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Space Wolves

 Post subject: Space Wolves
PostPosted: Mon Nov 13, 2006 7:40 pm 
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Here are the stats right out of the codexes and their EA stats. There is no need to guess who could have what.
If you have a newer codex and it is different, put it here. Don't keep taking shots in the dark about what you think it should be. There is very little that can not be cross referenced from the codexs to EA.

Please don't make things up for what exists. I am not ?trying to be critical of your efforts and interests. I am only pointing out a few things.

I have started a new Yahoo Group. ?Epic_40k_allversions
to post all I have obtained. This includes edited copies of all the threads from all the forums in easy to read format. (may take a few days to get it all posted)

Please look at these, decide on the unit stats and THEN work on army (Great Company) make up. I have seen several good approaches. I really like some of the ideas on Ilushia's list. The there are things that I don't also. The important thing is to work it out and get a sellable list that could become official some day.

EA stats are for a 5 man unit (base)
******************************
Tactical [5-10men]
normal wpn:[bolters]
>1 Hvy Bltr, msl lnchr, lascannon:
>1 flamer, meltagun or plasma gun:
EA Stats - 15cm/4+/4+/4+/msl lnchr

Grey Hunters [6-10 men]
normal wpn:[bolt pistol & CC wpn or Bolter & CC wpn]
>2 PwrWpn or powerfist:
>2 plasma pistols:
>1 Flamer, meltagun or plasma gun:

******************************
Devastator [5-10 men]
normal wpn: [bolters]
>4 Hvy bltr, msl lnchr, lascannon, multi-melta or
? ? ? ? ? ? ? ? ? plasma cannon:
[Sergeant: bolter or bolt pistol & CC wpn]
EA stats - 25cm/4+/5+/3+/2x msl lnchr

Long Fangs [3-5 men]*
normal wpn: [bolters]
>4 Hvy bltr, msl lnchr, lascannon, multi-melta or
? ? ? ? ? ? ? ? ? plasma cannon:
{Pack Leader:
[Blt Pstl & (CC Wpn, PwWpn or plasma pstl) or
bltr &CC wpn or
flamer,meltagun or plasma gun]}

******************************
Assault [5-10 men] [bolt pistol, CC wpn & frag grenades: jump packs]
>2 plasma pistols
EA stats - 30cm/4+/3+/5+/jump pack
Blood Claws[8-15 men] [bolt pistol, CC wpn & grenades]
>1 in 5 PwrWpn or powerfist: and plasma pistol:
>1 Flamer, melta gun or plasma gun:

******************************
Scout [5-10 men]
normal wpn - [bolt pistol & CC wpn or bolter or shotgun
? ? ? ? ? ? ? ? ? ? ?or sniper rifle]
>1 Hvy Bltr, autocannon or msl lnchr:
EA Stats: 15cm/5+/4+/5+/ shotgun/Hvy Bolter
? ? ? ? ? ? ? ? /scout/infiltrators


Wolf Scout [4-6 men]
notmal wpn [bolt pistol & CC wpn or bolter or shotgun]
>2 sniper rifle or plasma pistol:
>2 Power weapons:
>1 flamer, melta gun or plasma gun:

********************
SM Bike [3-5 men]
[twin-linked bolters] built into all bikes but not shown.
normal wpn[bolters]
>2 flamers, meltaguns or plasma guns:
EA stats - 35cm/4+/3+/4+/blt pstl (ff)chain sword(cc)

Blood Claws Bike [3-8 men]
[twin-linked bolters] built into all bikes but not shown.
normal weapon - [bolt pistol or CC Wpn]
>2 PwrWpn, power fist or plasma pistol
>1 flamer, meltagun or plasma gun

********************

Terminators
INF / 4+ / 3+ / 3+
Storm Bolters
Heavy Flamer: ?
2x Assault Cannon:Power Weapons:
Notes: Reinforced Armor, Teleport, Thick Rear Armor
EA stats- 15cm/4+/3+/3+/strm bltr(ff)/2xAss cannon
? ? ? ? ? ? ? ?/Power Weapon


Wolf Guard terminators
there is not much difference except they may exchance one of the auto cannon for a flamer.
All wolf guard are leaders and do not care for teleport. I have never seen it said that they can't but only that they don't like to.
An exchange of teleport fot leader seems good.





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 Post subject: Space Wolves
PostPosted: Fri Nov 17, 2006 11:19 pm 
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Still trying to help.

If anyone is actually trying to base SW units from the codex, here are are the stats. Argue all you want about to many power weapons or this or that... If you aren't going to base it off the codex why are you even bothering to call it a Space Wolf list. Make the units, then work out the cost and Army list.

I submit the following for your viewing pleasure.

********************************

Scout:[5-10 men] ? ? ? ? ?37.5pts w/Rhino
Inf 15cm / 5+ / 4+ / 5+
Bolt pistol
CC Wep / Bolter / Shotgun / sniper rifle
>1 Msl Lnchr / Hvy Bltr / Auto Cannon
Notes: Scouts, Infiltrators, >1 sniper

Wolf Scouts: [4-6 men] 50 points
INF / 15cm / 5+ / 3+ / 4+
Bolt Pistols
CC Wep / Bolter / Shotgun
>2 Plasma Pistols / Sniper rifles
>1 Flamer / Meltagun / Plasma gun
>2 Power Weapons
-----------------------------

Wolf Scouts: ? ?
each stand has 2 Power wpns, 2 plasma pistols or sniper rifles, bolt pistols and CC wpns ? ? ? ? ? ? ? ? ? ? ?
INF / 15cm / 5+ / 3+ / 4+
Bolt & Plasma Pistols: 15cm small arms
Meltagun: 15cm MW5+ & +1FF(MW)
Pwr Assault Wpn: ?MW +1 CC Atk
Close Combat weapons:
Sniper rifle (Hvy Bltr):
Notes: Scouts, Infiltrators, >2 snipers, Stealth (Teleport)

Note: a small scout pack (1 stand) has up to 1 flamer/Meltagun/Plasma gun, >2 Power weapons, 2 Plasma pistols or >2 sniper rifles. ?
Wolf Scouts are experienced veterans not new troops as in other Chapters.
The whole weapons load possibility is different.

*************************************
*************************************

Tactical [5-10 men] ? ? ? ? 50pts w/Rhino
Inf / 15cm / 4+ /4+ / 4+
Bolters
>1x Msl Lnchr / Hvy Bltr / Lascannon
>1x Flamer / Meltagun / Plasmagun

Grey Hunters: [6-10 men] 50 points
Inf / 15cm / 4+ / 3+ / 4+
CC wpn (Chainswords) (CC) and
? ? ?Bolt Pistols 15cm small arms (FF)
? ? ?or Bolters 15cm small arms (FF)
>2 Plasma pistols ?15cm small arms (FF)
>1 Plasma Gun 15cm AP5+/AT5+
? ? ?Flamer
? ? ?Meltagun
> Pwr Assault Wpn 2 (Pwrwpn / Powerfist): ?MW +1 CC Atk
No transport (extra - upgrade)
---------------------------------------
Grey Hunters:
each stand has 1 Pwr Wpn & 1 Plasma pistol, Bolters and CC weps ? ? ? ?
Inf / 15cm / 4+ / 3+ / 4+
Bolters & Plasma pistols 15cm small arms (FF)
Power wepns & Chain Swords (CC) MW +1 CC Atk

*****************************************
*****************************************

Assault: [5-10 men]
Inf / 30cm / 4+ / 3+ / 5+)
Bolt Pistol
CC weapons (Chain Sword)
>2 Plasma pistols
(1 per 5 men)
Jump Pack
----------
Blood Claw Pack: [8-15 men]
Inf / 15cm / 4+ / 3+ /5+
Bolt Pistols 15cm small arms
CC weapons (Chain Swd)
>1 Plasma Gun 15cm AP5+/AT5
? ? ?Flamer
? ? ?Meltagun
? ? ? ? (1 per pack)
>1 Plasma pistol ?& PwrWpn / PwrFist
? ? ? ? (1 per 5 men)
----------------------------------------
Blood Claw Pack:
each stand has Power wpn & plasma pistol, CC wpns & bolt pistols
INF / 15cm / 4+ / 3+ /5+
Bolt Pistols 15cm small arms
CC weapons (Chain Swd)
>1 Plasma Gun 15cm AP5+/AT5 ?(1 per pack)
>1 Power Wpn & Plasma pistol ?(1 per 5 men)
Jump Pack and transport as an upgrade

**********************************
**********************************

Bike: [3-5 men] ? ? ? ? ? ? ? ? ? ? ?40 points
? ? ? ? ? ? ? ? ? ? ? ? ? White Scars 50 points
Inf / 35cm / ?4+ / 3+ / 4+
-Twin Linked Bolters-
Bolters
White Scars - Saber +1 CC attack
>2 Flamers / Meltaguns / Plasma guns
Notes: Mounted, White Scars - ?walker
----------
Blood Claw Bike Pack: [3-8 men]
INF / 35cm / 4+ / 3+ / 4+
-Twin Linked Bolters-
Bolt Pistols 15cm small arms
CC weapons (Chain Swd)
>2 Pwr Assault Wpn: ?MW +1 CC Atk
? ? Plasma pistols
>1 Plasma Gun 15cm AP5+/AT5+
? ? Flamer
? ? Meltagun
Notes: Mounted
-------------------------------
Blood Claw Bike Pack: ?
each stand has 2 Pwr wpns, CC wpns (chain swords), plasma and bolt pistols
INF / 35cm / 4+ / 3+ / 4+
Pwr Assault Wpn: ?MW +1 CC Atk (CC)
Plasma &Bolt Pistols 15cm small arms (FF)
CC weapons (Chain Swd)

***********************************
***********************************
Terminator: ? ? ? ? ? ? ? ? ? ? ? ?81.75 points
INF / 4+ / 3+ / 3+
Storm Bolters
Heavy Flamer:
2x Assault Cannon:
Power Weapons:
Notes: Reinforced Armor, Teleport, Thick Rear Armor

Wolf Guard: (Terminators) ? ?
INF / 4+ / 3+ / 3+
Storm Bolters
Heavy Flamer:
Assault Cannon:
Power Weapons:
Notes: Leader, Reinforced Armor, Thick Rear Armor,
DO NOT TELEPORT
----------------------------------
--- Only one per two Grey Hunter Packs ---

Wolf Guard (Terminators) ? ? ? 85 points
INF / 4+ / 3+ / 3+
Storm Bolters:
Heavy Flamer: 15cm, AP4+ & FF +1 Atk ? ? ? Ignore Cover
(stats from Ork skorcha and Black Legion Hvy Flamer)
1x Assault Cannon: 30cm, AP5+/AT5+
Power Assault Weapons: MW +1Atk
Notes: Leader, Reinforced Armor, Thick Rear Armor, DO NOT TELEPORT ?
I don=t have a problem with keeping weapons the same for simplicity?

By the codex, Wolf Guard are bodyguard or Wolf Guard Leaders only. There should only be about 20(4stands) in a Great Company. There would only be a unit (body guard). if they have a Character upgrade.
This could be an argument for having some SW Characters as separate units?


*****************************************
*****************************************

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 Post subject: Space Wolves
PostPosted: Sat Nov 18, 2006 6:18 pm 
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Not sure any one would be interested but I put a pdf file of experimental Space Wolves pub here:

yahoo netepic group

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 Post subject: Space Wolves
PostPosted: Sun Nov 26, 2006 9:36 pm 
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Here is my latest list. Comments please.

Note: I have included the Power Weapons and Plasma Pistols with the units but not noted them as being MWs. It does add weight to the change in stats though.
I have also used the term mobility for transportation upgrades.

I firmly believe that they should be MWs but am in the minority. One PW does equate to a MW attack. One Character adds a MW attack. ?:glare: ?:( ?The Wolvles are unlike any other Army 'period! I bow to the majority.

Space Wolf Detachments

Blood Claws ? ? Six Blood Claw units(jump Packs)(Rhinos) upgrades: Cmdr, Vindicator, Mobility
SW ? ? ? ? ? ?6@275 points (45.83 ea)
EA Assault 4@175pts (43.75 ea)
Inf 15cm 4+ 3+ 5+
Bolt/Plasma Pistols 15cm Small arms
Pwr Wpn / ChSwd contact Assault Weapon
No change except lose Jump Packs (limited number may exchange Rhinos for Jump Packs) and unit size raised to six units.

Bike ? ? Five Bike units upgrades: Cmdr, Attack Bike
SW ? ? ? ?5@200 points (40pts ea)
EA Bikes 5@200pts (40pts ea)
Inf 35cm 4+ 3+ 4+
Bolt/Plasma Pistols 15cm Small arms
Pwr Wpn/ChSwd 15cm contact Assault Weapons
Mounted
Yes, I agree these guys may be under priced but unless all SM bikes change it stays the same.

Grey Hunters ? ? Six Grey Hunter units (Rhinos) upgrades: Cmdr, Dreadnought, Mobility, Hunter, ?Vindicator
SW ? ? ? ? ? ? 6@300 points (50 ea)
EA Tacticals 6@300pts (50 ea)
Inf 15cm 4+ 4+ 4+
Bolt/Plasma pistols 15cm Small arms
Pwr Wpns/ CC Wpns contact Assault Weapon +1CC Atk
They lose the missile launcher and gain plus one CC Attack to represent their skill and preference of close in fighting.

Long Fang ? ? Four Long Fang units (Rhinos) upgrades: Cmdr, Mobility, Dreadnought, Hunter, Sniper
SW ? ? ? ? ? ? ? ? ? 4@275 points (68.75 ea)
EA Devastators 4@250pts (62.5 ea)
Inf 15cm 4+ 4+ 3+
Bolt/Plasma pistols 15cm Small arms
2x Hvy Weapons 45cm AP4+ / AT5+ (FF ?+1Atk)
Fearless (optional but really fits)
They have a slightly improved weapon instead of ?their 4x wpns,
do not lower CC for having Hvy wpns representing their experience as well as the heavily armed Pack Leader,
And ?sniper? upgrade for the Pack Leaders superior targeteting skills.


Wolf Guard ? ? Four Wolf Guard (Terminator) units upgrades: Dreadnought, Land Raiders, Vindicator, Hunter
SW ? ? ? ? ? ? ? ? ?4@350 points (87.5 ea)
EA Terminators 4@325 pts (81.75 ea)
Inf 15cm 4+ 3+ 3+
Storm Bolter 15cm Small arms
2x AssaultCannon 30cm AP5+ / AT5+
Pwr Wpns/ CC Wpns contact Assault Weapon +1CC Atk
Reinforced Armour
Thick Rear Armour
Leader ? This reflects their real use (Wolf Guard are used as body guards or as leaders)
They lose their teleport ability but gain Leader ability. No change in other stats.


Wolf Scouts ? ? Four Wolf Scout units (Rhinos) upgrades: Cmdr, Mobility, Sniper, Hunter
SW ? ? ? ? ?4@250 points (62.5ea)
EA Scouts 4@150pts (37.5 ea)
Inf 15cm 5+ 4+ 4+
Bolt/Plasma pistol 15cm Small arms
2x Hvy Bolter 30cm AP5+ (sniper rifle)
Pwr Wpns/ CC Wpns contact Assault Weapon +1CC Atk
Scout
Infiltrator
Stealth (as teleport, only without vehicles) represents their skill in working behind enemy lines.
These guys would be Wolf Guard if they weren?t so independent. They will only do ?combined assault? with a ?Wolf Lord?.


UPGRADE UNITS COST

Commander All formations must add One Space Wolf Character to a unit in the formation. This ?may be a Battle Leader, Rune Priest, Iron Priest, ?Wolf Priest or Wolf Guard Leader
One Space Wolf Character may be a Wolf Lord (Supreme Commander).
A Character may add Fenrisian wolves to his stand for +1 CC Attack
50 points
+50 points if Supreme Commander
-25 points if Wolf Guard Leader
+10 Fenrisian for Wolves
Hey if ?you begrudge an extra attack to a character for 10 points of Fluff. ?I feel sorry for you. If you do just don?t use it.

Russ Add one Leman Russ Exterminator 75 points

Mobility Exchange Rhinos for Razorbacks, Land Raiders, or Jump Packs to transport the formation
Free Jump Pack or Drop Pods
25 Points per Razorback
90 pts per Land Raider (hey I know SM list doesn't give credit for losing the Rhino but hey)

Sniper One Wolf Scout or Long Fang unit may be given the Sniper Ability +25 points





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 Post subject: Space Wolves
PostPosted: Wed Nov 29, 2006 5:54 pm 
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Gary, a few comments as requested.

I would not allow any Blood Claws to have Jump Packs. Maybe allow them Infiltrate to represent their rush to engage enemy.

Grey Hunters should not have an Extra Attack (+1) in close combat. The True Grit ability in 40K is shared by Death Guard and in the Black Legion list these have a 3+ CC stat to represent this. More than anybody, Grey Hunters are like Death Guard; very accomplished mid-range infantry with no heavy weapons. I think Grey Hunters should instead have a 3+ CC stat too.

Long Fangs should not have Fearless ability and their CC stat should be 5+. Long Fangs are basically Veteran Space Marines with heavy weapons. There is no distinction between Marines and Veteran Marines in Epic as the disparity is far too small at this scale. Also, the Long Fang Sergeant is no better than a Devastator Veteran Sergeant and so should not give them a higher CC stat. You do need to name the heavy weapons, the twin missile launchers mooted before, while not perfect, is as good as any. Not yet sure about the Sniper ability. Certainly fits the fluff. I would definitely not have these as a separate formation but maybe two as an upgrade to another. This would reduce the power of the Sniper ability which would be good.

Wold Guard need Macro Weapon adding to their Extra CC attack. I would not give them Leader. There is no difference between them and Marine Terminators in 40K. They're no more leaders and bodyguards than Veteran Marines which, as above, aren't different to normal Marines or Terminators.

Wolf Scouts; I would lose at least one of their ranged attacks (if not both) and would also probably take off their Extra CC attack. I would move Sniper from being a weapon ability to being a unit ability for the whole formation and would build this into their cost instead of it being an optional upgrade.

You mention both Battle Leader and Wolf Guard Leader as Commander types. I would drop the Wolf Guard Leader completely. I would also definitely drop Iron Priest. They are not HQ characters and, with the new Codex:Space Marines, there's no real difference between them and Techmarines. Iron Hands, now, that's another matter.


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 Post subject: Space Wolves
PostPosted: Thu Nov 30, 2006 2:15 am 
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[quote="Heavens To Betsy,Nov. 29 2006,11:54"][/quote]
I would not allow any Blood Claws to have Jump Packs. Maybe allow them Infiltrate to represent their rush to engage enemy.


I have been made aware on the SG forum that there is a big difference in the versions of the codexes. Since I only have one and I don't know what version, I have had to back off a bit. ?Everything I have said before is right out of my codexes.

The Blood Claws and jump Packs is the only big difference I have with you. ?My codex says under Blood Claws Bike Pack Special Rules. "Jump Packs: You may choose to replace the bikes of a Blood Claws bike pack with jump packs instead." They are rare compared to other Chapters but are an option.

Grey Hunters should not have an Extra Attack (+1) in close combat. The True Grit ability in 40K is shared by Death Guard and in the Black Legion list these have a 3+ CC stat to represent this. More than anybody, Grey Hunters are like Death Guard; very accomplished mid-range infantry with no heavy weapons. I think Grey Hunters should instead have a 3+ CC stat too.

I was not even thinking about "true grit". My thinking was more inthe line of minimal change. ?A 3+CC is certainly an option. However, They lose the msl lnchr.
To keep the same points value it would be better just to give a +1CC Atk in exchange. This is only slightly better than a 3+CC Attack and we wouldn't have to play with the points.

Long Fangs should not have Fearless ability and their CC stat should be 5+. Long Fangs are basically Veteran Space Marines with heavy weapons. There is no distinction between Marines and Veteran Marines in Epic as the disparity is far too small at this scale. Also, the Long Fang Sergeant is no better than a Devastator Veteran Sergeant and so should not give them a higher CC stat. You do need to name the heavy weapons, the twin missile launchers mooted before, while not perfect, is as good as any. Not yet sure about the Sniper ability. Certainly fits the fluff. I would definitely not have these as a separate formation but maybe two as an upgrade to another. This would reduce the power of the Sniper ability which would be good.

The 'fearless' was only a thought based on some of the fluff. I have no problem dropping that.

Based on the codex that I have, your comments are incorrect. However, with the new knowledge about the widely varriyng codexes, I can't really say you are wrong.

As for naming the weapon...Why? Heavy weapons representing a mixture is just as viable.

Sniper ability: Each sniper shot is a 25 point upgrade so it isn't free. It wasn't meant for each shot to be a sniper shot.

I really like and endorse the Long Fangs as an upgrade rather than a seperate detachment.

Wold Guard need Macro Weapon adding to their Extra CC attack. I would not give them Leader. There is no difference between them and Marine Terminators in 40K. They're no more leaders and bodyguards than Veteran Marines which, as above, aren't different to normal Marines or Terminators.

There was no change to Wolf Guard / Terminator stats.
Only swaping teleport for leadership.
Ok, I am speaking from my version of the codex but...
Wolf Guard are used only as body guards or as leaders. and they don't like to teleport. I wouldn't be opposed to not having a detachment at all unless as a body guard for a character.
Based on this, I think it is a good and minimal swap.
I have also considered just having a unit as an upgrade simular to the thoughts on the Long Fangs. Might get complicated though needing a Land Raider as transport?
Still.... would be interesting and fluffy.

Wolf Scouts; I would lose at least one of their ranged attacks (if not both) and would also probably take off their Extra CC attack. I would move Sniper from being a weapon ability to being a unit ability for the whole formation and would build this into their cost instead of it being an optional upgrade.

I have been thinking to leave the stats as is. I propose to have an upgrade of swapping their Rhinos for "stealth" (as teleport) ?to represent their skill in working behind enemy lines (from my codex).
Simple and no change to stats.

You mention both Battle Leader and Wolf Guard Leader as Commander types. I would drop the Wolf Guard Leader completely. I would also definitely drop Iron Priest. They are not HQ characters and, with the new Codex:Space Marines, there's no real difference between them and Techmarines. Iron Hands, now, that's another matter.

I have no idea what Iron Hands are.
I understand about the Iron Priest.
Going by my codex again: Wolf Guard Leader is how most Wolf Guard are used if not forming a body guard.
This is why I say Wolf Guard should have the 'leader' ability. When assigned to a detachment as a character, ?he provides the leadershib ability but nothing else. for 25 points. This is not overbearing and it is not free. It is totally correct with the fluff in my codex version.

You did not hammer me about the Fenrisian wolves! ?:D
I hope it wasn't an oversight!
Please people let it be! The Orks have their free Grots that can even shoot. Why shouldn't the Space Wolves be allowed an extreemly fluffy character upgrade of an extra CC attack for 10 points. (a wolf must be on the stand with the character to get it).

summary:

Wolf Guard: swap teleport for leader. no stat or point change.

Grey Hunter: exchange Msl lncher for +1CC Atk or 3+CC. no other change to stats or points.

Long Fangs: Slightly improved weapon and possible sniper upgrade. Maybe use as upgrade instead of detachment. minimal change some increase in cost.

Blood Claws: swap Jump pack for Rhinos with limited upgrade to jump Packs. no stat or cost change.

Wolf Scouts: no change in stats or cost. upgrade of swaping Rhinos for 'stealth' (as teleport)

I almost forgot: The Leman Russ thingy! I have no idea.
I stick with Land Raiders. :cool:

My codex, I don't know the version but has a 2000 copywrite. Does any one know what version it is?

Also if someone would... ?I would like to have the info on Grey Hunters/Tacticals, Blood Claws/Assault, Long Fang/Devastator and Wolf scout/scout from all other versions. Either a scan or the following info:
[name] [# in squad] [weapons] [options] [special rules] [stats. while not sure if useful but you never know]

you can reach me at gary_clark1946@yahoo.com .
There seem to be major differences and I would like to compare them.

Gary (wolf1)

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 Post subject: Space Wolves
PostPosted: Thu Nov 30, 2006 2:37 am 
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Grey Hunters are tricky. Yes they have True Grit and the same shooting weapons as DeathGuard but they have options to a lot more closecombat weapons.
Their basic weapons are the same as Assault Marines (Boltpistol and CC-weapon) so CC3+ is guaranteed. But they can swap them for bolters AND they have the option to take all types of assault weapons not only flamers. So FF4+ is justified.
Stats should be the same as TacticalMarines but without the missile launcher and CC3+. Perhabs +1EA is justified too to represent their availability of more powerful cc-weapons. Detachment of 6 with transport for 300pts.

I have no problems with JumpPack equipped Blood Claws. But only Blood Claws should have them.
Stats as Assault Marines but without JumpPack.
Detachment of 6 with transport or loose transport and gain JumpPacks. 275pts.

I would buy Wolf Guard Terminators as 0-1 upgrade (+80pts)for Grey Hunter Detachments and not as separate Detachment. Stats are the same as Space Marine Terminators but without Teleport but gain Leader instead.

Same to Long Fangs but as 0-2 upgrade with transport for Grey Hunters (+65pts per unit). Stats as Space Marine Devastators but with twin-linked Missile launcher (45cm AP4+AT5+) and Sniper ability.

Wolf Scouts should loose their ranged attacks. They don't have any heavy weapons. Stats should be the same as Space Marine Scouts without the heavy bolter but with Teleport and FF4+.
0-1 upgrade (+50pts)for one unit in the detachment to be equipped with a heavey bolter and the [/i]Sniper[/i] ability (according to codex: one squad can be equipped as in the space marine codex). Detachment size of 4 units with transport (option for without Rhinos to be able to use teleport). 150pts.

Land Raider Detachment should have the option to exchange Land Raiders 1:1 for Leman Russ Exterminators.
Stats as Leman Russ but with twin-linked Autocannon (45cm AP4+AT5+)instead of the battlecannon.

All other upgrades and Detachments (apart for Terminator, Assault, Tactical and Devastator Detachments) can be used unchanged from the Codex Space Marines armylist.
If Grey Hunters take the Wolf Guard Terminator upgrade they can take one Land Raider as transport for them.
If Grey Hunters take the Long Fangs upgrade they can take one Land Raider as transport for them.


With this changes to the Codex armylist the Space Wolfes gain some heavy CC preferences which is one of their main character traits imho.
They lack a bit of long range firepower but can beef up their core formations (Grey Hunters) to a maximum of 9 units(and more if they exachange Rhinos for Razorbacks!) to gain a bit of this in the process.

Terminators can't teleport but this hole is filled with the Wolf Scouts.

No very drastic changes but they will alter the feel of the army in comparison to the Codex Space Marines significantly.

P.S: My SW Codex is the one with the Space Wolf jumping at a couple of Orks. It is from 2000 and should be the most recend one.
I will look up the FAQ if there are some major changes to this codex.





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