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Space Wolves 2.3

 Post subject: Re: Space Wolves 2.3
PostPosted: Sat Jan 29, 2011 10:54 am 
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Please let us know how it goes Sagan, I'm keen to get some feedback.

cheers!


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 Post subject: Re: Space Wolves 2.3
PostPosted: Wed Feb 16, 2011 3:20 pm 
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Have you tried many large drop lists with the wolves yet? This is the one situation were I'd expect the defensive commander ability to shine. Using it you can help mitigate against the enemy picking on one wing of your drop by boosting numbers, and even repositioning formations yet to active by counter charge and consolidation moves.

It's a risky option but then the all out drop approach is risky.

With my rules lawyer hat on you also need to do something with the transport rule as although Termies can use drop pods they have nothing to swap for it!

You've also got the landing craft 30cm Heavy bolter mistake, they should be 15cm. Unless you want them at 30cm?


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 Post subject: Re: Space Wolves 2.3
PostPosted: Wed Feb 16, 2011 10:36 pm 
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Thanks for checking the list Meph.

I've tried one drop list against Chroma and it didn't go well for me but that was due to bad strategy on the drop site coordinates - this was the first time I've tried a marine drop list (to see how to use it mainly). Instead of picking the end of his cornered set up line in turn 1, I dropped centrally by the corner and he hit both formations with everything he had - unfortunately I lost the engagement and was cut off, losing every unit from a reinforced Great Company and reinforced Wolf Guard formation :( Live and learn (or die in this case) :D So long story short, Defensive commander was in play but it meant little.

Termies don't get teleport in this list. They just get access to Drop pods instead. I think the NetEa SM doc is incorrect.

Thanks for the heads up on the Heavy Bolters I'll correct it.


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 Post subject: Re: Space Wolves 2.3
PostPosted: Wed Feb 16, 2011 10:53 pm 
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It's not teleport that's the issue, its that Termies don't get "plus transport" so don't have rhinos to swap for drop pods. Really minor point but if I didn't pick at it someone else would :)


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 Post subject: Re: Space Wolves 2.3
PostPosted: Thu Feb 17, 2011 1:46 am 
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Ahh ok, so "plus transport" should be mentioned then even though they don't get transport other than drop pods?


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 Post subject: Re: Space Wolves 2.3
PostPosted: Thu Feb 17, 2011 7:01 am 
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Dobbsy wrote:
Ahh ok, so "plus transport" should be mentioned then even though they don't get transport other than drop pods?

I wouldn't advise that, because then there'd be the question of "Does that mean I get free Land Raiders?".

Do you intend for any applicable infantry formation to be able to use Drop Pods (case in point, Wolf Guard Terminator Hunting Pack). Or can they only be transported this way as a result of the Grey Hunters Pack?

Due to the way it's written in the NetEA doc, you might need to change the text substantially. Or just add a note at the end "Wolf Guard Terminators may still be included in Drop Pods".

Morgan Vening


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 Post subject: Re: Space Wolves 2.3
PostPosted: Thu Feb 17, 2011 8:30 am 
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I agree with Morgan, add some text to the Rhino swap text that Termies can always take a drop pod rather than add with transport to their notes section.


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 Post subject: Re: Space Wolves 2.3
PostPosted: Thu Feb 17, 2011 10:22 am 
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We played 3 games on the weekend using Space Wolves.
All were 3000pts.
The wolves were played by Chris whilst I used Necrons.

I'll try and remind Chris to put his list up.
Here's my Necrons (we used the same lists for all 3 games):
C'tan - Nightbringer
Infantry Phalanx + Pariahs, Wraiths, Immortals (BTS)
Infantry Phalanx + Pariahs
Venator Maniple + Lord
Eques Maniple (3 Destroyers, 3 Heavy Destroyers) + Lord
Monolith Maniple + Monolith
Monolith Maniple + Monolith
Pylon
Pylon
Warbarque
Tomb Complex

Necrons won the first game 4:0
Necrons won the second game 3:0
Space Wolves won the third game 3:0

Chris continually commented that the Space Wolves list felt just right. He seemed very happy with the fluffy feel of it. I believe, he'll be using the Wolves in our upcomming campaign and tournament so they should get a lot more play testing over the next few months.

I have to say that facing 2 VERY large Great Companies was a challenge. The only way for the Necrons to slow them down was to Engage them (and win). Even then, the broken formations were a real threat. Fortunately for me, Chris had trouble rallying them on more than one occasion when helped a lot.

Chris is using Warmaster wolves as his Fenrisian Wolves (they managed to kill the Nightbringer in one game! ). This is going to be a really special army when it's finished.

I'll prod Chis to add some more of his thoughts as soon as I can.

Cheers for now.

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 Post subject: Re: Space Wolves 2.3
PostPosted: Thu Feb 17, 2011 4:58 pm 
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Or just give them Drop Pods as standard and note they don't have to deploy that way.

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 Post subject: Re: Space Wolves 2.3
PostPosted: Thu Feb 17, 2011 11:44 pm 
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Mephiston wrote:
I agree with Morgan, add some text to the Rhino swap text that Termies can always take a drop pod rather than add with transport to their notes section

Will do.

Onyx wrote:
Necrons won the first game 4:0
Necrons won the second game 3:0
Space Wolves won the third game 3:0

What were the mitigating factors for the large swing in the third? Did it take Chris a couple of games to get used to the SW play style? How did the balance feel in terms of this swing?

Onyx wrote:
Chris continually commented that the Space Wolves list felt just right. He seemed very happy with the fluffy feel of it. I believe, he'll be using the Wolves in our upcomming campaign and tournament so they should get a lot more play testing over the next few months.

Ahh that's excellent! Thanks, Chris :)

Onyx wrote:
I have to say that facing 2 VERY large Great Companies was a challenge. The only way for the Necrons to slow them down was to Engage them (and win). Even then, the broken formations were a real threat. Fortunately for me, Chris had trouble rallying them on more than one occasion when helped a lot.

Yeah I've found that clipping assaults are the best way to see them broken. On the flip side to that, if the Wolves aren't facing large template weapons they can bunch up to use their numbers more effectively.

Onyx wrote:
Chris is using Warmaster wolves as his Fenrisian Wolves (they managed to kill the Nightbringer in one game! ). This is going to be a really special army when it's finished.

Are you talking about Chris' army or the list? :D :D If it's the list, well, that's a very nice comment, thanks Onyx. If not, I'm sure Chris will love that comment too ;)

Onyx wrote:
I'll prod Chis to add some more of his thoughts as soon as I can.

Looking forward to seeing what his list was.

Thanks for the feedback Onyx


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 Post subject: Re: Space Wolves 2.3
PostPosted: Fri Feb 18, 2011 4:34 am 
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Dobbsy wrote:
Onyx wrote:
Necrons won the first game 4:0
Necrons won the second game 3:0
Space Wolves won the third game 3:0

What were the mitigating factors for the large swing in the third? Did it take Chris a couple of games to get used to the SW play style? How did the balance feel in terms of this swing?

I think it was more to do with me getting my target priorities in order verses the necrons. The second game would have been a hell of a lot different if my 2 Great Companies had rallied at the end of turn 2, unfortunately they sat there watching as some scouts got pummelled by necrons ::)

Dobbsy wrote:
Onyx wrote:
Chris continually commented that the Space Wolves list felt just right. He seemed very happy with the fluffy feel of it. I believe, he'll be using the Wolves in our upcomming campaign and tournament so they should get a lot more play testing over the next few months.

Ahh that's excellent! Thanks, Chris :)

The list does indeed feel very fluffy, and nothing seemed to be over powered from the units that I used. Speaking of which;

Great Company
2 Long Fangs, 2 Grey Hunters, Wolf Lord, Razorback
Great Company - These guys jump in the Thunderhawk
2 Blood Claws, Wolf Priest
Great Company
2 Long Fangs, 2 Gery Hunters, Rune Priest, Hunter, Razorback
Wolf Scouts
Battle Leader
Wolf Scouts
Battle Leader
Predators
Hunter
Fenrisian Wolves
Wolf Priest
Thunderhawk
Thunderbolts

I really like the Wolf Scouts, they aren't dangerous to larger formations, but I used them to annoy Steve with their 10cm control zone and stop things sustained firing.
The Fenrisian Wolves are a nice touch. It's nice to have a throwaway unit that you can chuck at something (say a Nightbringer) and not really care too much if they all get destroyed (along with said Nightbringer 8) )
Having SM formations that rely more on the engage than anything else is an interesting challenge. Although having a couple of Long Fangs more than compensates (with 2 stands equalling a normal SM detachments firepower)

I'll have to try out some of the Skyclaws and Swiftclaws, having huge numbers of crazed nutters flying/riding around the battle field seems to good to not use ;D
On that note, are the Skyclaws meant to be more expensive than the Bikers? I know it's the other way round in the normal SM list.

And lastly; Cheers Dobbsy for getting this list on its way, I've been waiting for a SW list for some time for Epic ;D

Cheers
Chris


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 Post subject: Re: Space Wolves 2.3
PostPosted: Fri Feb 18, 2011 6:28 am 
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eckythump wrote:
The list does indeed feel very fluffy, and nothing seemed to be over powered from the units that I used.

Yeah I tried very hard to base costs and abilities off Codex marines as best as I could but add the Space Wolves feel, so your feedback is good to hear. :)

eckythump wrote:
I really like the Wolf Scouts, they aren't dangerous to larger formations, but I used them to annoy Steve with their 10cm control zone and stop things sustained firing.

Yeah they're a P.I.T.A in the two games I've used them in so far. Their teleport function is a very handy area denial tool. I like how they can pop up out of no where just like Wolf Scouts are supposed to do. Also, having a bit more of a CC role makes them a decent harrying pack as you can't really ignore them.

eckythump wrote:
The Fenrisian Wolves are a nice touch. It's nice to have a throwaway unit that you can chuck at something (say a Nightbringer) and not really care too much if they all get destroyed (along with said Nightbringer 8) )

Yeah the Wolves are a dual edged sword I've found. They're great at harrying the enemy (they do pose a threat) but they're a pretty soft target if you can catch them first - especially without a Hero where they struggle to shed BMs, but the counter to adding a hero to them is that they die so quickly that the Hero is usually an expensive add-on.

eckythump wrote:
Having SM formations that rely more on the engage than anything else is an interesting challenge. Although having a couple of Long Fangs more than compensates (with 2 stands equalling a normal SM detachments firepower)

Yeah I've found this a problem. They struggle without much shooting so Long Fangs are usually a definite need. Chroma has suggested returning the range to 45cm for the Fangs to give the list something back so I am looking at doing so. I'm also considering adding Dreadnoughts to the Long Fang hunting pack upgrades list - just seems like that would be a normal practice. I'd like to try a Long Fang Hunting pack with razorback transport :)

eckythump wrote:
I'll have to try out some of the Skyclaws and Swiftclaws, having huge numbers of crazed nutters flying/riding around the battle field seems to good to not use ;D
On that note, are the Skyclaws meant to be more expensive than the Bikers? I know it's the other way round in the normal SM list.

Yep, the Skyclaws get 2 extra units as opposed to Codex, and the Swiftclaws only 1 extra unit. Skyclaws also get access to +2 units so I feel the slight extra cost is a reasonably fair balance.

eckythump wrote:
And lastly; Cheers Dobbsy for getting this list on its way, I've been waiting for a SW list for some time for Epic ;D

Ahh no worries ;)


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 Post subject: Re: Space Wolves 2.3
PostPosted: Fri Feb 18, 2011 6:50 am 
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Dobbsy wrote:
Yeah I've found this a problem. They struggle without much shooting so Long Fangs are usually a definite need. Chroma has suggested returning the range to 45cm for the Fangs to give the list something back so I am looking at doing so. I'm also considering adding Dreadnoughts to the Long Fang hunting pack upgrades list - just seems like that would be a normal practice. I'd like to try a Long Fang Hunting pack with razorback transport :)


Onyx mentioned the change to the range, so we were using that for all 3 games. Plus giving them a shorter range compared to their SM brethren doesn't really feel right. I'll certainly be trying out a full Long Fang unit, and razorbacks are usually a must with the smaller SM units (ie all of them :D ).

Dobbsy wrote:
Yep, the Skyclaws get 2 extra units as opposed to Codex, and the Swiftclaws only 1 extra unit. Skyclaws also get access to +2 units so I feel the slight extra cost is a reasonably fair balance.

I thought there must have been something I was missing.

Something else that I found was refreshing; no Warhounds. Being a primarily SM player they are an auto include in pretty much every list, so it was nice having to play without them for a change.


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 Post subject: Re: Space Wolves 2.3
PostPosted: Fri Feb 18, 2011 12:11 pm 
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eckythump wrote:
Onyx mentioned the change to the range, so we were using that for all 3 games. Plus giving them a shorter range compared to their SM brethren doesn't really feel right. I'll certainly be trying out a full Long Fang unit, and razorbacks are usually a must with the smaller SM units (ie all of them :D ).

Ahh, clever lads! :)

eckythump wrote:
Something else that I found was refreshing; no Warhounds. Being a primarily SM player they are an auto include in pretty much every list, so it was nice having to play without them for a change.

I like different :)


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 Post subject: Re: Space Wolves 2.3
PostPosted: Sun Feb 20, 2011 1:42 am 
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I've had a bash at the text of the Terminator Drop Pod wording. Would anyone like to adjudicate?

In addition, you may choose to replace a detachment’s Rhinos with Drop Pods. Wolf Guard Terminators may always take Drop Pods. If you do this then the pack will enter play in a Drop Pod using the rules for Planetfall etc etc

Cheers all


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