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Space Wolves 2.4.2 the final version

 Post subject: Re: Space Wolves 2.4.2 the final version
PostPosted: Wed Jul 08, 2015 11:50 am 
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Working on my SW myself for a friend. Kept taking the Reaver and while its deadly, it sucks so many points in the list I need to redo it.

Made these. I know there isnt/wont be stats for them. But I worked with another member on making them fairly balanced to use in casual play. Hope this isnt off topic here. Chaos guy for size compairson. Stats are:

Upgrade to a Fenris Wolf formation. Replace up to 3 bases with Thunder Wolf Calv for 50 points a base.

Move: 20cm 4+ Armor 4+ CC 6+ FF
Chainsword BC +1 Extra Attack
Claws and Fangs BC
Bolter (15cm)

Infilitrator, Mounted

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 Post subject: Re: Space Wolves 2.4.2 the final version
PostPosted: Wed Jul 08, 2015 12:01 pm 
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That's a great conversion

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 Post subject: Re: Space Wolves 2.4.2 the final version
PostPosted: Wed Jul 08, 2015 12:06 pm 
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and good stats!

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 Post subject: Re: Space Wolves 2.4.2 the final version
PostPosted: Wed Jul 08, 2015 3:34 pm 
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Semi expensive, but I wont need many of them. Blister of Gw 10mm fantasy vampire dire wolfs. (Bout 50$)

cut out the base bottom and trim around his little feet and he just sits on there fine with some glue.

Credit to Jimmy for stats. I know the list doesent really need another good CC option but very fluffy! Gives the unit x12 4+ CC attacks for 300 points. (And could take a hero for more)


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 Post subject: Re: Space Wolves 2.4.2 the final version
PostPosted: Wed Jul 08, 2015 5:36 pm 
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Scouts and Devastators in Razorbacks can be surprisingly effective, and they are essential for 'ground pounding' Marines. I would try out some variations on a theme before selling them.


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 Post subject: Re: Space Wolves 2.4.2 the final version
PostPosted: Wed Jul 15, 2015 11:39 am 
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So is Dobbsy still around or who is championing this list?
Looks like it hit the wall a couple of months ago...


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 Post subject: Re: Space Wolves 2.4.2 the final version
PostPosted: Wed Jul 15, 2015 12:13 pm 
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Dobbs is on a scheduled sabbatical away from things. Nominally he's still the guy for the list still but if he decides to not return to active development we'll be looking for a new caretaker. Know of anyone? ;)

My rough scheduled timeline was set for the end of July. If he's not going forward with it I'll put it for for approval votes and look for a caretaker (should be easy as it's going to be approved or specific concerns for testing will be sent back and they can be answered)

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 Post subject: Re: Space Wolves 2.4.2 the final version
PostPosted: Wed Jul 15, 2015 4:32 pm 
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OK here's a preemptive call for a specific testing scenario we need covered. As we know from a fluff perspective the Space Wolves REFUSE to use teleportation whatsoever because... IDK, they're related Dr McCoy or something. Anyways this means that the Terminators can choose to POD into battle with all the perquisite benefits (Deathwind) and dangers (Scatter, pre-game plotting) and side effects (Spaceship tax).

However there's a some debate and worry expressed around the power effects of terminators without a chance for BM (teleportation dangers) nor the possibility of the formation ending up sitting ducks due to a poor strat roll for the turn AND being able to reach out and lay BM on anything with 15cm. The hypothetical worse case scenario is a when facing a low SR army, forcing corners, and piling on a T1 termie sledgehammer drop possibly being OTT.

Right now in the submitted bat reps there's been little dropping and when done, few formations so it's actually got effectively nothing to confirm nor deny this other than theoryhammer and I'd hate to have this come back from the ERC with a "test this scenario out" and think being proactive would be good. Normally I'd be not that inclined to worry but when you hear the same concern from 5 sources not talking to each other, you tend to step back and listen.

What we'd love to see would be a couple of tests where we run the GT but the opponent hands the SW the first turn in a Corner Deployment and the wolves are running a drop heavy build (otherwise what's the point? :) ). Choice of enemy is up to you but obvious choices are Steel Legion, Ghazghul Orks, or LatD.

I'm expecting we're going to see it really be a binary situation, like drop builds tend to be already, where it hinges on a few dice rolls, but it's worth it to confirm before we submit. Can we get anyone to trial this contrived scenario out?

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 Post subject: Re: Space Wolves 2.4.2 the final version
PostPosted: Wed Jul 15, 2015 4:34 pm 
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got a playtest of drop pod terminators and or blood claw spam penciled in for this weekend with MikeT.

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 Post subject: Re: Space Wolves 2.4.2 the final version
PostPosted: Wed Jul 15, 2015 4:35 pm 
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Awesome, mate! Anyone else?

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 Post subject: Re: Space Wolves 2.4.2 the final version
PostPosted: Wed Jul 15, 2015 8:30 pm 
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I have tried two battles with dropping terminators and see no real difference from ordinary drops. In both battles the winner was obvious after the drop and the following assault. I will try and write a report next time but both me and my last two opponents didn't really see the fun in a drop heavy list. If the SM loose the first assault the dropping formations is toast and if it wins the opponent is...
Both games was against IG (Minervan and Steel) in the first battle the drop pods and spaceship alone made a warhound, dethstrikes and some leman russes flee, and then came a combined assault...
In the next fight I was not as lucky with the blast but still manage to assault an whole Russ co with the Terminators and win by 2 but managed to roll a 1 and a 2 so the Russes could sustain and then a Mech inf engaged the other drop formation...

But anyway I will try to get at least one report. And with some luck Mordoten or PartisanNick might bring their orcs to the slaughter ;)


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 Post subject: Re: Space Wolves 2.4.2 the final version
PostPosted: Wed Jul 15, 2015 9:01 pm 
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My orcs are ready this coming monday! Bring on the falling felines!!

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 Post subject: Re: Space Wolves 2.4.2 the final version
PostPosted: Wed Jul 15, 2015 9:13 pm 
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Ha! That's the spirit!

Uven: I'm with you. It's totally hit or miss and I doubt they were OHZMERRGGD but if let's get the extreme case covered (which hasn't been done) then sweet. Just best to have it covered.

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 Post subject: Re: Space Wolves 2.4.2 the final version
PostPosted: Tue Jul 21, 2015 3:43 pm 
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While I'm waiting for the wolfs next game I have been painting and making builds, so a couple of more questions :)

Why no Warhounds? In my world that basically mean no titans... Is there a fluff reason? Like that they are afraid of the dark so they do not teleport :)

Scouts, do anyone take them?
To me they look overpriced. 75 points for teleportation on a "fragile" and not that CC oriented formation seems a little bit harsh. They already have scout so they can start almost anywhere on your own table half and still keep their rhinos so teleport is not that good or what have I missed? Sure sniping from crossfire might be a problem but...
I would have started at 175 points for them, I think.


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 Post subject: Re: Space Wolves 2.4.2 the final version
PostPosted: Tue Jul 21, 2015 6:14 pm 
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http://www.polarfox.info/Wolves/p2627799_12471944.aspx

Some more good wuff proxies.

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