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Space Wolves 2.1+

 Post subject: Re: Space Wolves 2.1+
PostPosted: Sat Aug 28, 2010 3:24 am 
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OK, here's what I'm looking at doing with the list right this minute:
Attachment:
SPACE WOLVES ARMY LIST v2.2pdf.pdf [208.79 KiB]
Downloaded 461 times

EDIT- I've just looked at the wording of the Hero upgrade etc. and it needs work so just ignore it for now.


I'm also looking at introducing a Special Rule similar to Neal Hunt's idea but which give a combined egagement style.

Pack Mentality
[i]Space Wolves highly-evolved wolf senses make them keenly aware of their surroundings. When the scent of battle is in their nostrils, Space Wolves are keen to join the fray with any nearby Wolf brothers and get stuck in to the fight.

Any Space Wolves pack with a unit within 10cm of another pack may join that pack in an assault as if conducting a combined engagement.[/i]

Are there any issues with this idea? Something I might have missed at all?


Last edited by Dobbsy on Sat Aug 28, 2010 4:38 am, edited 2 times in total.

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 Post subject: Re: Space Wolves 2.1+
PostPosted: Sat Aug 28, 2010 3:44 am 
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That's basically a free Commander for every formation, that's a very powerful special rule. It also makes Commander characters pointless.


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 Post subject: Re: Space Wolves 2.1+
PostPosted: Sat Aug 28, 2010 3:56 am 
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Actually I thought the Leader special ability was more important for characters but sigh ... ok.

Any ideas how to make it or something similar work?


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 Post subject: Re: Space Wolves 2.1+
PostPosted: Sat Aug 28, 2010 9:28 am 
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How a unit special ability?

Countercharge
Units with the Countercharge ability are eager to gain the initiative in every engagement. If they are assaulted they abandon their positions and run headlong to greet their foe in close combat.
Units with the Countercharge ability gain +5cm on their countercharge* move but never gain the benefits of cover during assaults regardless if they initiated the assault or are being assaulted.

*and consodilation move too?

Oh and calling a formation Great Company feels very wrong. To my understanding the whole army IS the Great Company.
And as Wolf Lord seems to be a separate upgrade you have to state which formation can get this upgrade.

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 Post subject: Re: Space Wolves 2.1+
PostPosted: Sat Aug 28, 2010 10:42 am 
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I like the new structure. Just a few questions

Can great companies take the same extra units twice, for example two lots of wolf guard? The rules don’t disallow it, like they do for upgrades.

Can a great company have 3 heroes? They start off with one and the hero upgrade allows upto 2 extra heroes.

Just checking the wording of the hunting packs. If I have 2 great companies then I can have 2 wolf guard packs, 2 scout packs and so on?

Can I have an entire army made up of support packs?

Typos
Swift claws do not have the upgrade attack bikes
You can’t take the wolf lord by the letter of the rules, since it is an upgrade for an upgrade, whoch don’t have any listed upgrades!

Suggestion
Hero should be a single hero.

As it is iron wolf packs can have two characters with leader abilities on a 4 model formation and great companies can have 4 (1 basic, 2 for heroes, 1 for wolf lord)

Wolf lord should be a part of the hero upgrade, wth the same limitations as now.

I think support packs should be limited and their be a focus on great companies (even if it is just a simple 1 +)


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 Post subject: Re: Space Wolves 2.1+
PostPosted: Sat Aug 28, 2010 10:48 am 
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BL, let me state up front this idea isn't set for the next version. I posted it to get feedback and see if we can push the envelope on Marine list design. Given the recent discussion here about a focus on a list concept, I'm trying different paths to see how to implement the "combined-assault small-horde" idea.

The Great Company as a formation idea is very different I agree, but the Space Wolves list actually isn't a single Great Company in my view. The way I'm looking at it here is that it's mainly just a central formation that represents an abstraction of the Great Company. It's not a huge stretch of the imagination to think that each of these formations in this "idea-list" could represent the "fighting bulk" of a Great Company's strength. In terms of fluff a Great Company is extremely large - perhaps each Great Company starting to approach a Chapter size in man-power - it's not mentioned clearly at all. It's really very vague in the fluff.

Instead of looking at the formation being the Great Company itself, think more along the lines that the formation title is a simple shrinking-down (ATSKNF determines the max size of a formation) of the Great Company and that each formation you field is a separate "Company-in-abstract".

In regards to the Wolf Lord, the formation has a Hero will have a Wolf Guard Battle Leader built in. This means that you can add the Wolf-Lord upgrade to the one Hero and he will be the Supreme Commander if you so choose. Otherwise the Supreme commander doesnt have to fight alongside his Great Company bulk - he can join a Blood Claw pack if he truly wants to for tactical reasons etc. It's one of the reasons why I have the Wolf Lord as an upgrade rather than a straight character purchase.

Now, all this said, I'm also looking at Neal Hunt's idea for each Grey Hunters formation to be purchased for a specific style of fighting, it's a neat idea and one that could easily be used. So don't worry too much about it being "wrong" right now. However, I'd like to get people's views on this list proposal.

In regards to your countercharge idea, it's not bad at all. :) A countercharge special rule could be a way to give the SWs a bit more flavour.


Last edited by Dobbsy on Sat Aug 28, 2010 11:32 am, edited 1 time in total.

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 Post subject: Re: Space Wolves 2.1+
PostPosted: Sat Aug 28, 2010 11:07 am 
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IMHO a Great Company is something between 100 and 200 Marines. After Prospero the Space Wolves had only 1800 or so Marines left.
That the army is only a single Great Company is the reason i originally proposed a Wolf Lord as Supreme Commander and not the Great Wolf.
A 3000points-ish army of Space Wolves would represent the strength of a single Great Company apropiately.

Else i like the cencept of the list proposal.

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 Post subject: Re: Space Wolves 2.1+
PostPosted: Sat Aug 28, 2010 11:16 am 
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ragnarok wrote:
I like the new structure.

Thanks ragnarok. It's not set in stone yet though. We'll see how people view it first.

ragnarok wrote:
Can great companies take the same extra units twice, for example two lots of wolf guard? The rules don’t disallow it, like they do for upgrades.

I didn't see that possibility as I wrote this list quite quickly so there's a few errors but I probably say no as it's not my intention to let you fill up with with one type or another. The Great Company idea is more aimed to represent a mixed bunch of troops. That's not to say this couldn't change though, especially if I use Neal's alternative idea about different Grey Hunters formation builds.

ragnarok wrote:
Can a great company have 3 heroes? They start off with one and the hero upgrade allows upto 2 extra heroes.

yeah my EDIT mentions this issue. It's another on-the-fly change error. The Heroes upgrade has to be re-worded to adjust for this change.

ragnarok wrote:
Just checking the wording of the hunting packs. If I have 2 great companies then I can have 2 wolf guard packs, 2 scout packs and so on?

Yep that's the intention. It stops you over purchasing the hunting packs in relation to the Great Companies. e.g buy a GC and then as many Long Fangs as you want etc like it is in v2.1.

ragnarok wrote:
Can I have an entire army made up of support packs?

Hmm, I'll need to replace the wording about having to buy at least one Great Company - another change error.

ragnarok wrote:
Typos
Swift claws do not have the upgrade attack bikes

Typo indeed!

ragnarok wrote:
You can’t take the wolf lord by the letter of the rules, since it is an upgrade for an upgrade, whoch don’t have any listed upgrades!

yep another change error because of the need to change the hero upgrade wording. Right now it'll be that the GC should have a Wolf guard battle Leader (which can be the Wolf Lord) built in to the formation's cost and that you can purchase an extra hero as an upgrade if you want.

ragnarok wrote:
Suggestion
Hero should be a single hero

As it is iron wolf packs can have two characters with leader abilities on a 4 model formation and great companies can have 4 (1 basic, 2 for heroes, 1 for wolf lord)

Wolf lord should be a part of the hero upgrade, wth the same limitations as now..

Yeah all these issues are part of the whole hero wording change saga :D

ragnarok wrote:
I think support packs should be limited and their be a focus on great companies (even if it is just a simple 1 +)

Agreed as mentioned. Alternatively i could just move all the support and make one big Hunting pack section perhaps? it would save space on the page at least :D

thanks for the feedback!

blacklegion wrote:
IMHO a Great Company is something between 100 and 200 Marines. After Prospero the Space Wolves had only 1800 or so Marines left.
That the army is only a single Great Company is the reason i originally proposed a Wolf Lord as Supreme Commander and not the Great Wolf.
A 3000points-ish army of Space Wolves would represent the strength of a single Great Company apropiately.

Else i like the cencept of the list proposal.

Well Prospero was 10000 years ago so I could imagine that time could refresh their ranks ;) but no worries BL, it's just a working-title right now so it can change ;)


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 Post subject: Re: Space Wolves 2.1+
PostPosted: Sat Aug 28, 2010 12:08 pm 
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Neal - how does this wording for your idea sound? This would move towards a "mutual support/small horde" concept for the Space Wolves.

Pack Mentality

Space Wolves' highly-evolved wolf senses make them keenly aware of their surroundings. When the scent of battle is in their nostrils, Space Wolves are keen to join any nearby Wolf Brothers and get stuck in to the fray.

Any Space Wolves pack that would otherwise be in a position to lend supporting fire to an assault by another pack may instead make a counter-charge move during the counter-charge phase and fight directly in that Engage action as if they were part of a combined assault (see section 2.1.2 of the main rules). Units in the supporting pack may use either their Close Combat or Fire Fight values as required, but only those units in base contact with enemy units may use close combat attacks. EDIT - Blood Claws must always counter-charge in this supporting role as described in the Unblooded rule.


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 Post subject: Re: Space Wolves 2.1+
PostPosted: Mon Aug 30, 2010 4:11 pm 
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Dobbsy wrote:
Pack Mentality

Any Space Wolves pack that would otherwise be in a position to lend supporting fire to an assault by another pack may instead make a counter-charge move during the counter-charge phase and fight directly in that Engage action as if they were part of a combined assault (see section 2.1.2 of the main rules). Units in the supporting pack may use either their Close Combat or Fire Fight values as required, but only those units in base contact with enemy units may use close combat attacks. EDIT - Blood Claws must always counter-charge in this supporting role as described in the Unblooded rule.

Is this intended to be mandatory or optional?

I could see it being quite potent on the offense if it is optional. A free after-the-fact choice of combined assault might be too much. It would be almost like getting multiple activations out of certain situations. If it is mandatory, though, it becomes a potential drawback. An opponent could intentionally position near a severely damaged SW formation so that if it were assaulted, the damaged formation would be drawn in, with all of its BMs (and, of course, if the SW formation were broken, a wipeout in the case of the SW losing assault).

Also, is this supposed to be offensive, only when SW use an Engage action, or in all cases? Right now it's written in terms of any assault, so it would work on the defense. That would allow the Space Wolves to pull in defensive support if that is to their benefit.

Defensively, that would, of course, have the same analysis with regards to mandatory/optional. A heavily damaged or broken SW formation would probably be pariah to other SW formations because they would not want to be forced to take on the extra BMs, though there would be some exceptions.

Regardless of the answers it will require a lot of testing. Assaults are so critical that any change to those rules can make a huge difference. If you want to pursue it, this probably needs a separate thread to discuss its effects on offensive combos, clipping strategies and so on.

===

On the list structure, I think it looks much better.

The Support Packs probably aren't sufficient to make an armor force by themselves, so you've included a mandatory infantry element as a matter of practicality (and if someone wants to try a Space Wolf armor division or a wave of Fenrisian wolves, they can, but it's up to them to make it work).

You've taken out the zippy, shooty formations from the core selection, so that pushes it back towards a core assault element. It pretty much eliminates un-space-wolf-y popcorn lists unless I'm pretty badly mistaken.

The Grey Hunter formation has options for customization and choice of roles but pushing it too far in any direction is going to get expensive quickly. So, you're going to end up with "a little extra firepower" or "a little extra assault punch" but you're not going to end up with a big ol' crazy formation. It could end up with some oddball vehicular support if min-maxed (LRC, 2 Razorbacks and a Rhino, for instance), but I seem to be in the minority in that bothering me. Certainly other marine lists have similar issues.

The formations seem more focused. You stripped out some extraneous options and added ones that emphasize the character of the formation. Also, they can be larger than Codex SM formations (and the various Blood Claws will always be at least a bit larger) without being huge, so I think you've accomplished that successfully.

In summary, I get a much more SW vibe out of this list than the last iteration. I think I'd like playing against this list.

Are the Bloodclaw packs supposed to still have the +1 to Engage?


I think the thing to watch for balance is going to be air assaults For example, 8 Skyclaws in a Thawk is only 500 and in the initial assault is every bit as good as 2 Assault Marine formations in a Thawk for 550 - same Initiative (the Thawk), same number of units, same CC. They lost some in follow-on turns due to lower FF than Assault Marines. There are also some pretty cheap loads for Landing Craft, which could allow you to drop a heavy hammer (12 CC3+/CC4+ units) for ~750 points and not kill your activation count. +25 points on the aircraft is probably valid.

Drop forces are probably worth checking as well, but Planetfall is probably okay. The potential cheap "deathwind barrage" formations are linked to the number of Great Company formations so more than 3 formations in pods will require either at least one infantry formation on the ground or giving up the Scouts' Teleport ability.


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 Post subject: Re: Space Wolves 2.1+
PostPosted: Mon Aug 30, 2010 8:24 pm 
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Remember that a countercharge is made against the closest enemy. So effectively the supporting countercharge could involve another formation altogether, therby allowing the SW to really gain another action (either on a formation they failed to break the first time, or one they did not reach on a previous move).

To me, the rule is very powerful. There is more room for a General to take advantage of it with larger ATSKNF formations than an opposing General using it to his advantage. I would be hesitant to play against it.

Just some feedback.

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 Post subject: Re: Space Wolves 2.1+
PostPosted: Mon Aug 30, 2010 8:51 pm 
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frogbear wrote:
Remember that a countercharge is made against the closest enemy. So effectively the supporting countercharge could involve another formation altogether

Ooh. Good point. That would allow some potentially oddball intermingled assaults.
============

Primary target <-14cm- supporting Skyclaws -6cm-> Second target
^
Engaging formation


The Skyclaws countercharge 10cm to base contact with the second target, because they are the closest enemy, drawing them into the assault. That effectively intermingles formations 20+cm apart.

============

The rule would need a note that the support formations could only countercharge towards a formation directly engaged in the assault.

Or maybe there could be some other way of creating a similar effect if this is heading down the road of becoming unweildy.


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 Post subject: Re: Space Wolves 2.1+
PostPosted: Mon Aug 30, 2010 9:04 pm 
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nealhunt wrote:
The rule would need a note that the support formations could only countercharge towards a formation directly engaged in the assault.


Which then goes about changing a core element of the assault rules. I understand what is trying to be achieved here - I am sure there are better (simpler) ways to do it. Therein lies the joy/hardship of being a list developer :)

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 Post subject: Re: Space Wolves 2.1+
PostPosted: Mon Aug 30, 2010 11:07 pm 
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Not sure about the free Hero for the Great company. Rather than that, why not make that free character a Commander without 'leader' - essentially a Farseer without the Eldar Farseer ability?

Also on the countercharge rule - why not resurrect the idea that when assaulted, formations containing a commander may 'command' nearby friends (within 5cms) to countercharge? This limits the impact of the countercharge in two ways:-
- Through the 5cm command range
- Though the coherency rule that requires the entire defenders formation to stay in coherency even where the disparate units are required to move in different directions.


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 Post subject: Re: Space Wolves 2.1+
PostPosted: Mon Aug 30, 2010 11:23 pm 
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Ginger - No worries the hero isn't free, he's paid for in the cost of the Great Company. I orginally had GH at 225 for 6 I've bumped them up to 250 and added a mandatory hero - basically at least one Hero should be made a Supreme Commander (+50) and the Great Company should have a Hero withink it's ranks the player's option is to choose where to put that SC as It can be any Wolf Guard Battle Leader. In the updated version of the new proposal above (i've yet to covert it to PDF) I have made sure the Great Company is

6 GH, 1 Wolf Guard Battle Leader 300 points.

On the rule if it's going to cause massive issues I would err on the side of caution and not introduce it. So the issue then becomes how to make the SW's more mutually beneficial to one another in engagements?

I agree with you about air assault Neal. I was considering a +25 on both.


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