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Space Wolves...

 Post subject: Space Wolves...
PostPosted: Mon Jan 19, 2009 5:03 pm 
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I have a 40K Space Wolves player in the house (oldest son), so that means we can help out with playtesting to some extent as well.

One comment I have about SW's in general is that they are extremely distrusting of teleportation technology, so as noted, terminators do not teleport. However, they do arrive in drop pods and that could be a defining feature of this list is that as Neal pointed out, it is very strong in regards to air and space assault.

So I think allowing termies should be seriously considered.

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 Post subject: Space Wolves...
PostPosted: Tue Jan 20, 2009 5:06 am 
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Quote: (nealhunt @ 19 Jan. 2009, 15:38 )

The lower proportion of weapons, emphasis on CC and slow formation speed means (like so many SM variant lists) the obvious optimal strategy is air assault.  A Grey Hunter formation with 4 units, a Wolf Priest, a Venerable Dread and a regular dread (to help soak AT hits) would be a pretty nasty Thawk load - 5x CC3+, 2x CC3+MW, CC4+, CC4+MW, 2x Inspiring - for a pretty reasonable 375 points.

That was another point that had crossed my mind. With the creation of the Dreadnought formation the ability to integrate dreadnoughts into other formations seems to have been taken away. I see this as being the opposite of Space Wolf 'doctrine' (if it can be called that). In background materials SW dreadnoughts, particularly Venerable Dreadnoughts are more closely integrated into SW packs than the dreadnoughts of other chapters, If anything not the use of dreadnoughts should be reversed between this list and the codex list with Codex marines fielding them as fire support or a line breaker while the Wolves have them leading packs of Space Wolves.

One comment I have about SW's in general is that they are extremely distrusting of teleportation technology, so as noted, terminators do not teleport. However, they do arrive in drop pods and that could be a defining feature of this list is that as Neal pointed out, it is very strong in regards to air and space assault.

This was a good point also that I hadn't looked at to closely in the list. There probably should be some means of allowing WG Terminators to use Drop Pods, if for no other reason than the importance that was placed on this feature of the background in the SW Codex. It would also fit quite well in the general play style the list emphasizes, that of assaulting with mobs of marines coming in from all directions.

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 Post subject: Space Wolves...
PostPosted: Tue Jan 20, 2009 2:38 pm 
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Quote: (Krieger @ 20 Jan. 2009, 04:06 )

With the creation of the Dreadnought formation the ability to integrate dreadnoughts into other formations seems to have been taken away.

Doh!  I didn't notice that the Dread/Venerable weren't options for the Grey Hunters.  While there are a lot of arguments about how effective dreadnoughts can be when attached to infantry, I still think there should be the option.

There probably should be some means of allowing WG Terminators to use Drop Pods, if for no other reason than the importance that was placed on this feature of the background in the SW Codex.


I agree Termies should be able to use Drop Pods in several variant SM lists, SW and Raven Guard in particular.

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 Post subject: Space Wolves...
PostPosted: Fri Jan 23, 2009 11:05 pm 
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Blood Claws have a move of 30 cm? :oo:

At least if they had jump packs (which few do, but Blood Claws are more into this newfang(l)ed stuff in general) but noooo, they're just generic infantry. They should either get Transport or Jump Packs, get Infiltrate for a longer charge range or if none of that happens get this reduced to 20 cm at most. 30 cm for footslogging infantry, no matter how Ferocious, is pretty silly, especially when they don't have any such running powers in 40k.


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 Post subject: Space Wolves...
PostPosted: Fri Mar 20, 2009 10:22 am 
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We had a game last night - my opponents used Ilushia's Space Wolf list and the other used Imperial Fists against my Luna Wolves 'nilla marines.

The SW list was quite fluffy with large formations, the problem being that not once did I manage to break a formation due to ATSKNF.

Other points:
LR Molijnir was a no brainer and should have a significant points increase, say 450 for 3.
Blood Claws should have option to upgrade to Wolf leader of some description, wolf priest maybe.

Sorry for highjacking this but there was no other SW discussion topics.

D.

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 Post subject: Space Wolves...
PostPosted: Sun Apr 19, 2009 2:26 am 
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I'd also like to add that Ilushia's Space Wolf list does not contain an entry in the army list for Wulfenkind yet there is a description of this unit.

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 Post subject: Space Wolves...
PostPosted: Sun Apr 26, 2009 10:47 am 
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I'm puting together a SW list with more of a focus on planetary assault and am looking for some feedback on ideas.

No Titans or Imperial Navy.
1000 points allowed to be spent on Aerospace. Thunderhawks are bought from this allowance (I don't want to step on Black Templers toes as they appear to be an air assault list). I'm thinking of allowing more than 1 space ship ie 1 battlebarge and 1 strike cruiser or 3 strike cruisers. All ships must appear on the same turn and their barrage points are added together for planetary bombardment. I'm also considering creating a variant Strike Cruiser with 2x pinpoint attacks TK D3 2+. Another idea for consideration is allowing tanks to be delivered via drop pod. What I am currently concidering is same rules as drop pods but no 15cm AP5+ shots and they formation must take dangerous terrain checks.
Initiative 1+, Blood Claws 2+, +1 when engaging.

Grey Hunters= FF4+ CC3+, no ranged shot 300.
Blood Claws= FF6+ CC5+, extra attack +1 formation, size of 8 bases 250.
Blood Claw Bikes= FF5+ CC4+, extra attack +1, formation size of 5 bases 250.
Blood Claw Assault= FF6+ CC5+, extra attack +1, formation size of 4 bases 200.
Long Fangs= FF3+ CC4+, Twin-linked missile Launchers AP4+/AT5+ (due to number of Hvy Weapons per unit) 300.
Wolf Scouts= FF6+ CC3+ can teleport no ranged shot 200.
Wolf Guard Terminators= Same as vanilla marines.
Characters same as vanilla marines.
Vehicles same as vanilla marines.
Exterminator I'm not sure yet I will wait for the next 40kid codex to see if they still have access to it.

What do you think? it is still very much at a formative stage the point values as stats are fairly flexible. Any feedback would be greatly appreciated.


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 Post subject: Space Wolves...
PostPosted: Sun Apr 26, 2009 11:26 am 
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3 strike cruisers.


If you had that you could potentially bump another drop pod army out of the game entirely, if they all came in on serperate turns.

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 Post subject: Space Wolves...
PostPosted: Sun Apr 26, 2009 11:54 am 
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Which is why I added that they must all come on the same turn.


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 Post subject: Space Wolves...
PostPosted: Sun Apr 26, 2009 12:23 pm 
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Ah I didn't notice that.

That'd be a lotta bombardments!  :))

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 Post subject: Space Wolves...
PostPosted: Sun Apr 26, 2009 12:48 pm 
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Not realy. they have to add all bombard points together. I don't want to see people carpeting deployment zones in turn 1. The point of being able to have more than 1 spaceship is so that people can take the variant strike cruiser (TBA)and not have to be reliant on the battlebarge which cant show up till turn 3. Additionally due to the enlarged size of the blood claw formation you may not be able to fit many formations in a single strike crusier.


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 Post subject: Space Wolves...
PostPosted: Sun Apr 26, 2009 4:16 pm 
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rather than 3 strike cruisers i'd go with a different weapons battle barge with both BP, pin point and no slow and steady.

and a note on characters with the new space wolf codex coming soon there may be some new fluff/rules that can make the space wolfs a really different type of SM army. i'm thinking about a Character based dreadnought upgrade and the fact the Rune priests may if added to a formation give them teleport because of the psychic power ( which is also in the new space marine codex, but was first used with the 13th company) and speaking of the 13th company what about them? as it's likey there will be some form of them in the new book?

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 Post subject: Space Wolves...
PostPosted: Sun Apr 26, 2009 6:03 pm 
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How many BP would you recomend sacrificing for the pinpoint attacks? Would you increase the transport capacity as well or leave it as is?


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 Post subject: Space Wolves...
PostPosted: Sun Apr 26, 2009 6:28 pm 
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Quote: (Jstr19 @ 26 Apr. 2009, 18:03 )

How many BP would you recomend sacrificing for the pinpoint attacks? Would you increase the transport capacity as well or leave it as is?

well the Battle Barge is BP14 atm, so i'd say it depends how many pin-point attacks you want to give it, if your going for 2 pin-point the BP should be no more the 4 or at maxium 6-7, even BP3 would be a good idea to start with and see how it works.

Transport, well the barge has Sixty infantry/Dreadnought/bike spaces with nine Thunderhawks plus all the drop pods needed then Sixty vehicle spaces with enought Landing craft to transport them, so unless you think your army is going to be more that that at 3000 points that should be enought space.

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 Post subject: Space Wolves...
PostPosted: Sun Apr 26, 2009 6:58 pm 
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The main problem I have with a single ship is that all of its attacks have to be resolved as soon as it activates. As far as I'm aware when dropping you plot before the game, then bombard, then drop and this is all done on the spaceships activation. Then the ship is never activated again. Wont the pin point attacks almost always be wasted. I had envisioned allowing the ship with pin point attacks to be activated seperately so you can strip titan shields before it shoots.


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