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Space Wolves 2.4.2 the final version

 Post subject: Re: Space Wolves 2.4.2 the final version
PostPosted: Sat Aug 16, 2014 2:53 pm 
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Played a game a week ago, trying to spam Blood Claws and Heroes. Got 12 activations even with heroes in almost all units but really missed out on the other "stuff".

The Space Wolfs felt solid (perhaps a little too good but more testing will tell :))

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 Post subject: Re: Space Wolves 2.4.2 the final version
PostPosted: Thu Sep 04, 2014 8:13 am 
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Had another game with the Wolves. I tried a drop pod heavy list but we forgot about the Barge being slow and steady ... so no report, sorry :(

Some thoughts though.

Would it not be a good idea to have the Wolf Lord a "Great Company only" thing? Right now he can be fielded with the Fenris Wolves or scouts, is that whats intended?

Strike cruiser has a typoo/double post:
Transport: (May carry 20 Space Wolves infantry units, Swift Claw Attack Bikes and Dreadnoughts; plus 20 of the following Space Wolves vehicles: Rhinos, Land Raiders, Razorbacks, Hunters, Whirlwinds, Predators, or Vindicators; plus 6 Thunderhawks and enough Drop pods or Landing Craft to carry any other units on board). Drop pods or Landing Craft to carry any other units on board).

Long Fangs seems very good compared to their codex brothers. For 50p more you get 4 shots and 5+against AT.

Overall their better CC values and lack of firepower is a balanced tradeoff.

I find it very hard to abuse (or even use :) ) the Battlleaders ability to intermingle in defence. To be able to pull this off you need at least three units, one with Commander and two with inspiring and the opponent has to engage the one with commander... In my experience some of the three units wil have BM or the opponent charges one of the inspiring units instead so the big boost never happens. Fun ability though and I really like the 10 cm increase, now I actually use commander sometimes :)

Still think the Fenris wolves is to cheap/good since the other big formations tend to drag down the number of activations, this cheap unit can compensate the loss. And to have that unit this good with infiltrate/ATSKNF/5+ save looks a little bit too good

/uven


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 Post subject: Re: Space Wolves 2.4.2 the final version
PostPosted: Sun Oct 19, 2014 7:20 am 
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How much are Drop pods for Terminators? Or is it included in their price as they cannot teleport? Or can they Teleport now?

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 Post subject: Re: Space Wolves 2.4.2 the final version
PostPosted: Sun Oct 19, 2014 5:24 pm 
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dubhgilla wrote:
How much are Drop pods for Terminators? Or is it included in their price as they cannot teleport? Or can they Teleport now?

They get pods like all other troops - part of the transport set up as they cannot teleport. I may need to add "plus transport" in their entry. Thanks for pointing that out Dub.


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 Post subject: Re: Space Wolves 2.4.2 the final version
PostPosted: Sun Oct 19, 2014 5:28 pm 
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Technically then they'd get land transport vehicles for free then. I'd say how it is now is less confusing but I could be very biased as the IH have podding terminators as well. I guess if you needed to make it explicit you could give a 0 point "drop pod" upgrade / unit note in the formation?

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 Post subject: Re: Space Wolves 2.4.2 the final version
PostPosted: Sun Oct 19, 2014 5:57 pm 
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Yeah that might be a better way. Thanks JZ


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 Post subject: Re: Space Wolves 2.4.2 the final version
PostPosted: Fri Oct 24, 2014 3:44 pm 
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Trying to wrap my brain around this list at the moment and having trouble envisioning what an army would look like.
Feeling partial to something along the lines of

Scout 225
Scout 225
Land Speeder 200
Land Speeder 200
Land Speeder 200
Great Company 300
+ Battle Leader
Great Company 300
+ Battle Leader
Strike Cruiser 200
Terminators 325
+ Wolf Priest 50
Terminators 325
+ Wolf Priest 50
Thunderhawk 225
Thunderhawk 225

Plan on pulling land speeder + scout shenanigans to burn activations and as well as be a general nuisance. Fly on and pod T1 with flying power fist of doom attacks hopefully supported by slightly more expendable Great Companies in supporting FF role. I'm counting on the Battle Leader extended range to hopefully counter act the tendency to scatter. Depending on outcome, they'll dig in and we'll go for T2 rolling air assault redeploy in T3 with whatever survives.

Looking for some thoughts since this will be the first outing withthem

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 Post subject: Re: Space Wolves 2.4.2 the final version
PostPosted: Fri Oct 24, 2014 5:01 pm 
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You might find Great Companies more sustainable if you add a couple of extra units especially since you have no rhinos to pad the formation size. A key with SW is their formation size. Maybe drop a Land Speeder to do this...?


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 Post subject: Re: Space Wolves 2.4.2 the final version
PostPosted: Fri Oct 24, 2014 5:20 pm 
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So something more like this?
Great Company 300
+ Battle Leader
+ Long Fangs 75 (iirc)

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 Post subject: Re: Space Wolves 2.4.2 the final version
PostPosted: Fri Oct 24, 2014 5:31 pm 
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Yeah that's it. You could also tag in 2x Grey Hunters for 75 or 2x Blood Claws for 50 for extra assault but less fire-fighty. :)


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 Post subject: Re: Space Wolves 2.4.2 the final version
PostPosted: Wed Nov 12, 2014 8:39 am 
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Damn, was going to write the last Battle report from our group on the SW. But when i checked my opponents list afterwards i realized he was 175p over 3000p AND had an illegal army composition...

Good for me though cause he beat me badly that game! :-)

Will try to do another game this week!

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 Post subject: Re: Space Wolves 2.4.2 the final version
PostPosted: Wed Nov 12, 2014 6:20 pm 
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Nice one Mordoten. Thanks for all the games so far too. :)


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 Post subject: Re: Space Wolves 2.4.2 the final version
PostPosted: Tue Feb 17, 2015 6:24 pm 
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So 1 game left before the list can be put forward to the ERC.
No one here that can help?
(I believe our gaming group already have filled their 6 games so I really can't help out...)


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 Post subject: Re: Space Wolves 2.4.2 the final version
PostPosted: Wed Mar 11, 2015 8:25 pm 
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Any chance stats for thunderwolf calvary will be made?


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 Post subject: Re: Space Wolves 2.4.2 the final version
PostPosted: Wed Mar 11, 2015 10:46 pm 
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I'm going to be using this list but it's going to be a while before I learn the rules and can do a proper game. x-D

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