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Space Wolves 2.4.2 the final version

 Post subject: Re: Space Wolves 2.4.2 the final version
PostPosted: Sun Sep 06, 2015 2:03 pm 
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Don't get me wrong. I would just like to try out the idea with SM airplanes, I'm not totally convinced myself. But the Space Wolves is supposed to be proud and almost never accept help or whatever :)
Anyway I will look at this option after approval in the current state.

The Spacemarines doesn't have their own titans (yet) so they need that kind of ally. They had airplanes for a couple of years in WH40K now so perhaps it is time for Epic ;)


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 Post subject: Re: Space Wolves 2.4.2 the final version
PostPosted: Sun Sep 06, 2015 2:31 pm 
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You jest but I'd not put it past them for a marine knight or something else stupid like a giant power armour suit.

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 Post subject: Re: Space Wolves 2.4.2 the final version
PostPosted: Sun Sep 06, 2015 3:04 pm 
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 Post subject: Re: Space Wolves 2.4.2 the final version
PostPosted: Sun Sep 06, 2015 7:22 pm 
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It's more that to me - the thunderbolts are something official and balanced - storm ravens have lots of discussion as to how they work and whether they should be different for Blood Angels / Grey Knights... And now they are allowed in Codex SM armies in 40k are we going to have them for the Epic equivalent?

So now if we do Storm Talons, are we going to have to go through the rigmarole of a massive topic and then fine tuning it for individual lists?

I guess what I'm saying is if it isn't broke don't fix it! All imperial factions get Knights now in 40k, including about a dozen different variants. If we tried bringing that in line we'd have a whole new headache, too. =-P

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 Post subject: Re: Space Wolves 2.4.2 the final version
PostPosted: Mon Sep 07, 2015 7:34 pm 
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Got a positive answer back from Steve so now I'll just retype the Armylist with the minor changes and then I'll post it here and send it to the ERC for approval (or not :))

I'll like to continue the conversation on Knights and other stuff a little bit later if it is ok? :)
I want the Space Wolves to be somewhat "modern" but all the new 40k stuff doesn't need to fit in there. Depending on how things go I might do as Jimmy suggested and bring out the Ironwolves as a sandbox version of the main list and try out all the crazy stuff there. (But the Thunderwolves will probably be tested in this list after approval)

Uven


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 Post subject: Re: Space Wolves 2.4.2 the final version
PostPosted: Wed Sep 09, 2015 2:21 pm 
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So after a lot of paste and copy here is the "new" Space Wolves Army List :)
Please read it and get back to me if you find any errors or spelling mistakes. I will submit this list for approval after a couple of days.

Attachment:
Space Wolves 2.4.3.pdf [448.27 KiB]
Downloaded 219 times


Copy paste error: Thunderbolts cost 175 (not 150)

Changes:
Done a lot of formatting and changes to wordings etc to fit with the current codex marine list (and others) in the tournament pack. Hopefully this has not affected the "rules" in any big way.

Updated the units to the new Codex marine list (Typhoon cost etc)

Made the Special rules a little bit simpler by taking away the last part. Added another special rule to take care of the dropping terminators. (Hope it works)

Changed Gray Hunters CC to 4+


Last edited by uvenlord on Sun Sep 13, 2015 1:07 pm, edited 1 time in total.

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 Post subject: Re: Space Wolves 2.4.2 the final version
PostPosted: Wed Sep 09, 2015 4:11 pm 
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Looks good and all nicely laid out! =)

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 Post subject: Re: Space Wolves 2.4.2 the final version
PostPosted: Wed Sep 16, 2015 7:25 pm 
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So this is the list that I will submit.

The only change to the previous is the typo mentioned above

Attachment:
Space Wolves 2.4.4.pdf [447.17 KiB]
Downloaded 219 times


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 Post subject: Re: Space Wolves 2.4.2 the final version
PostPosted: Wed Sep 16, 2015 9:47 pm 
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Looks great!

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 Post subject: Re: Space Wolves 2.4.2 the final version
PostPosted: Wed Sep 16, 2015 9:56 pm 
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Did you rename Fear of the Dark? If so I just LOLd. If not, then good on Dobbsy. ;D

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 Post subject: Re: Space Wolves 2.4.2 the final version
PostPosted: Thu Sep 17, 2015 9:05 am 
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jimmyzimms wrote:
Did you rename Fear of the Dark? If so I just LOLd. If not, then good on Dobbsy. ;D
It's actually a "new" special rule that was explained in the text before. I thought it was a fitting name even though I'm no a metal fan ;D


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 Post subject: Re: Space Wolves 2.4.2 the final version
PostPosted: Wed Oct 07, 2015 12:31 pm 
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So.....whats the haps here? :)

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 Post subject: Re: Space Wolves 2.4.2 the final version
PostPosted: Wed Oct 07, 2015 4:25 pm 
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jimmyzimms wrote:
So.....whats the haps here? :)
Not much, same thing as last time.
Submitted the list a couple of weeks ago to Steve (16 sep) not a word... Reminded him a couple of days ago and asked if he got my first message... Still nothing.
I don't expect to get an answer the same day but a response within a week or two with some info would have been nice :)

Anyway, I have been thinking, painting and planning on my own but it feels kind of wrong to do anything before I know what has to be done with the current list...


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 Post subject: Re: Space Wolves 2.4.2 the final version
PostPosted: Sun Oct 11, 2015 11:58 pm 
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uvenlord wrote:
Changed Gray Hunters CC to 4+ [/color]

Can I ask why? 3+CC came with the loss of ranged fire. Hope you reduce the cost of the formation to compensate. If not you've just reduced the most savage fighters in the Imperium to lesser beings who are worse at fighting than Ultramarines :)

Cheers


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 Post subject: Re: Space Wolves 2.4.2 the final version
PostPosted: Mon Oct 12, 2015 6:56 am 
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Dobbsy wrote:
uvenlord wrote:
Changed Gray Hunters CC to 4+ [/color]

Can I ask why? 3+CC came with the loss of ranged fire. Hope you reduce the cost of the formation to compensate. If not you've just reduced the most savage fighters in the Imperium to lesser beings who are worse at fighting than Ultramarines :)

Cheers
Hi and welcome back :)

I can see what you mean but there was several different things that made me suggest the change.

1. Diversity
Is the Gray hunters really equal with Blood Claws in CC? To me the Close combat oriented units should be a little better then "tactical" marines (even if they do carry a chainsword or two) and to lower the Blood Claws to 2+ in CC would have been too much. By making the Gray hunters 4+ I hope there might be a better reason to take CC units.
2. Power level
The loss of the missile launcher was weighted with the increace in CC. Still the unit costs 25 Points less then Ultramarines with a chaplain. (And to me the marines live by engegements so the loss of a shot is not that big. (Just add a hunter/razorback and you are able to put blastmarkers on the enemy again) That and the fact that you could boost the strength of the formation made me nerf the 3+ CC stat. The whole army looks like its ultramarines + a Little extra, I like the special chapters to have both strengths and weaknesses...? (So basically they lost their discount. Before they cost 300 and got a hero, more options and 3+CC but lost the ability to fire. Now they got a hero and more options but still loose the ability shoot. So in my mind they are at the same cost as tacticals but I might be wrong?
3. Almost everyone is the most savage fighters of the imperium nowdays ;) I take it it's the Space wolfs as a chapter not the Gray hunters specifically that is that good. I also Think that they are a little better then most at CC but I just do not think they are that much better so they should have 3+... Also the ability to add a couple of units to the formation makes them a lot better in engagements. They would surley win over a tactical smurf formation by being able to get more hits and have an advantage in the resolution phase :)

Hope that makes things clearer. :)

What do you Think of the other Changes? I do not want to ruin your list.

/uven


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