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Space Wolves 2.2

 Post subject: Space Wolves 2.2
PostPosted: Mon Sep 27, 2010 1:19 pm 
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Here's 2.2 for the Space Wolves fans. It has all the adjustments contained toward the end of the SW 2.1+ thread.

I'm planning on just leaving this list for a while now. It needs playtesting and I need to paint my army for it! :D

Enjoy, guys and thanks for looking.

Space Wolves list NOW v2.3v2.2

Edit - typos!

Dreadnoughts are 3+ armour Doh! :-[

Space Wolves Land Raider - CC6+, missing twin heavy bolters

Thunderclap Psychic attack should be Small Arms, not Assault Weapons

Skyclaws should have 30cm move as they have Jump Packs



For those keen to help out with playtesting, here's Chroma's BRLS (Battle Report Log Sheet) download/file.php?id=140


Last edited by Dobbsy on Wed Mar 02, 2011 6:15 am, edited 4 times in total.

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 Post subject: Re: Space Wolves 2.2
PostPosted: Tue Sep 28, 2010 11:17 am 
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The presentation of that list is very nice Dobbsy. Not sure whether it will print well but it looks good for any upcoming supplement.

I will look over it at lunch tomorrow if I get some time

Cheers...

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 Post subject: Re: Space Wolves 2.2
PostPosted: Tue Sep 28, 2010 11:22 am 
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Just a quick one - do Fenrisian Wolves have ATSKNF?

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 Post subject: Re: Space Wolves 2.2
PostPosted: Tue Sep 28, 2010 11:36 am 
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At the moment all units in the list have it. Call it the will of the marine pack leader etc etc. :)


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 Post subject: Re: Space Wolves 2.2
PostPosted: Tue Sep 28, 2010 11:50 am 
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Should the Dreadnought armour be 3+ in line with the NetEA change?

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 Post subject: Re: Space Wolves 2.2
PostPosted: Tue Sep 28, 2010 11:52 am 
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Dreadnoughts are 3+?


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 Post subject: Re: Space Wolves 2.2
PostPosted: Tue Sep 28, 2010 11:57 am 
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 Post subject: Re: Space Wolves 2.2
PostPosted: Thu Sep 30, 2010 3:59 am 
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I know the below army would struggle against any Skimmer force, however I would be interested to know how the below force would do against most forces (hence why I asked about ATSKNF):

1. Great Company
2. Fenrisian Wolves
3. Fenrisian Wolves
4. Fenrisian Wolves
5. Fenrisian Wolves
6. Fenrisian Wolves
7. Fenrisian Wolves
8. Fenrisian Wolves
9. Fenrisian Wolves
10. Fenrisian Wolves
11. Fenrisian Wolves
12. Fenrisian Wolves
13. Fenrisian Wolves
14. Fenrisian Wolves
15. Fenrisian Wolves
16. Fenrisian Wolves
17. Fenrisian Wolves
18. Fenrisian Wolves
19. Fenrisian Wolves
3000 points

Like I stated, it would die to a skimmer army, however against any other force, the amount of activations and ability to sacrifice formations for the greater goal may really make this an effective force - especially with the ATSKNF ability.

Any ideas on the above?

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 Post subject: Re: Space Wolves 2.2
PostPosted: Thu Sep 30, 2010 4:42 am 
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I'm not concerned right now as basically my answer is:

20x Codex Marine Scouts. 3000 points all with ATSKNF with CC abilities and FF abilities. Wolves get no FF.

I doubt anyone would take this list.

I doubt anyone would seriously take the list you propose FB. Would you take it to a tourney? I wouldn't dream of it. All lists with 150 point formations can be abused but you don't see that happening. Fenris Wolves are highly exposed to any proper FF engagements dropped on them. Scouts wouldn't be so exposed and the other unit abilities make them more difficult to deal with.

This may not assuage your fears, but if it looks like an issue and people start reporting it in games, then I'll look at it again. Besides how would you view someone who took that list...? With friendly aplomb? Would you play them again?


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 Post subject: Re: Space Wolves 2.2
PostPosted: Thu Sep 30, 2010 4:45 am 
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You are probably right. I may take it for a fun game to see if I can do anything with it.

The Infiltrator ability is the key here to get into CC. :)

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 Post subject: Re: Space Wolves 2.2
PostPosted: Thu Sep 30, 2010 4:49 am 
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I'd like to see it versus the 20x Codex Scouts list :D


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 Post subject: Re: Space Wolves 2.2
PostPosted: Thu Sep 30, 2010 11:05 pm 
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One thing that was pleasing to see from the game last night was the use of attack bikes within the force.

I do think however that if Dobbsy did have painted Land Speeders, these may have been used instead. In essence, there is really no need to take attack bikes when you have Land Speeders. The extra CC does not matter as the Land Speeder is a skimmer.

So I would propose (big breath) the removal of the Land Speeders to encourage the Attack bikes within the force. It 'feels' more aligned to the Space Wolves and looks mean and appropriate on a table top. It also separates the force a little more to the left of standard codex Marines and would give these models a definite use for the future.

What do you think Dobbsy?

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 Post subject: Re: Space Wolves 2.2
PostPosted: Fri Oct 01, 2010 12:38 am 
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I actually do have Land Speeders painted - albeit in Ultramarine colours :) - but I chose my bikes instead :D

Aside from the fact a more mobile Scout formation is still needed in the Space Wolves list, Grey Hunters man Land Speeders so I'd prefer to keep the Land Speeders to reinforce the fact that Grey Hunters are the backbone of the Space Wolves.


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 Post subject: Re: Space Wolves 2.2
PostPosted: Fri Oct 01, 2010 9:41 pm 
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Dobbsy wrote:
Grey Hunters man Land Speeders so I'd prefer to keep the Land Speeders to reinforce the fact that Grey Hunters are the backbone of the Space Wolves.

Why not try just having the Land Speeders as "upgrades/additons" to Great Companies instead of being their own formation?


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 Post subject: Re: Space Wolves 2.2
PostPosted: Sat Oct 02, 2010 12:15 am 
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I don't think the Great Companies need anything else actually. :D


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