wolves 2.4.2 the final version
PostPosted: Sun Aug 09, 2015 6:08 pm 
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So I will be doing a drop tomorrow. What do you guys think about this list?

I'm not so sure that it is good to take a lot of terminators but I wanted to please Jimmy so... :)
If everything goes according to plan I will drop on pesky orks with one great company, one formation of long fangs and two formations of terminators. A little bit later a unit with bloodclaws will arrive in a thunderhawk. A lone Great company will guard my own blitz. Added some thunderbolts for AA and harassment and a landspeeder unit also for harassment and support. I will force corners and place the two objectives close to the enemy blitz and then hope for the best.
Anyone have a better plan please enlighten me :)

(I strongly suspect that my opponent will have two big warbands with big gunz all over the dropzone and on overwatch. Not really convinced that the terminators benefit from dropping instead of teleporting. I think a big great company with better CC than normal marines benefit more but that's for another game.

So here goes:
(I am considering taking a battle leader instead of a priest in the Great Co just for more options if they hit something really hard)

Space Wolves (NetEA Army Compendium v20120208)
==================================================

GREAT COMPANY [350]
6 Grey Hunters, 2 Blood Claws, Wolf Priest

GREAT COMPANY [375]
6 Grey Hunters, Battle Leader, Hunter

WOLF GUARD TERMINATORS [375]
4 Wolf Guard Terminators, Wolf Priest

WOLF GUARD TERMINATORS [325]
4 Wolf Guard Terminators

LONG FANGS PACK [300]
4 Long Fangs

THUNDERHAWK [225]
Space Wolves Thunderhawk Gunship

BLOOD CLAWS PACK [300]
6 Blood Claws, 2 Blood Claws, Wolf Priest

THUNDERBOLT SQUADRON [175]
2 Thunderbolt Fighter-Bombers

THUNDERBOLT SQUADRON [175]
2 Thunderbolt Fighter-Bombers

STRIKE CRUISER [200]
Space Wolves Strike Cruiser

LAND SPEEDERS [200]
5 Land Speeder


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 Post subject: Re: Space Wolves 2.4.2 the final version
PostPosted: Thu Aug 13, 2015 10:33 am 
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Report up viewtopic.php?f=84&t=30102


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 Post subject: Re: Space Wolves 2.4.2 the final version
PostPosted: Sun Sep 06, 2015 10:47 am 
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A small update on the current status.

I got the honor of Championing this list after a small vote...

My intent is to get it into approval status and I think the current list is good enough.
I sent a message to Steve54 a couple of weeks ago asking if it is ok to do small changes before submitting this to approval but he has not yet answered.

The changes suggested was basically to make the two special rules a little bit simpler (dropping the last part of them both) and to incorporate the latest codex changes. I also opened up for discussion if I could make the Gray Hunters CC 4+ instead of 3+ so the CC troops could be better in base to base then the "tacticals" without power creep.

After a go at approvement i will start a new test period where the focus will be on adding Thunderwolfs and perhaps a go at replacing the imperial navy with SM aircraft... and of course to get decent stats for Santa Claws ;)

Image


Do any of you have anything that should be changed before we try to approve this list? (besides grammar and formatting) If it is to big I might wait with changing stuff, it but smaller changes based on the play tests should be ok I believe.


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 Post subject: Re: Space Wolves 2.4.2 the final version
PostPosted: Sun Sep 06, 2015 1:29 pm 
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Why would you want to replace the Imperial Navy w/ SM aircraft?

Thunderbolts are a readily available model, Storm talons and the SW specific flyer don't have readily available proxies. :-X

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 Post subject: Re: Space Wolves 2.4.2 the final version
PostPosted: Sun Sep 06, 2015 1:47 pm 
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I'm not too worried about proxies as both can easily be handled with acceptable 3rd parties. However I don't really see the need to dump imperial allies in this list myself (we've got Titans after all). There seems a recent trend towards pure Marine list discussios recently. Not sure what that means other than an unscratched itch perhaps.

I'd put the flying shoebox into the Iron Wolf list myself. Ultimately your call on this and I'll back your choices regardless. :)

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