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Space Wolves 2.2

 Post subject: Re: Space Wolves 2.2
PostPosted: Sun Nov 07, 2010 11:49 pm 
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Dobbsy wrote:
What are the "reasons other" for Orks?


I believe it is for them to remain competitive. Not sure as I have not played them - but that is what I believe.

Something that this list should not have an issue with.

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 Post subject: Re: Space Wolves 2.2
PostPosted: Mon Nov 08, 2010 12:05 am 
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Orks, I imagine, get +1 to double not because they want to get into combat fast but because that's the only thing that you can organize them to do easily.

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 Post subject: Re: Space Wolves 2.2
PostPosted: Mon Nov 08, 2010 12:07 am 
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frogbear wrote:
Dobbsy wrote:
What are the "reasons other" for Orks?


I believe it is for them to remain competitive. Not sure as I have not played them - but that is what I believe.

Something that this list should not have an issue with.

The reason I've seen listed is actually a fluff reason. Orks either want to hit things, or they want to GO FASTA WITH THE DAKKA DAKKA!

It's been fairly well established in the background that travelling at high velocity and shooting big, inaccurate guns, is definitely orky. It's to encourage that style of gameplay, and discourage a lot of other strategies. Otherwise Orks would just be 2+Init, and +1 on Engage. Marching (Wot? I don't gets to shoot? BAH!), Overwatch (Wot? I gots to wait to shoot? BAH!), and Sustain/Advance (Wot? I don'ts get to move faster? BAH!) would all be more viable, and un-orky.

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 Post subject: Re: Space Wolves 2.2
PostPosted: Mon Nov 08, 2010 12:13 am 
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The supporting thing feels rather flavorful, and the +1 to double feels unnecessary and somewhat unjustified, IMO.

As frogbear and Morgan have pointed out, there is a marked difference between Orks and Space Wolves.

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 Post subject: Re: Space Wolves 2.2
PostPosted: Mon Nov 08, 2010 1:17 am 
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simulated knave wrote:
Orks, I imagine, get +1 to double not because they want to get into combat fast but because that's the only thing that you can organize them to do easily.

Morgan Vening wrote:
The reason I've seen listed is actually a fluff reason. Orks either want to hit things, or they want to GO FASTA WITH THE DAKKA DAKKA!

It's been fairly well established in the background that travelling at high velocity and shooting big, inaccurate guns, is definitely orky. It's to encourage that style of gameplay, and discourage a lot of other strategies. Otherwise Orks would just be 2+Init, and +1 on Engage. Marching (Wot? I don't gets to shoot? BAH!), Overwatch (Wot? I gots to wait to shoot? BAH!), and Sustain/Advance (Wot? I don'ts get to move faster? BAH!) would all be more viable, and un-orky


Both of these statements say essentially the same thing I'm trying to portray with the Unblooded rule. It's just it applies to young, inexperienced, hot headed, foolhardy Space Marines. Do they sound like normal Marines to you? Of course not. There is logic involved. It's not just a random choice I invented to give the SW an advantage.

Bloodclaws etc like it fast and loud, they like battle and want to be in it regardless of the risk and it's a reason they must countercharge if assaulted (which BTW, is a negative to them in terms of the cost debate as they won't always get their full number into btb leaving those with FF6 stranded out the back lending very little to the fight) In fact, it's the reason Bloodclaws often want to be Swiftclaws.

simulated knave wrote:
The supporting thing feels rather flavorful, and the +1 to double feels unnecessary and somewhat unjustified, IMO.

As frogbear and Morgan have pointed out, there is a marked difference between Orks and Space Wolves.

See my above justification on flavour/fluff/justification. ;)


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 Post subject: Re: Space Wolves 2.2
PostPosted: Mon Nov 08, 2010 1:41 am 
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With Orks it is to force a universal gameplay style and is factored into everything. Realy a CC army like Orks with grotz and big mobs wants to march lots and then engage. Instead you have fundamentally the choice between lots of dice not much damage.

And what effect does it give? You double towards the enemy blazing away doing largely morale damage and then hit in assault. Thats it. You can do other things but you accept you will take a bm and fire. Marching is right out. It is both a limiter, game style enforcer and balancer for their stats.

Nothing is so odd about the space wolf game style that they need a special rule to ensure players follow it.


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 Post subject: Re: Space Wolves 2.2
PostPosted: Mon Nov 08, 2010 1:59 am 
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Giving them a bonus on the charge is reasonable. Giving them a bonus on movement is most certainly not. They do not move more easily because you suggest they might get to shoot someone at some point in the future.

Point them at an enemy they want to hit, and then they'll get their act together.

Doubling is not close combat, and it does not make sense that Blood Claws would get a bonus to it.

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 Post subject: Re: Space Wolves 2.2
PostPosted: Mon Nov 08, 2010 2:35 am 
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Simulated Knave wrote:
Giving them a bonus on the charge is reasonable. Giving them a bonus on movement is most certainly not. They do not move more easily because you suggest they might get to shoot someone at some point in the future.

Sorry I disagree. They move more easily because they want to fight. Doubling allows that albeit with a detriment to their stats - but they don't care about that. Don't let the fact that just because they're Marines not Orks channel you into believing the game rules have to be a certain way. I'm sure you can see that in the end rules are not the fluff and can be applied with the similar effects for two different races.

Simulated Knave wrote:
Doubling is not close combat, and it does not make sense that Blood Claws would get a bonus to it.

That's where you're not getting me. They like combat - it doesn't have to be close combat, that's just a preferred method. Sure other races like it too and don't have this rule but that's where flavour comes in IMO. Basically, Blood Claws, Swiftclaws, Skyclaws - they all like to blow s*** up and beat it to a pulp.

Ok I'll ask plainly.

Is this part of the rule broken?

Does it truly effect a massive swathe of the list thus making it untenable? I don't think so, and with the limited number of games I've played so far it's not panned out that way. Please, prove me wrong by playing some games with them. I'm very happy to see it in batreps. ;)

BTW, a double is just as handy a way to "support" their fellow Space Wolves in an assault than a specific special rule - indeed, to me it reflects their nature to get stuck in just as easily - and more importantly, simply.


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 Post subject: Re: Space Wolves 2.2
PostPosted: Mon Nov 08, 2010 4:37 am 
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Dobbsy, you played it against me and I disagreed with it. Does that not count?

It is not in the flavour. Simply put, they have no reason for the +1 on a double other than to get past the 2+ initiative. There is no fluff and the whole arguement for it sounds like GW - this is the latest codex and they are the best. ::)

The armies that you have taken also do not use the Space Wolves strengths (regardless of the rule). Try some of the ones I posted on Wargamer and placed below to see how this army get's more 'bang for it buck'

It is not so much as broken, it is just unnecessary. You have four people telling you this on the thread. What you do with the feedback is your choice I guess.

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 Post subject: Re: Space Wolves 2.2
PostPosted: Mon Nov 08, 2010 4:47 am 
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At some point it is going to go before a trial period of acceptance. You will just have the same points come up at that time as well. Why not test it with less rules to find out whether it is needed?

I know Special rules are 'choice', however I also have let go of many special rules to get a list done. You know what I have found - I may have been wrong. Yet further playtests are required and if a list is found needing, then look at the special rules.

You have said it yourself, you need play tests. It makes sense to play test without this +1 to double than to test with it otherwise you will never see whether it is required or not.

That's my experience, anyways...

Just for some history:
- Emperor's Children - special rule of 'Ecstacy' removed for playtests
- World Eaters - Indomitable and Fearless removed for playtests
- Imperial Fists - 'Firebase placement' and 'Terminator selection before battle' removed for playtests

So I have been there.

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 Post subject: Re: Space Wolves 2.2
PostPosted: Mon Nov 08, 2010 6:30 am 
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frogbear wrote:
Dobbsy, you played it against me and I disagreed with it. Does that not count?

Of course it does mate, but out of three people to play against the current list (with actual feedback) only you have voiced any concern so far. That's no reason to change it wholesale in my books and if I were to change the list everytime a single person voices an issue the list will never be finished and, as I said, my experience with them doesn't show your issue is well-founded so far. Sorry. From our game, what you saw from the Swiftclaws as perhaps OTT, I saw as a reasonable representation that wasn't OTT. My second game confirmed they aren't broken with a +1 to double given all their other negatives.
In any case, once I play/see more games I may see it confirmed either way with more conviction.

frogbear wrote:
It is not in the flavour. Simply put, they have no reason for the +1 on a double other than to get past the 2+ initiative. There is no fluff and the whole arguement for it sounds like GW - this is the latest codex and they are the best. ::)

I respectfully disagree. It's not there to "get past" anything and it's actually following a pattern/feel from all the SW codeces I have. In the very least, it promotes support movements and shows they want to be in the fight.

frogbear wrote:
The armies that you have taken also do not use the Space Wolves strengths (regardless of the rule). Try some of the ones I posted on Wargamer and placed below to see how this army get's more 'bang for it buck'

I will try the lists for sure. Until that confirms what you're saying, the list will remain as is for now.

frogbear wrote:
It is not so much as broken, it is just unnecessary. You have four people telling you this on the thread. What you do with the feedback is your choice I guess.

Again, I don't see it as unnecessary and I've given the reasons for it. Out of those four people, only one has played against the list and while I'm aware a lot list design is theory hammering it's not enough.

frogbear wrote:
At some point it is going to go before a trial period of acceptance. You will just have the same points come up at that time as well. Why not test it with less rules to find out whether it is needed?

You have said it yourself, you need play tests. It makes sense to play test without this +1 to double than to test with it otherwise you will never see whether it is required or not.

Without anyone playtesting it I won't know that for sure will I? ;) However, the problem is that where you feel it's not required, I do - for all the above reasons I've mentioned.

Look, I'm not being bloody-minded. I am listening, and I'm very much aware of your concerns but so far the arguments aren't winning me over to change right now. There's not enough evidence to back up your argument for change and what little I have from my own experience doesn't support your view.


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 Post subject: Re: Space Wolves 2.2
PostPosted: Mon Nov 08, 2010 7:16 am 
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Dobbsy wrote:
There's not enough evidence to back up your argument for change and what little I have from my own experience doesn't support your view.


There never will be enough evidence. That is the thing, and while people will disagree, it will not have them testing the list any faster.

You have four people (so far), all who have developed lists and have an understanding of the game, telling you the same thing. That has been pretty good for me in the past.

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 Post subject: Re: Space Wolves 2.2
PostPosted: Mon Nov 08, 2010 3:07 pm 
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On a different note, since there is all the work going on with "Bloodlust" (or whatever it ends up being called) for World Eaters and Blood Angels, is there a reason that wouldn't work for Bloodclaws?

I know it's not exactly the same but it would be nice to try for some consistency before going with an alternate rule.


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 Post subject: Re: Space Wolves 2.2
PostPosted: Mon Nov 08, 2010 8:40 pm 
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Maybe. However the list is still missing the feel of the 'pack'.

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 Post subject: Re: Space Wolves 2.2
PostPosted: Mon Nov 08, 2010 11:02 pm 
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Says you.


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