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Space Wolves v2.3.1

 Post subject: Space Wolves v2.3.1
PostPosted: Tue Mar 15, 2011 10:03 am 
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Here's a minor update to the 2.3 list to correct a few odds and ends. I think this is a pretty solid playtest list now and I'm hoping it can get a decent run without changes - fingers crossed I don't have to change too much before the list goes into Epic: Nemesis. :D

Changes from 2.3 are:

Moved Fenrisian Wolves to the Hunting packs section - they become less spammable as per all other hunting packs.
Split/added the Land Raider Crusader entry for transport upgrade - on Pulsar's idea.
Removed Long in the Tooth - agree with Morgan, Neal Hunt and MikeT's view.
Returned Long Fang shooting range to 45cm - as per Chroma's and my own view.
Added the Hero upgrade to the Long Fangs.
Adjusted the Space Wolves transport special rule wording to follow Morgan's, Mephiston's and Ginger's thoughts.

Hope you enjoy!!


Space Wolves v2.3.1


Last edited by Dobbsy on Wed Mar 16, 2011 9:36 am, edited 2 times in total.

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 Post subject: Re: Space Wolves v2.3.1
PostPosted: Tue Mar 15, 2011 10:40 pm 
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Grrr! I forgot to add "Hero" to the Long Fangs upgrade list :(


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 Post subject: Re: Space Wolves v2.3.1
PostPosted: Tue Mar 15, 2011 11:02 pm 
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link disabled till it's fixed.
Fixed!


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 Post subject: Re: Space Wolves v2.3.1
PostPosted: Sun Apr 24, 2011 3:14 am 
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so i take it that this is the most balanced list for SW's out there? i've seen three other lists so far, but i'm not good at looking at rules and picking them apart to find errors. But, i will try your list out first since even Neal has said good things about it.


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 Post subject: Re: Space Wolves v2.3.1
PostPosted: Sun Apr 24, 2011 3:40 am 
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Dughan wrote:
so i take it that this is the most balanced list for SW's out there? i've seen three other lists so far, but i'm not good at looking at rules and picking them apart to find errors. But, i will try your list out first since even Neal has said good things about it.

Good Choice! But a better choice would be to leave Russ's Lapdogs in their cage and instead take the superior and intelligent 1st Legion, The Dark Angels! ::) ;)

I'm a little biased by the way.... ;D


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 Post subject: Re: Space Wolves v2.3.1
PostPosted: Sun Apr 24, 2011 5:43 am 
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Dobbsy,

List is looking good mate, like the format of it and will be interested to see how it plays. When I get back from Afghanistan mate I will add some playtesting to my holiday program. Orton has jusy moved to Darwin so i have a good number two to do some playtesting against. We have a number of armies to test it against. Will give it a shot against codex Marines, Black Legion, Thousan Sons, Guard and anything else we can find.

Would like to see Thunderhawk Transports get into some more lists. they are a very cool option for air assaults. I would like to see a Bllodclaw formation in them with a Vindicator attached and see how that plays out.

Cheers
Aaron


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 Post subject: Re: Space Wolves v2.3.1
PostPosted: Sun Apr 24, 2011 4:32 pm 
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Thanks Dughan. IMO (hopefully a few others' too) 2.3.1 is the best for balance (in my lists anyway) - I'm hoping it might even get a "developmental" sticker sooner rather than later but more playtesting would be best. In 2.3.1 I've curbed the ability to spam Fenris Wolves which means pretty much all the "cool new SW units" (as opposed to codex unit types like Land Speeders) are now Hunting packs and their number is tied directly to how many Great Companies you take. There's probably a few people out there who still don't like Thunderhawks being so easily purchasable but I've tried to combine the Codex list with a non-codex Marine list as best as I can and THs are a staple marine unit IMO.

Angel - :P :D

Cal001 - thanks mate, that'll be awesome! Chris from Onyx's group will also be using them in their upcoming campaign so the more testing the better. I've been looking at doing a Ragnar Blackmane drop list (Claws of Russ) that includes the transporters. Haven't yet got that to a stage where I like it though. It's a bit more trickier than the Iron Wolves as I'm dealing with a drop force and I don't really want to just make that a "everyone turns up on the third turn" kind of list. I also want it to be different to the Ravenguard so it's not just a grey painted RG list. It's on the backburner for now though.

Thanks guys :)


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 Post subject: Re: Space Wolves v2.3.1
PostPosted: Sun Apr 24, 2011 7:25 pm 
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Still don't like "Grant Company" as a formazion name. IMHO the whole army you build with this list is ONE Grand Company unless you take multiple Wolf Lords (= Supreme Commanders).

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 Post subject: Re: Space Wolves v2.3.1
PostPosted: Mon Apr 25, 2011 1:01 am 
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That's fair enough, BL.

My only answer is that given the ad-hoc way Space Wolves go about business, the Great Company is highly abstracted and can be multiple things to people. If you want to take the whole army as a specific Great Company you can. If you don't, you don't have to. For instance, if you field an Ultramarine Codex list, there's not enough individual troops (I'm talking per specific 6mm miniature on a base here) to make up a single company of 3000 points, as 100 Marines is only 2 tactical, 1 assault and 1 devastator formations. You have to fill the rest of the army with other company troops. My Great Company design can be generally larger (as GCs are supposed to be) to make up 3000 points or it can be multiple GCs in one army.


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 Post subject: Re: Space Wolves v2.3.1
PostPosted: Mon Apr 25, 2011 1:56 am 
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Yeah, I'm not woried about formation names at all.
It is FAR more important that the army be balanced and playable.

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 Post subject: Re: Space Wolves v2.3.1
PostPosted: Mon Apr 25, 2011 7:04 am 
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Matt,

A question ref transport. Reading it I get the normal piece on transport. If I add bloodclaws to a GC, does the cost include transport (Rhino)? If not, can rhinos become an upgrade option or up the points to include transport. I am having fun designing my GC at the moment.

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Aaron


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 Post subject: Re: Space Wolves v2.3.1
PostPosted: Mon Apr 25, 2011 9:16 am 
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The only add-on troops who don't get built-in transport are the Wolf Guard terminators. I followed the Codex list for wording but used "+" instead of the word "plus". Do I need to re-word it?


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 Post subject: Re: Space Wolves v2.3.1
PostPosted: Mon Apr 25, 2011 1:22 pm 
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Matt,

Maybe add some additional text in the transport special rules you have on the proceeding page to the list. Just to clarify that the add in infantry come with transport. The wording looks good to me.

I will ask one other question, for every one Great Company I take, I can take 1 Hunting Pack of each type. I am just coming to grips with it as a list and want to make sure I am doing the right thing.

Cheers
Aaron


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 Post subject: Re: Space Wolves v2.3.1
PostPosted: Tue Apr 26, 2011 12:40 am 
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Yep, you can take one of each Hunting pack type with each GC you buy. It's designed so you can't spam all the smaller, cheaper formations without the solid core of the army - Grey Hunters.


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 Post subject: Re: Space Wolves v2.3.1
PostPosted: Tue Apr 26, 2011 3:30 am 
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BTW Cal, have a try with a maxed Blood Claws formation with 2 Vindicators and a Hero. I've yet to take one but it's next on my list to see how it plays. It's essentially a Blood Claw Great Company in size - albeit with a reduced initiative.


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