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How to handle the space wolves?

 Post subject: How to handle the space wolves?
PostPosted: Tue Sep 22, 2009 10:51 am 
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Odd stuff like giant horse wolves aside (with inordinately strong spines), how could you get these chaps to work in Epic.

Several aspects seem to conspire against us.

Formation sizes. Fluff would suggest larger formations (Biggest to smallest - Blood Claws - Grey Hunters - Long Fangs - Scouts) as the army is presented as something of a horde. An alternative is to have every formation have a character with commander so they would hopefully become then a flexible horde.

No bloody heavy weapons. Ain't 40k great. Yes the main troop type lacks them. They can certainly have plasma guns, but then its still a problem I feel. Otherwise the long fangs are packed with them (3 shots per stand?) and with a small formation size too (would they be 3 or 4 stands strong?), making balance problematic and encouraging a pop out of the thunderhawk and shoot strategy. The rest of the heavy weapons are carried by the wolf guard, that seem to be far more sensible infantry on the face of it.

13th company. I'd stick them in. In fact I think these chaps would form a formation of teleporters and come out of the allies restriction, so in some ways are an easier bone to chew.

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 Post subject: How to handle the space wolves?
PostPosted: Tue Sep 22, 2009 10:58 am 
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Hello_Dave has had a crack at them on this forum recently Chris.

In fact only 5 posts below this one!

Here is a link to be friendly  :laugh:  http://www.tacticalwargames.net/forums/ ... 73;t=16610





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 Post subject: How to handle the space wolves?
PostPosted: Tue Sep 22, 2009 11:11 am 
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My thoughts:

Adopt worse initiative values to balance out the Horde ATSKNF factor. It is very possible for Blood Claws/bikers/jump packers as those guys are extremely anarchic, but other guys are also rather unruly by Marine standards.

Heavy weapons.

Hmmmmmmmm.

Well Grey Hunters should probably only have plasma guns. BUT.

First, you have Long Fangs. I strongly believe that those guys should never be their own formation, but rather an upgrade of a couple stands to other formations. That gives you some good shooting.

Furthermore, with the new dex you can take some wolf guard, put them in TDA, give some of them heavy weapons, detach those guys and put them in other squads.

In other words, you can have a character option - wolf guard in TDA with a cyclone launcher - which would give the stand he's in a missile launcher attack or two (a power weapon attack is also possible though time will tell if it is necessary).

13th company I don't care about, they can stay or go.


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 Post subject: How to handle the space wolves?
PostPosted: Tue Sep 22, 2009 11:30 am 
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Ah and its even in a word file, not a pdf, thats handy :)

And what does TDA stand for? The Dental Alliance?

Dropping init on an assault unit that can air assault - guess what happens then :)

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 Post subject: How to handle the space wolves?
PostPosted: Tue Sep 22, 2009 11:38 am 
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TDA = Tactical Dreadnought Armour, also known as Terminator Armour among the common folks.

If you're worried about air assaulting with hordes of space wolves, give them rhinos for transports AND a mandatory razorback or two per formation. They can leave those at home and perform t-hawk assaults then but it will cost them.

edit: also you could have Thunderhawks piloted by Blood Claws :D





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 Post subject: How to handle the space wolves?
PostPosted: Tue Sep 22, 2009 12:20 pm 
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Quote: (The_Real_Chris @ Sep. 22 2009, 10:51 )

Formation sizes. Fluff would suggest larger formations (Biggest to smallest - Blood Claws - Grey Hunters - Long Fangs - Scouts) as the army is presented as something of a horde. An alternative is to have every formation have a character with commander so they would hopefully become then a flexible horde.

I just posted this in another thread but I'll cross post it here too.

Space Wolves in 40k are generally the most expensive Marine army point-for-point, so although your squads may be larger, your overall army has less models in it than any other comparable Marine army.

So larger, but fewer, formations.

So Space Wolves are an 'elite' Marine army, not a 'horde' army.


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No bloody heavy weapons. Ain't 40k great. Yes the main troop type lacks them. They can certainly have plasma guns, but then its still a problem I feel. Otherwise the long fangs are packed with them (3 shots per stand?) and with a small formation size too (would they be 3 or 4 stands strong?), making balance problematic and encouraging a pop out of the thunderhawk and shoot strategy. The rest of the heavy weapons are carried by the wolf guard, that seem to be far more sensible infantry on the face of it.


4 (or even 5 shots when the new codex comes out) per base is justified.

Marine Devestators come in squads of 10, and are allowed 4 heavy weapons.
Long Fangs come in squads of 5, and are allowed 4 (soon to be 5) heavy weapons.

In the other thread we hashed out that Long Fangs could be available as an upgrade of 1-2 stands per formation, rather than a formation in their own right.

This allows the Blood Claw and Grey Hunter formations to shoot, whilst avoiding having a formation of 4 units that can put out 20 shots.




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