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Space Wolves v2.4

 Post subject: Re: Space Wolves v2.4
PostPosted: Tue Jan 22, 2013 5:02 pm 
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 Post subject: Re: Space Wolves v2.4
PostPosted: Tue Jan 22, 2013 10:51 pm 
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Corran_dk wrote:
How would a say... 3k or 4k Space Wolf list look like?

Well it would be a personal thing really, and could depend on what minis you have and what you like to see on the table, but a good start to base a list around are the Great Companies.

At 3K I usually take at least 2 beefed up GCs and have used 3 of differing size as well.

A list I've taken before has looked something like this:

GC + 2 Long Fangs + 2 Grey Hunters
GC + 2 Long Fangs + Wolf Lord
GC + 2 GHs
Blood Claws + 2 BCs + 2 Land Raider Crusaders
Swiftclaws
Swiftclaws Attack bikes
Whirlwinds + Hunter
Fenrisian Wolves
Thunderbolts
plus sundry (150 point left over??) I forget....

I could swap out the Fenrisian Wolves for a Land Raider formation too.

The GCs are hard as nails formations and the Blood Claw pack is too and acts like an inferior GC as it suffers from the Unblooded rule. Don't forget the Pack Mentality special rule. The list above is quite defensive and tends to hold ground well.


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 Post subject: Re: Space Wolves v2.4
PostPosted: Thu Jan 24, 2013 11:34 pm 
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Thank you, might try SW's out after my Tau is done :)


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 Post subject: Re: Space Wolves v2.4
PostPosted: Sat Feb 02, 2013 5:27 pm 
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How do people fare with space wolves? Im personally think they have one big problem.

All blood claws units are really bad. 2+ init usually ruin my day. One blastmarker and they become unreliable.

What is the reason for this? They already have to engage if in range.


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 Post subject: Re: Space Wolves v2.4
PostPosted: Sat Feb 02, 2013 5:28 pm 
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Also, are thunderwolf cav anywhere on the horizon?


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 Post subject: Re: Space Wolves v2.4
PostPosted: Sun Feb 03, 2013 12:01 am 
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Pontus wrote:
Also, are thunderwolf cav anywhere on the horizon?


Yep, seems a bit strange to me that they are not in.


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 Post subject: Re: Space Wolves v2.4
PostPosted: Sun Feb 03, 2013 4:04 am 
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No. There's a few reasons.
1/ There's no reason for them when you have bike units
2/ People didn't want them in the list to begin with
3/ Just because it's in the 40K codex doesn't mean it gets shoe-horned into Epic.
4/ (A lot less important) The idea of them is slightly naff - but that's my personal opinion. GW jumped the shark :)

If you want to have them they can be "counts as" bikes.

Pontus wrote:
How do people fare with space wolves? Im personally think they have one big problem.

All blood claws units are really bad. 2+ init usually ruin my day. One blastmarker and they become unreliable.

What is the reason for this? They already have to engage if in range.

Well I disagree but that's just my opinion. As described in the fluff, being so young they are unruly and hard to control. Even Ragnar had trouble controlling them IIRC. They also bring some balance to the list and add theme. If you have BMs try adding a leader to them to help get control back. Also, they don't have to engage if they don't want to - it's not mandatory and the 1+ initiative applies only when they want to.


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 Post subject: Re: Space Wolves v2.4
PostPosted: Sun Feb 03, 2013 8:02 am 
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Mate,

I have played around 12 battles with my wolves. I always take BC with a chap and 2 extra. Load them up in vehicles or a TH and that will solve that problem of the -1 to activate. They must be performing the assault role. You will find if you use them in a TH that you can AA turn one and daisy chain some assaults together if you pick the right target.


On the how do they fare question, I have only lost two or three games and won CANCON 2013 last weekend with them.

Cheers
Aaron


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 Post subject: Re: Space Wolves v2.4
PostPosted: Sun Feb 03, 2013 9:53 am 
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Gonna try some new stuff then. It just bothered me how hard they were to use in rhinos, and droppods was a tad to expensive.

Time to assemble a gunship or two then!

Btw, why are warhounds not avaliable?


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 Post subject: Re: Space Wolves v2.4
PostPosted: Sun Feb 03, 2013 10:01 am 
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It's part of the design concept for the army as far as I know. Dobbsy wanted them to be different to standard Marines and play with a style all of there own. Not having war hounds has not hindered my game play. At 4k, you can get a Reaver in, below that you will not need them. Don't forget Swiftclaws, changed the lot to multi- melta Attack Bikes and you have a formidable force. I used a 4-2 combination at CANCON to good effect.

Cheers
Aaron


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 Post subject: Re: Space Wolves v2.4
PostPosted: Tue Jul 23, 2013 12:25 pm 
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Hi!

First, congratulations for the list, it is characterful and fun.

I had a question about this : "You may not have more Hunting packs of any one type than you do Great Companies"

Let's take an example. Does that mean :
1) one GC allows me to field one long fang pack and one wolf guard pack ( but not two wolf guard packs )
2) one GC allows me to either field one long fang pack or one wolf guard pack.

Thanks!


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 Post subject: Re: Space Wolves v2.4
PostPosted: Wed Jul 24, 2013 9:39 am 
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In your examples nr 1 is correct.

cheers


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 Post subject: Re: Space Wolves v2.4
PostPosted: Wed Jul 24, 2013 10:30 am 
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Thanks for the help!


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 Post subject: Re: Space Wolves v2.4
PostPosted: Sun Aug 11, 2013 4:50 am 
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I just read through the thread and looked over the list and it seems good (I used to collect SW in 40k so am familiar with them).

If I playtest them would you like this suggestion from page 3 of the thread tested? You seemed to think it a good idea back then. It seems like a much better version than the existing stats to me - a stand that carries 4 heavy weapons should have 4 shots (with the disadvantage of the formation being vulnerable to suppression) rather than 3 and the reduced range and mixed types adds disadvantages that balance it.

Evil and Chaos wrote:
Suggestion : change long fangs' weapon from 3x heavy weapons to 2x lascannon & 2x heavy bolter.

Reasons include-
"generic" weapons are supposed to be avoided in Epic where possible.

It would give the unit an interesting profile - best at shooting at mixed formations but inferior at shooting at dedicated AV or INF formations - instead of being generic and shooting at everything with the same 5+ attack.


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 Post subject: Re: Space Wolves v2.4
PostPosted: Sun Aug 11, 2013 6:14 am 
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I've been looking more at the list and trying to work out tactics and options and what looks good or too good. I have a feeling you're over-discounting for the Blood Claws rules which can be mostly avoid if air assaulting (where you use the 1+ initiative of the transport) or Drop Podding (where often you'll be in assault range). The larger formation sizes provide significant advantages with blast markers and in assaults. A couple of formations strike me as particularly too good/cheap at the moment:

Bloodclaws concern me at 200, their poor initiative can be avoided if air assaulting or in engage range. They're only 200 points and have no guns but can have Drop Pods. Playing a game, choosing to play corners to concentrate the enemy and then dropping 20 Blood Claws on the 1st turn would be nasty. 3 x Drop Pods attacks and the spacecraft should put a lot of blast markers around and hopefully some Blood Claws would be in engage range. It would only cost 850 for the 20 plus a SC too, a fair bit cheaper than regular marines could do such a drop for. I think 6 should cost 250, or at least 225.

Fenrisian Wolves also concern me, they're very good for 150. They'd be particularly good in a Planetfall / Drop list. Planetfalling a lot of formations into an enemy deployment zone can be a nasty tactic for marines, but the slow moving infantry can have a problem engaging further away stuff. If you planetfall a Landing Craft and drop off 2 x Fenrisian Wolf formations into the enemy deployment zone as well tthen they could do some nasty assaults with supporting fire from the Landing Craft and whatever tanks it deploys or further away assaults up to 40cm. They should be 175 at least IMO.

CAL001 wrote:
Mate,

I have played around 12 battles with my wolves. I always take BC with a chap and 2 extra. Load them up in vehicles or a TH and that will solve that problem of the -1 to activate. They must be performing the assault role. You will find if you use them in a TH that you can AA turn one and daisy chain some assaults together if you pick the right target.


On the how do they fare question, I have only lost two or three games and won CANCON 2013 last weekend with them.

Cheers
Aaron

What's your opinion on the list balance compared to regular SMs Aaron? That sounds like a very impressive win ratio! I wonder how much is your experience and real world military strategy experience and how much is the list perhaps being a bit overpowered.


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