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Space Wolves version 2.0

 Post subject: Re: Space Wolves version 2.0
PostPosted: Sun Apr 11, 2010 1:14 pm 
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zombocom wrote:
I'd drop back to FF5+ on wolf scouts. Is there any reason they're better than normal scouts at FF? Are they really as good as a tactical squad at FF? They're still awesome with CC3+ and teleport.


The Scout units I was fielding on the release day for the 40k books, were easily outshooting tactical marines, but I think probably they should be 3+/5+ I was being a bit silly with my units.


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 Post subject: Re: Space Wolves version 2.0
PostPosted: Sun Apr 11, 2010 1:28 pm 
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Zombo, I'm pretty sure the rank of a ven dread isn't why they're able to lead a force - their experience is. But, as I mentioned, I'm actually not that attached to the name Venerable Dreadnought per se, more that I'd really just like to trial a more survivable Dreadnought in an SC role. The name of Venerable Dread is just one I started off with. I'm considering the name Ancient Dreadnought for playtesting.

On the scouts that's a fair point. I was actually planning to utilise hello_dave's stats of 4+/4+ instead however, so they are less Bloodclaw CC more Grey Hunter FF with scout abilites, armour and teleport in the mix.


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 Post subject: Re: Space Wolves version 2.0
PostPosted: Sun Apr 11, 2010 1:42 pm 
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Quote:
I'm pretty sure the rank of a ven dread isn't why they're able to lead a force - their experience is. But, as I mentioned, I'm actually not that attached to the name Venerable Dreadnought per se, more that I'd really just like to trial a more survivable Dreadnought in an SC role. The name of Venerable Dread is just one I started off with. I'm considering the name Ancient Dreadnought for playtesting.


Okay, so what's wrong with taking a Venerable Dreadnought (Which would have RA4+, and maybe CC3+) and adding a Supreme Commander upgrade to it?

That achieves the same thing as your "Ancient Dreadnought" only you don't have to invent a new type of Dreadnought...

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 Post subject: Re: Space Wolves version 2.0
PostPosted: Sun Apr 11, 2010 2:03 pm 
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My only issue with that, is that it's not "out front" as an option - you have to realise you can put a SC in a dread unit. Up until recently it did not occur to me to do so, so others may not either, which will take away (what I think is) a characterful idea.


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 Post subject: Re: Space Wolves version 2.0
PostPosted: Sun Apr 11, 2010 2:06 pm 
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Dobbsy wrote:
My only issue with that, is that it's not "out front" as an option - you have to realise you can put a SC in a dread unit. Up until recently it did not occur to me to do so, so others may not either, which will take away (what I think is) a characterful idea.


Note in the background text that at least one Venerable Dreadnought (Bjorn) has acted as a battleforce's Supreme Commander on many occasions. That'll tweak people into thinking about doing so.

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 Post subject: Re: Space Wolves version 2.0
PostPosted: Sun Apr 11, 2010 2:08 pm 
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that's nice and cunning... I like it

also you could convert up a Bjorn.. stick him at the front of a formation of SWs and have the caption.. Bjorn is leading the space wolfs into battle as their supreme commander... OR A big glowy yellow arrow with THIS CAN BE YOUR SUPREME COMMANDER pointing at them.. I like the last option as it's well subtle


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 Post subject: Re: Space Wolves version 2.0
PostPosted: Sun Apr 11, 2010 2:20 pm 
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Righto you've convinced me. I'll change it. :D


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 Post subject: Re: Space Wolves version 2.0
PostPosted: Sun Apr 11, 2010 8:11 pm 
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Wolfscouts have Space Marine stats with worse armour.
Generic Scouts have the Weapon Skill and Ballistic Skill of a Guardsman but else Space Marines stats with worse armour.

Both have several scouty special abilities plus the Woldscouts are just better at the scouting thingie and replace Combat Tactics with Countercharge (as all Space Wolves do).

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 Post subject: Re: Space Wolves version 2.0
PostPosted: Sun Apr 11, 2010 8:21 pm 
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I'm not sure of the current 'dex, but one thing from the last was that Wolf Scouts could take Plasma Guns. That would be a fluffy weapon, IMO.

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 Post subject: Re: Space Wolves version 2.0
PostPosted: Sun Apr 11, 2010 8:50 pm 
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Well yes Wolfscouts can't take Shotguns but can take one Missle Launcher, Heavy Bolter, Flamer, Melta or Plasmagun. Codex Scouts can only take one Missile Launcher or Heavy Bolter.

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 Post subject: Re: Space Wolves version 2.0
PostPosted: Sun Apr 11, 2010 8:59 pm 
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The plasma gun option is unique from other Scouts, and thus is characteristic.

I'd lean toward Sniper over plasma, myself.

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 Post subject: Re: Space Wolves version 2.0
PostPosted: Sun Apr 11, 2010 11:15 pm 
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Well I've chosen to give them Heavy Bolters and half the formation can upgrade to sniper. It's not a massive departure from normal scouts and it makes it very easy to slot the extra sniper choices to the 2 units allowed the ability. I thought about the plasma option but at 15cm it's not that useful. As hello_dave mentioned to me "by the time they're wihin 15cm they should be engaging".


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 Post subject: Re: Space Wolves version 2.0
PostPosted: Mon Apr 12, 2010 7:35 am 
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Is the link at the front of this discussion updated with the changes that have been proposed here? I havent seen any other file attached, so I assume it is the one being changed.

A date or version change wouldnt be bad, I think, so I can know if Im looking at the most recent document or not?


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 Post subject: Re: Space Wolves version 2.0
PostPosted: Mon Apr 12, 2010 10:42 am 
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Not yet. Once I've finished typing in the changes it will become 2.1 in a separate thread. 2.0 is a draft that I wanted feedback on before i release the playtest list. It's not far off - next day or two once I get a couple ideas ironed out.


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 Post subject: Re: Space Wolves version 2.0
PostPosted: Mon Apr 12, 2010 3:10 pm 
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Dobbsy wrote:
My only issue with that, is that it's not "out front" as an option - you have to realise you can put a SC in a dread unit.

That's what design notes are for.


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