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Space Wolves...

 Post subject: Space Wolves...
PostPosted: Sat Feb 02, 2008 12:32 pm 
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Hi,
I'm new here... Nice to see so many supporting EA...

As the title suggests I have been trying to make some house rules for the Space Wolves.

Since they are a non-codex astartes chapter I have altered the force selection to represent companies of variyng sizes, each led by individual leaders.

What I have tried to achieve is a list that resembles the standard marine list but plays differently.

So here is my first take on the list...

Edit: version 1.4






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 Post subject: Space Wolves...
PostPosted: Sat Feb 02, 2008 4:30 pm 
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Only had a quick look through so far.
Nice to see a Space Wolves list that doesn't include a million special rules and new units.
One problem leaps out at me though - Grey hunters are better than Tacticals but cost the same points - why?
Oh, and welcome to TacComm!
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 Post subject: Space Wolves...
PostPosted: Sat Feb 02, 2008 4:44 pm 
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Grey Hunters don't have a shooting attack.

I would make the Long Fangs shooting attack to
Heavy Weapons 45cm 2 x AP4+/AT5+

Nice list by the way :)





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 Post subject: Space Wolves...
PostPosted: Sat Feb 02, 2008 5:12 pm 
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(BlackLegion @ Feb. 02 2008,15:44)
QUOTE
Grey Hunters don't have a shooting attack.

You can tell I Engage more than I Sustain...

Either that, or I need to learn how to read properly! :D

Regards,
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 Post subject: Space Wolves...
PostPosted: Sun Feb 03, 2008 9:19 am 
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Thanks for your replies.  :)

My aim is to make a list with as few special rules as possible. I'm not sure about the ferocouis rule for the Blood Claws. It might be better to just leave it out...

I think you are right about the Long Fangs I'll raise them to ap4+/at5+ and raise their cost by 10 points since I may have underpriced them a little to begin with.


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 Post subject: Space Wolves...
PostPosted: Sun Feb 03, 2008 12:07 pm 
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(Hena @ Feb. 03 2008,10:16)
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1. Remove all the 2-4 things. That is just inviting someone to make a pop-corn army that has huge potential. Because of ATSKNF you should make a minimum size of 4 per detachment. And don't allow huge min-maxing that this list currently has due to huge amount of non-25 point selections.

My initial thought when seeing those 2-4 choices was how easy it would be to abuse.4 formations each with an Inspiring character in a T/hawk came to mind.


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 Post subject: Space Wolves...
PostPosted: Sun Feb 03, 2008 5:36 pm 
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How about making all the formations 4 units strong but they can be upgraded with 2 units of Blood Claws, Grey Hunters OR Long Fangs (no combination, two of the same type or none).
All other detachments (apart form vehicle detachments)can be upgraded with 2 units of the same type. Example: Blood Claw Bike Detachment is 4 units strong but can have 2 additional Blood Claws Bikes.

And simply +1 on engage for Blood Claw detachments (= formations where the Blood Claws, Blood Claws Bikes are the core units) is an elegant way to represent the hot-bloodedness of them :)

re Wolf Guard Leader: as i understand, the Wolf Guard Leader is a Commander-Upgrade? So you can't have a Wolf Guard Leader AND a Captain the same formation?
So it is quite balanced.





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 Post subject: Space Wolves...
PostPosted: Mon Feb 04, 2008 7:00 pm 
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Good points! all of you. :)

I have changed the list according to your suggestions.

So all infantry detachments are 4 units strong and able to add 2 units.
Ferocious are now +1 on engage and a bit more expensive.
Long Fangs now have Long Fang Heavy Weapons.
And cleaned up the Wolf Guard Terminators special rules.

The Wolf Guard Leader is only inspiring. He doesn't have the Leader special rule.
The name is misleading, I just copied it from W40k. So I have Changed it to Wolf Guard.


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 Post subject: Space Wolves...
PostPosted: Tue Feb 05, 2008 1:21 am 
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Looks very good. :)

But...Inspiring on for the Wolf Guard leader? I don't know which is more powerful Leader or Inspiring. Insprining is the hallmark ability of the Chaplain and would make him pretty redundant if you could add it to a formation for only 25pts. Thebasic abilities a SM Characters omes with are Leader and Invulnerable Save.
Invulnerable Save should be out of the question but Leader fits much better with the Wolf Guard Leader.

What about if the only ability the Wolf Guard Leder gives to his formation would be that he turns the base CC attack of the unit he is attached to to a MW attack?

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 Post subject: Space Wolves...
PostPosted: Tue Feb 05, 2008 7:40 am 
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I like it. :)   Especially the fact that their are not dozens of special rules and units.

And welcome to Epicoms :)

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 Post subject: Space Wolves...
PostPosted: Tue Feb 05, 2008 9:05 pm 
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Thanks to everyone for your replies. :)

I've changed the Wolf Guard Leader, so now he's got Leader instead of inspiring and MW +1A. If this is still too good at 25 points I'll remove the +1A...

I changed the points cost of the Blood Claws and Wolf Scouts to an even 200 and the upgrades to 100.

Then I changed the Venerable Dreadnought to an upgrade, available only to dreadnought formations.

And I gave the Rune Priest Smite and raised his cost to 75.

Ferocious now only works if all units in the formation are ferocious. And Space Wolf Attack Bikes are now Ferocious.


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 Post subject: Space Wolves...
PostPosted: Wed Feb 06, 2008 1:20 am 
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Cool :) It gets better and better :)

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