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Space Wolves 2.4.1 - posted for fullness

 Post subject: Space Wolves 2.4.1 - posted for fullness
PostPosted: Sun Jan 19, 2014 12:17 pm 
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I made a minor change to the list so I'm posting it here for fullness. I foresee the list being put up for Approved status when the next incarnation of the TP/Compendium arrives.

Long Fangs' weapon stat name to make it less ambiguous about what they're using. I prefer not to change the stat itself as I find it works well with little issue.


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 Post subject: Re: Space Wolves 2.4.1 - posted for fullness
PostPosted: Sun Jan 19, 2014 9:09 pm 
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The Land Raider crusader is missing the extra attacks stat for it's hurricane bolter, it just says small arms. It should have some extra attacks right?


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 Post subject: Re: Space Wolves 2.4.1 - posted for fullness
PostPosted: Sun Jan 19, 2014 9:37 pm 
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Ah good catch! Caught a couple of other things needing adjustment too! Thanks Borka.

Adjustments made and list reposted.


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 Post subject: Re: Space Wolves 2.4.1 - posted for fullness
PostPosted: Tue Feb 04, 2014 4:47 am 
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I had a query from someone recently regarding Dreadnoughts (or lack thereof) in the list.

Does anyone else feel that Dreadnoughts should be accessible to other formations other than the Great Company, e.g Blood Claws, Long Fangs, Wolf Guard Terminators etc similar to the Codex list?


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 Post subject: Re: Space Wolves 2.4.1 - posted for fullness
PostPosted: Wed Feb 05, 2014 7:39 am 
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Does no one have any issues with incorporating more Dreadnoughts?


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 Post subject: Re: Space Wolves 2.4.1 - posted for fullness
PostPosted: Wed Feb 05, 2014 8:33 am 
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I have no problem with it, you would expect them to have old with the old guys and new recruits sd well as well the grey middle aged ones. Would it apply to venerable dreadnoughts too?

With their Drop Pods people might even use Dreadnoughts with Terminators.


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 Post subject: Re: Space Wolves 2.4.1 - posted for fullness
PostPosted: Wed Feb 05, 2014 8:55 am 
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Go for it! More is more! :-)

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 Post subject: Re: Space Wolves 2.4.1 - posted for fullness
PostPosted: Sat Feb 08, 2014 10:09 pm 
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I was checking this list out in preparation for my league game coming up this Wednesday... doing a little recon work, if you will. I was a bit dismayed by the discovery of 3 x 5+/5+ Long Fangs...

If I were playing Space Wolves, this is pretty much the only support unit I would take. I'd spam the hell out of this unit. I have the feeling I am going to come under extremely heavy fire this Wednesday...

Has this unit held up well under playtesting? Just curious. Maybe it works out better than it looks like it might on paper.

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 Post subject: Re: Space Wolves 2.4.1 - posted for fullness
PostPosted: Sat Feb 08, 2014 11:51 pm 
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Yeah they're a decent unit but they're not a super unit. Remember there's a restriction on them. You can only take as many formations as Great Companies and add the 125 to 300 and your force quickly starts shrinking in activations if you take too many. The Space Wolves list lacks base firepower because the Grey Hunters (Tactical) don't pack any long range shooting. To get that firepower they have to spend more points that equates to half a Devastator formation each time. They get better shooting stats for it but each time one gets added you're reducing your activation count by roughly one for the 125 points. Individual formations of LFs are expensive and pretty weak for 4 + transport.

Play against them. See how they feel. At Cancon they weren't really a game turner for me. They mostly just put BMs on things in range or knocked off a unit or two.


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 Post subject: Re: Space Wolves 2.4.1 - posted for fullness
PostPosted: Sat Feb 08, 2014 11:53 pm 
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Ahhhh! I had not noticed that Grey Hunters do not have a long range shooting attack. Ok, that makes sense. Sure, that's fine then.

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 Post subject: Re: Space Wolves 2.4.1 - posted for fullness
PostPosted: Fri Feb 28, 2014 5:41 am 
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So….

Does this mean you've definitely settled on long fangs with three standard devastator weapons, instead of four weapons split between two dedicated AP or AT weapons? (I actually prefer three weapons of the 5+/5+ we are used to, rather than two new dedicated ones unique to this chapter)

I ask because I have several stands of painted Long Fangs secured to painted stands via sticky tack; and I'l like to get them glued down at last. ;-) (One or two troops went wandering from their stand in their premier game!)

-S'Cipio


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 Post subject: Re: Space Wolves 2.4.1 - posted for fullness
PostPosted: Fri Feb 28, 2014 6:04 am 
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I have indeed, so glue away! :)


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 Post subject: Re: Space Wolves 2.4.1 - posted for fullness
PostPosted: Wed May 07, 2014 6:38 pm 
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I was looking at painting up a Space Wolf army after making an army list, I notice that they are not allowed Warhound titans? I am just wondering what the reason was against their inclusion?


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