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Space Wolves version 2.0

 Post subject: Re: Space Wolves version 2.0
PostPosted: Tue Apr 13, 2010 1:25 pm 
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Here are the changes that I have at the moment. I would love some feedback before I lock them in to 2.1.

Unit changes:

Venerable Dreadnought - RA4+, CC3+ +75points?

Wolf Guard pack- CC2+, FF4+? added the omitted may use drop pods ability in the notes. Used the proposed stats as some felt they were a bit blah.

Swiftclaw attack bikes - added multi melta 5+MW, 5+ MWFF. I know two other chapters use this AB pattern but the codex mentions SWs doctrine for their bike/attack bikes is one of thrust attacks that do maximum damage possible as quickly as possible rather than long range recon.

Long Fangs - added the omitted transports. have gone with the 2x twin ML option. I would like to keep the stand alone formation for now.

Wolf Scouts - replaced the plasma guns and sniper rifles with a heavy Bolter. 2 units may add the sniper ability +25 points each

Fenrisian wolves - embedded the new thunderwolf character (includes thunderwolf stat in one unit) as proposed.

Army list changes:

Heroes may add only 1 fenris wolf unit to their formation. I figured one unit extra per hero won't make a massive formation and it adds to the cost. For modelling purposes it will be fun and look fluffy (excuse the pun :D )on the table. Wolf unit will gain ATSKNF - It's under the hero's leadership and is essentially part of a "family group". Only thing i think needing testing is the cost. +20 points?

After Neal Hunt's point about confusion, I removed the embedded Heroes from the Grey Hunters and various Bloodclaws packs. It's not exactly what I wanted but it is clearer.

Venerable Dread - 0-1 or "add up to 2 to the formation?"

Heroes - Removed Fenrisian Wolves and added the omitted bloodclaw type to the "may only take one hero" rule

Added the sniper ability upgrade for the wolf scouts

Adjusted the cost of Grey hunters and Bloodclaw packs after removing embedded heroes


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 Post subject: Re: Space Wolves version 2.0
PostPosted: Tue Apr 13, 2010 2:25 pm 
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Dobbsy wrote:
Heroes may add only 1 fenris wolf unit to their formation. I figured one unit extra per hero won't make a massive formation and it adds to the cost. For modelling purposes it will be fun and look fluffy (excuse the pun :D )on the table.

It won't be fluffy if no one takes it which goes back to the question of why anyone would take it.

Not fast enough to stick with Fast Attack units.
No transport.
No garrison. (You could garrison with a single wolf unit, but to do so eliminates all your other "1 unit over 15cm move" options, like a Hunter.)


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 Post subject: Re: Space Wolves version 2.0
PostPosted: Tue Apr 13, 2010 2:28 pm 
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I think possibly the best way to show a Character's personal Wolf pets is as a weapon statline (+1 extra close combat attack or something).

That's because he'll only have 1 or 2 personal pets, and they can just join the unit he's been assigned to, rather than the full wolf units which represent lots of wolves.

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 Post subject: Re: Space Wolves version 2.0
PostPosted: Tue Apr 13, 2010 2:45 pm 
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I actually agree with E&C on this one.. who would of thunk it... The wolfs are part of the lords personal retinue so they should be on the stand with him


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 Post subject: Re: Space Wolves version 2.0
PostPosted: Tue Apr 13, 2010 3:30 pm 
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Dobbsy wrote:
Wolf Guard pack- CC2+, FF4+? added the omitted may use drop pods ability in the notes. Used the proposed stats as some felt they were a bit blah.

I still think you should just use the standard Terminator stats without teleport. Wolf Guard squads are slightly more customisable than standard termis, but at epic scale I don't feel it warrants different stats, and CC2+ should really be the preserve of dedicated CC terminator squads with Lightning Claws and Thunder Hammers rather than the more 'tactical' configeration. Plus, I'd have thought that seeing as most people want to put termis in CC anyway so they can use the MW attack, improving their CC ability consists of a boost to the unit that isn't particularly warranted - Wolf Guard aren't better fighters than other Chapter's veterans after all.

Otherwise, I like all the changes, looks a lot more how I envisage a SW list already.


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 Post subject: Re: Space Wolves version 2.0
PostPosted: Tue Apr 13, 2010 8:23 pm 
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The Red Sorcerer wrote:
Dobbsy wrote:
Wolf Guard pack- CC2+, FF4+? added the omitted may use drop pods ability in the notes. Used the proposed stats as some felt they were a bit blah.

I still think you should just use the standard Terminator stats without teleport. Wolf Guard squads are slightly more customisable than standard termis, but at epic scale I don't feel it warrants different stats, and CC2+ should really be the preserve of dedicated CC terminator squads with Lightning Claws and Thunder Hammers rather than the more 'tactical' configeration. Plus, I'd have thought that seeing as most people want to put termis in CC anyway so they can use the MW attack, improving their CC ability consists of a boost to the unit that isn't particularly warranted - Wolf Guard aren't better fighters than other Chapter's veterans after all.

Otherwise, I like all the changes, looks a lot more how I envisage a SW list already.


+0.5

There seems to be a lot made in the fluff of them drop podding, and also there will doubtless be a great wailing and gnashing of teeth if they have two] heavy weapons per stand, as they only get 1/5 in the Codex now, agreed on the no CC 2+


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 Post subject: Re: Space Wolves version 2.0
PostPosted: Tue Apr 13, 2010 9:12 pm 
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Agreed on keeping CC3+ on Terminators.

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 Post subject: Re: Space Wolves version 2.0
PostPosted: Tue Apr 13, 2010 11:15 pm 
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CC3+ it is then. My other possibility was to make them straight up CC with just Thunder hammers and Lightning claws actually.

On the wolf pets - what cost if just a stat line? what is the value of an extra attack?

Hena - I based the wolves on the Flesh hounds which are 20 points each for inv save and infiltrator. I removed Inv save and added EA+1 and reduced armour to 5+ and CC stat


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 Post subject: Re: Space Wolves version 2.0
PostPosted: Wed Apr 14, 2010 10:13 am 
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Right0, I've gone a bit radical on the Hero and Fenrisian Wolves extra attack :D

You may add an Extra Attack (+1) if you model the Hero with Fenrisian Wolves on the same base Cost:Free

It seems like a simple way to fix this and I think it promotes fluffiness somewhat too

Pros:
If you can be arsed you get a free attack. If stinky Space Elves can have a free god of war, then Space Wolves Heroes can have a couple of pooches that gnaw on yer ankles. ;D

Cons:
Every player will most likely have a couple of wolves on every base, thus bumping up all SW characters' profiles.

Opinions?

Should it cost 5 points instead? What's an extra attack worth? Should I just bump all hero stats with an extra attack to save the ink?


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 Post subject: Re: Space Wolves version 2.0
PostPosted: Wed Apr 14, 2010 10:33 am 
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Hena wrote:
I'm really against "you must model" choices. I use my Ultramarines to play all armies and really am not interested in modelling extra hero.


No EA+1 for you! :-\

Morgan Vening
-Model Nazi


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 Post subject: Re: Space Wolves version 2.0
PostPosted: Wed Apr 14, 2010 10:41 am 
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Absolutely not to the "free if you model it". It reeks of the old "red wuns go fasta" daftness.

Just add an extra attack to all relevant characters, and up the price if neccesary.


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 Post subject: Re: Space Wolves version 2.0
PostPosted: Wed Apr 14, 2010 10:41 am 
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What zombocom said :)

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 Post subject: Re: Space Wolves version 2.0
PostPosted: Wed Apr 14, 2010 10:43 am 
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How about you just charge 10pts to start with and test from there.

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