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Space Wolves 2.4.2 the final version

 Post subject: Re: Space Wolves 2.4.2 the final version
PostPosted: Sat Oct 24, 2015 5:15 pm 
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One way of keeping grey hunters 3+ and still have them diffrentiated from blood claws is to give BC 5+ and extra attack. BC would be more swingy, sometimes getting 2 hits but more likely not getting any hits at all compared to 3+. Different but statistically practicly the same (follows the 40k rules with worse stats but more dice).

I do agree that the loss of shooting ability of GH is substantial, especialy as it's a obligatory formation.

I also support the abolishing of jump pack troops as a further way to differentiate the list from standard astartes.

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 Post subject: Re: Space Wolves 2.4.2 the final version
PostPosted: Thu Oct 29, 2015 4:03 pm 
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Hi, the ERC just got back to me and gave me some (bad) news. They want us to do battlereports according to the new standard so basically that means 3 more reports from me as the AC is supposed to do 6 reports himself. The reports made by my friend Mordoten doesn't count at all since he is from my own group...
I will try and do three reports as soon as possible but right now my gaming group just started with Infinity so...
Dave will also try and do a couple of more posts.


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 Post subject: Re: Space Wolves 2.4.2 the final version
PostPosted: Thu Oct 29, 2015 4:09 pm 
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Shoel wrote:
One way of keeping grey hunters 3+ and still have them diffrentiated from blood claws is to give BC 5+ and extra attack. BC would be more swingy, sometimes getting 2 hits but more likely not getting any hits at all compared to 3+. Different but statistically practicly the same (follows the 40k rules with worse stats but more dice).

I do agree that the loss of shooting ability of GH is substantial, especialy as it's a obligatory formation.

I also support the abolishing of jump pack troops as a further way to differentiate the list from standard astartes.
I like the idea but right now I will not change stuff until the ERC has made some kind of verdict. I also think that the CC value is more then just pure 40K WS (it also weights in tactics and equipment etc.)


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 Post subject: Re: Space Wolves 2.4.2 the final version
PostPosted: Thu Oct 29, 2015 5:01 pm 
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I can try and come up with a battle rep over the week or so. Using the current PDF?

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 Post subject: Re: Space Wolves 2.4.2 the final version
PostPosted: Fri Oct 30, 2015 9:08 pm 
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gunslinger007 wrote:
I can try and come up with a battle rep over the week or so. Using the current PDF?
Sure all help is good. Use the latest PDF.


I will try and find all reports (I think Jimmy have them in a file somewhere here :) ) and make a list so we can see how many reports that are needed. Each group has to make at least 4 reports to make it count.


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 Post subject: Re: Space Wolves 2.4.2 the final version
PostPosted: Fri Oct 30, 2015 9:34 pm 
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Look at the PM I sent you, they're in there.

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 Post subject: Re: Space Wolves 2.4.2 the final version
PostPosted: Fri Oct 30, 2015 9:50 pm 
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Dave wrote:
Look at the PM I sent you, they're in there.
Thanks but I was looking for the complete list and just found it :)

So right now we have a complete set of games from PFE100! :spin (6 games)
We still lack 3 more games from me and then we will have 12 games so one group need to make 6 reports or two groups need 4 each so we can reach the magic 18 reports.

Right now we have:
Dave 2 games
Orton and CAL001 3 games
Jimmyzimms 1 game
Hena 1 game

(Sadly Mordoten is in my team his 4 reports doesn't count anymore :( )

Many games is against the Imperial guard so if you want to help with the reports and can choose your opponent please fight against something else :) (preferable Tau or Eldar)

I'm hoping for a game this weekend but I might be feeding candy to children instead...


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 Post subject: Re: Space Wolves 2.4.2 the final version
PostPosted: Fri Nov 20, 2015 4:33 pm 
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Haven't played for a while but finally managed a report against Codex Marines 3-1 win

viewtopic.php?f=84&t=30553


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 Post subject: Re: Space Wolves 2.4.2 the final version
PostPosted: Tue Nov 24, 2015 10:36 pm 
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Not a full BatRep. But I did manage to get a game in and wanted to share my thoughts.

Space Wolves v. Biel Tan Eldar

Incompertus, 3000 POINTS
Space Wolves (NetEA Army Compendium v20120208)
==================================================

GREAT COMPANY [425]
6 Grey Hunters, Wolf Lord, Hunter, Rhinos

GREAT COMPANY [450]
6 Grey Hunters, Battle Leader, Land Raider, Hunter, Rhinos

WOLF GUARD TERMINATORS [375]
4 Wolf Guard Terminators, Wolf Priest

WOLF SCOUTS PACK [225]
4 Wolf Scouts

LONG FANGS PACK [300]
4 Long Fangs

SWIFTCLAW BIKES PACK [250]
6 Swiftclaw Bikes, Wolf Priest

LAND SPEEDERS [200]
5 Land Speeder

PREDATORS [325]
4 Predator Annihilator, Hunter

THUNDERHAWK [225]
Space Wolves Thunderhawk Gunship

THUNDERHAWK [225]
Space Wolves Thunderhawk Gunship


Incompertus, 2950 POINTS
Biel-Tan Craftworld (NetEA Army Compendium v2014 (v4.2))
==================================================

AVATAR [0]

PHOENIX BOMBERS [325]
3 Phoenix Bombers

NIGHT SPINNER TROUPE [175]
3 Night Spinners

RANGER TROUPE [100]
4 Ranger

RANGER TROUPE [100]
4 Ranger

SWORDS OF VAUL TROUPE [300]
5 Falcon, Fire Storm

SWORDS OF VAUL TROUPE [250]
3 Falcon, 2 Fire Storm

ASPECT WARRIOR WARHOST [350]
8 Swooping Hawk, 2 Exarch

ASPECT WARRIOR WARHOST [600]
2 Dire Avenger, 4 Dark Reaper, 2 Fire Dragon, Exarch, Autarch, 4 Wave Serpent

GUARDIAN WARHOST [150]
Farseer, 7 Guardians

GUARDIAN WARHOST [200]
Farseer, 7 Guardians, 3 Support Weapon Platforms

WINDRIDER TROUPE [200]
5 Jetbikes, Vyper

GUARDIAN WARHOST [200]
Farseer, 7 Guardians, 3 Support Weapon Platforms



Full disclosure up front, I had some rough rolls in this game. Two Thunderhawks not making a save between the two of them rough. However, on turn 2, the Eldar had 4 failed activations so I suppose it all works out somehow.

-This Eldar list seemed to match up against the SWs well. Essentially a large Eldar gunline managed to set up and fire as the Wolves tried to race across the board. Combined with the Eldar having more formations and the first turn got a little rough for the Wolves from sheer volume of saves they were forced to make (or not make.)

-The Great Companies: These felt a little underwhelming, as though they didn't quite bring enough. A vanilla formation is hamstrung by being required to find an engagement, and must suffer fire until it does. To add any shooting to the formation gives it the ability to fire, but also quickly pushes up the cost investment. When in an engagement, they do their job, but I would still like to see a bonus for them when engaging to balance out the lose of missile launcher shots.

-Scouts: interesting utility. They managed to teleport in on turn 2 and kill the autarch to secure the BTS. The point cost is a bit much after the teleport so careful placement is a must to take advantage of the teleport. Not sure I would take more than 1 formation of these.

-Long Fangs: Enjoyed these a lot. While expensive, they broke a critical guardian formation on turn 3. The firepower they distribute is impressive and I will be bringing 2 in the future.

-Overall, the game ended 2-1 because of the Long Fangs on turn 3. Eldar secured BTS, SW had BTS and Take and Hold. If the game had gone to turn 4 though, the SW would have been tabled. There wasn't much left of their force and the Eldar still had a reasonable force present. The SW list is expensive. To try and fit utility outside of engagments into the list becomes expensive and can limit the activations down the end. I enjoy playing the list and will continue to do so. But it feels that there is a minor tweak missing that will polish the list up and still retain the original "small horde" concept.

So that's my two cents! Hopefully Karl will stroll through at some point and add his thoughts on playing against the SWs. Keep up the good work and thanks for helping to bring this list to where it is!

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 Post subject: Re: Space Wolves 2.4.2 the final version
PostPosted: Wed Nov 25, 2015 5:08 pm 
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gunslinger007 wrote:
Overall, the game ended 2-1 because of the Long Fangs on turn 3. Eldar secured BTS, SW had BTS and Take and Hold. If the game had gone to turn 4 though, the SW would have been tabled. There wasn't much left of their force and the Eldar still had a reasonable force present. The SW list is expensive. To try and fit utility outside of engagments into the list becomes expensive and can limit the activations down the end. I enjoy playing the list and will continue to do so. But it feels that there is a minor tweak missing that will polish the list up and still retain the original "small horde" concept.
Thanks for sharing.
Elite units (marines) and horde will mean less activations. 10 is not that bad, is it?

If you have any ideas on what the "minor tweak" might be, feel free to post them here :)


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 Post subject: Re: Space Wolves 2.4.2 the final version
PostPosted: Wed Nov 25, 2015 7:24 pm 
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I agree, ten activations isn't the end of the world. The minor price increases on some of the formations does become very apparent however.

As for the tweak, I don't have a suggestion just yet. I'm not a fan of not bringing a solution to the table, but I plan to get more games in and hopefully that will help me put my finger on it!

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 Post subject: Re: Space Wolves 2.4.2 the final version
PostPosted: Wed Nov 25, 2015 7:44 pm 
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Hey Uven where we on a breakdown by group and the gap the ERC wants filled before we go for approved again?
(sorry, American thanksgiving is upon us and using excel on a mobile sucks). Mind giving us a quick break down if you've got a minute?

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 Post subject: Re: Space Wolves 2.4.2 the final version
PostPosted: Wed Nov 25, 2015 7:59 pm 
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jimmyzimms wrote:
Hey Uven where we on a breakdown by group and the gap the ERC wants filled before we go for approved again?
(sorry, American thanksgiving is upon us and using excel on a mobile sucks). Mind giving us a quick break down if you've got a minute?
sorry I'm not quite following you here. What do you mean?

The status of the list is unclear to me. They have said that we need more battlereports since the AC needs to do 6 and other groups need at least 4, we still need 3 or so reports depending on who does them. I'm not really sure if the list will be accepted and I'm not sure my changes is ok.
So my plan is to make my reports and try to submit the list again. It's that or we start from scratch again...

Edit: re read your post and you probably want this: (it can also be found in a post a little bit earlier.)

I got 4 reports done, 2 left.
PFE100 has done 6
Dave has done 3
Your team has done 3
So one more by you and Dave and we have the magic 18 reports. (at least three groups doing between 4 and 6 reports each and the AC doing 6)
It's that or Dave has to do three more so he have done 6... (or anyone else)
Please note that I am not a big friend of this system but I'm trying to be nice :)

We also have a small team that has managed a game or so that might help if they do three more.


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 Post subject: Re: Space Wolves 2.4.2 the final version
PostPosted: Wed Nov 25, 2015 9:38 pm 
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gunslinger007 wrote:
I agree, ten activations isn't the end of the world. The minor price increases on some of the formations does become very apparent however.

As for the tweak, I don't have a suggestion just yet. I'm not a fan of not bringing a solution to the table, but I plan to get more games in and hopefully that will help me put my finger on it!
That sounds fair :)

Also please note that the current list is not yet published in Armyforge. The current list can be found a couple of post up and several of the prices is adjusted a little bit.


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 Post subject: Re: Space Wolves 2.4.2 the final version
PostPosted: Fri Dec 11, 2015 12:59 pm 
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Two more reports,
one by me:
viewtopic.php?f=84&t=30631
and another by Dave:
viewtopic.php?f=84&t=30606&p=579864#p579864


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