Re: Space Wolf huhut
Lähetetty: To 03.09.2009 10:58
3.10. tulee kauppoihin, ennakkotilaukset alkanee jo 19.9.
Mukana Suomen miniatyyripeliskenessä jo vuodesta 2002
https://www.sotavasara.net/keskustelu/
Saahan normaalit marinetkin singon ja fleikan ilmatteeks. Nämä ilmaiset spessuaseet vaan meinaavat, ettei wolffit saa heavyaseita ollenkaan perusryhmiin.Z7-852 kirjoitti:Tuntuu taas siltä että über pumpataan wanhaa codexia niin saadaan figujen myynti räjähdysmäiseen kasvuun. Samat ilmiöt varmaan esiintyvät myös Dark eldareiden codexin ilmestyessä, jos se nyt koskaan tulee.
Itse huhuista katsoen niin on mielestäni vähän älytöntä että perus troopit saavat ilmaisia erikoisaseita mutta muuten hinta ei ole kovinkaan kummoinen.
Space Wolves have ATSKNF, Acute Senses, and Counter attack
Bikers can take wolves instead and give you +1S, T, and A. Something about 50pts for 6 attacks with rending on the charge in there as well.
Bjorn if killed counts as an objective and makes all the space wolves fearless.
Lone wolves if ARENT killed give up a kill point
Berzerk charge(+2 attacks on charge) is there for ALL blood claw stuff.
Some sagas change the objectives in the game in some cases, some are army wide some are individual based (weird I know, screwing with objectives?)
And thats all I got off the top of my head. Oh and they definietely have the sprues in.
EDIT:
Right!
Wolf Guard start at 18pts with power armour and upgrade from there.
There is banner (banner of the wolf I think it was called) and when used lets you reroll all "to hit" rolls in combat for the entire army for one turn.
Warseerista, että semmosta... Melkein malttaa odottaa...Ragnar: Grants Furious Charge to all units within 12"
Blood Claws: Retain Berzerker Charge, only get 1 PF or PW per squad
Lukis <sp?> the Trickster: is a Blood Claw upgrade (not a Scout): Allows his squad to do some "fun" things (no elaboration provided)
Aika riskaabeli taktiikka. Menetät yhden charrun, ja vihollinen voi myös saada sen objektiivin kunhan miettii miten sen tappaa (Lähiksessä isommalla/kovemmalla jengillä, jolloin näiden tyyppien potkiminen pois Bjornilta on aika ongelma.)Da Big Boss kirjoitti:ei hemmetti, tuo Bjorn on vituttava. Annetaan se tapettavaksi, niin saadaan fearless ja objektiivi wuffeille.
Tuo siis jos ei ole leaderia mukana. Ei silti, täysi BC lauma rokkaa edelleenkin, oli fistejä tai ei, on siinä niin paljon iskuja. Ja jos Ragnarilta saa Furious chargen niin oksat pois.pstj kirjoitti:Pitäähän nykycodexillakin sentään 11 ukkoa olla ennen kuin 3 saa ;) Aikamoiset fistinkarsintatalkoot alkaa omien pikku-ukkojen suhteen lähitulevaisuudessa, niitä kun on Aika Monella.
Ainakin tuon ylle postaamani huhulistan mukaan.Sami Jumppanen kirjoitti: Mahtaakohan counter-attack säilyä?
Joo, niin onkin.pstj kirjoitti:Ainakin tuon ylle postaamani huhulistan mukaan.Sami Jumppanen kirjoitti: Mahtaakohan counter-attack säilyä?
Bjorn and Canis are by far my favorite HQ's. Ragnar is a combat monster!!!
Bjorn is armour 13/12/10 with a built in 5+ inv. save he is also a ven dread. he comes with a assault cannon but u can give him a plasma cannon for FREE with a BS 0f 6!!!! he has 4 base attacks at I3 and WS6. he allows all frendly ubits with (iirc) 12" to reroll moral. if he is killed all SW become feerless and becomes a new objective to be captured.
Canis is riding a HUGe wolf ... and the model looks great. he allows Fen. Wolf pack to become Troops. and there is a unit of wolf riders . Canis has 5 base attacks but if he gets surounded he goes crazy and get one attck for evry model in base contact.he has a pair of wolf claws. hes S5 T5 bc he is riding the wolf.
Ragnar gives himself and the unit he joins d3 extra attacks on the charge. he already has 5 built in. with WS6 and S5 thanks to his Sword hes a tornado in combat. Put Ragnar in a unit of Blood Claws and it a distructive combo because the BC get +2 attack on the charge.
Ulrik is back and hes pissed LOL hes gives the unit he joins prefered enemy angainst a unit type he chooses at the start of the game.
Logan is a true comander. he gives special rules to any unit he joins i cant remember them all but one of the is relentless. othe then that he has not changed much.
The trickster is a BC uite upgrade. And he could be a lot of fun.
The Thammer thrower is S10. he throws the hammer 6" at S10 AP1 assault 1. and he gets an extra attack for his shield.
sekä tietysti...Oh How could i forget that!!!! Yes!!!! Wolves can have an all termi list. Wolf Guard Start with power armor and the by all there upgrades after. including termi armor. thank you Logan!!!!
There’s no wolfen and there won’t be any. 13-th has faded into mist, they’re mentioned in the fluff, but on the table they can be represented only by using an old armylist.
Everyone has counterattack, they have the same space marine wargear, but it’s cheaper: combi-weapon - 5, fist - 20, frostblade - 20, hammer - 25, stormshield - 25, cost for claws differs, but they can reroll either to-hit or to-wound. Frost is a power weapon which gives +1 STR, it’s not two-handed.
Troops
Greys - 15 pts – csm style(bp + ccw+ bolter) - 2 specials for 10 man, 1 on 5 guys ( first melta costs 5, if you get another five guys you get another melta for free) – 1 attack in profile - counterattack - 8 ld – can take a totem: it allows them to reroll 1, grenades are included, + mark of the wolfen(d6 attacks, can’t be comboed with fist), 1 fist & other.
Claws – 15 pts - 3 BS & etc,, 8 ld, same story with meltas – 2 specials on 10 man; + 2 attacks from charge + mark of wolfen, 1 fist & etc.
Vehicles are SM-like, but there’s no LS Storm, Ironclad, Thunderfire and the separate units of attack bikes. All LRs are there, but nothing extra. Usual LR and pod have a transport capacity 10. It’s probably a fridge full of beer which is taking the other two...
Dreads are the same, starting with a free MM or Assault Cannon.
Huge FA, but without separate units of Attack Bikes.
There are wolfs – nasty beasts, 4 attacks, but almost unarmored (6+), cavalry. 8 pts, 4 WS.
Wolf Riders – wolf juggernauts. If only somewhat weaker and costier than juggs - 50 pts. 4 attacks, 2 wounds, 5 toughness, cavalry, rending, can take fist(10), hammer(15), etc. Squads of 1-5.
Claws on bikes and packs are cool, but they’ve got only one special and ld 8.
Elites
Scouts stay the same, but they have only one special, 2 power weapons, come out of the outflank like orkish kommandos, 1-2 – from the enemy’s table side, etc. Sarge can’t take fist.
Wolfguard – profile of the vanguard veterans - 18 pts, HUGE list of wargear, can be given anything you want, from TDA & TH & SS to combi-weapons and claws and frost blades. Also, they can leave their own squad and join greys or claws in troops or fa(in case of FA they mount bikes or wear jump packs.
Termowolves start with power swords & storm bolters, no teleportation’s deep strike, have access to drop pods. HtH termies are expensive, but with claws they get insanely high amount of attacks. Shields give 3++. TDA costs 15 points, it makes all upgrades cheaper – shield is 15 pts, claws is 5 or 10(2 claws is 15), fist is 10. Really expensive(like, 53 pts for termi with claw and shield), but can be kitted to have a maximum attacks..
Best variant for guards is like 8-9 men with 4 combi + fist or claws. Destroy the vehicle and charge.
Grimnar allows to take wolf guards as troops. Eternal warrior, costs no that much, is really good.
Ragnar - givec Furious Charge and d6 attacks to his own unit, once per game can give d6 attacks to all SW units. Rerolls 1.
Ulrik buffs his surroundings, makes his squad monster-kllers (gives them toughness 5).
All SW heroes are playable, decent and powerful. Ragnar and Ulrik are especially so. They cost no more than 200.
But Bjorn is a crapsack. 270, 13 front armour, 4 attack, lacks a focus, has really really weird special rules. After death he becomes a counter. I hope we’ll never see him on the table. Apoc only.
Runepriests – new magic – all is strong, no gates, storm in 24” - gives 5+ cover and turnes zone of usage into difficult terrain for skimmers etc. Cancels psychic powers of enemy on 4+. Must have.
Njal casts 3 powers per turn, cancels all psychic attacks on 3+.
You don’t roll for ld, you just plainly cancel them.
Wolfpriests – same as chappies, but can give preferred enemy for one of the opponent’s units.
Techpriests - 75, 2 attacks, built in hammer, can take mechanical wolves.
Wolf commanders – like SM captains only better. You can shape anything you want out of them. I got a killer with 3++, hitting on a 3+, STR 8 and eternal warrior for somewhere around 190 pts.
Sagas really differ, are given to priests and commanders. HQ – 2 sagas, priests get only one. Usually the give some rerolls to the heroes. Special characters come with them, like, Ragnar is rerolling 1 on the dice. There are eternal warrior, +d6 movement to the transport, cover for the wolfs, other are just rerolls..
Fangs are mech. Cheaper, but not relentless, can shoot at two targets at time if their sarge weren’t shooting. Now there can be 7 of ‘em, though.
Canis (185) - 2 wounds, 3 attacks +1 for claws, T 5, cavalry, in hth he hets on 3+ , S 5, reroll to wound, can give his unit an amount of attacks equal to the number of models in the squad he charges.
Special character, an upgrade for the wolf guard - 170 – Lysander profile - 3++, 10 STR. Comes as a part of the unit, so he’s not an indep, he can’t be targeted separately.
Special character, ugrade for claws – if he rolls 4+ all models that are in base to base contact with him are removed, both your and your enemies..
Lone wolves are crap, they’re not even worth describing – just wasting elite slots and being useless.
Guards have a totem/banner, it gives them some rerolls.
Joo taas mennee rahhaa :D Pitänee laittaa armeijallinen, kunhan nyt ensin ilmestyvät... Mutta hyvältä kuulostaa, varsinkin nuo susi ratsastajat ja sudet. 8pts 4 todennäköisesti str4 ws4 hyökkäyksestä. Meh wantspstj kirjoitti:Ja lisää tulee. Muistakaa että kyse on edelleen huhuista!
There’s no wolfen and there won’t be any. 13-th has faded into mist, they’re mentioned in the fluff, but on the table they can be represented only by using an old armylist.
Everyone has counterattack, they have the same space marine wargear, but it’s cheaper: combi-weapon - 5, fist - 20, frostblade - 20, hammer - 25, stormshield - 25, cost for claws differs, but they can reroll either to-hit or to-wound. Frost is a power weapon which gives +1 STR, it’s not two-handed.
Troops
Greys - 15 pts – csm style(bp + ccw+ bolter) - 2 specials for 10 man, 1 on 5 guys ( first melta costs 5, if you get another five guys you get another melta for free) – 1 attack in profile - counterattack - 8 ld – can take a totem: it allows them to reroll 1, grenades are included, + mark of the wolfen(d6 attacks, can’t be comboed with fist), 1 fist & other.
Claws – 15 pts - 3 BS & etc,, 8 ld, same story with meltas – 2 specials on 10 man; + 2 attacks from charge + mark of wolfen, 1 fist & etc.
Vehicles are SM-like, but there’s no LS Storm, Ironclad, Thunderfire and the separate units of attack bikes. All LRs are there, but nothing extra. Usual LR and pod have a transport capacity 10. It’s probably a fridge full of beer which is taking the other two...
Dreads are the same, starting with a free MM or Assault Cannon.
Huge FA, but without separate units of Attack Bikes.
There are wolfs – nasty beasts, 4 attacks, but almost unarmored (6+), cavalry. 8 pts, 4 WS.
Wolf Riders – wolf juggernauts. If only somewhat weaker and costier than juggs - 50 pts. 4 attacks, 2 wounds, 5 toughness, cavalry, rending, can take fist(10), hammer(15), etc. Squads of 1-5.
Claws on bikes and packs are cool, but they’ve got only one special and ld 8.
Elites
Scouts stay the same, but they have only one special, 2 power weapons, come out of the outflank like orkish kommandos, 1-2 – from the enemy’s table side, etc. Sarge can’t take fist.
Wolfguard – profile of the vanguard veterans - 18 pts, HUGE list of wargear, can be given anything you want, from TDA & TH & SS to combi-weapons and claws and frost blades. Also, they can leave their own squad and join greys or claws in troops or fa(in case of FA they mount bikes or wear jump packs.
Termowolves start with power swords & storm bolters, no teleportation’s deep strike, have access to drop pods. HtH termies are expensive, but with claws they get insanely high amount of attacks. Shields give 3++. TDA costs 15 points, it makes all upgrades cheaper – shield is 15 pts, claws is 5 or 10(2 claws is 15), fist is 10. Really expensive(like, 53 pts for termi with claw and shield), but can be kitted to have a maximum attacks..
Best variant for guards is like 8-9 men with 4 combi + fist or claws. Destroy the vehicle and charge.
Grimnar allows to take wolf guards as troops. Eternal warrior, costs no that much, is really good.
Ragnar - givec Furious Charge and d6 attacks to his own unit, once per game can give d6 attacks to all SW units. Rerolls 1.
Ulrik buffs his surroundings, makes his squad monster-kllers (gives them toughness 5).
All SW heroes are playable, decent and powerful. Ragnar and Ulrik are especially so. They cost no more than 200.
But Bjorn is a crapsack. 270, 13 front armour, 4 attack, lacks a focus, has really really weird special rules. After death he becomes a counter. I hope we’ll never see him on the table. Apoc only.
Runepriests – new magic – all is strong, no gates, storm in 24” - gives 5+ cover and turnes zone of usage into difficult terrain for skimmers etc. Cancels psychic powers of enemy on 4+. Must have.
Njal casts 3 powers per turn, cancels all psychic attacks on 3+.
You don’t roll for ld, you just plainly cancel them.
Wolfpriests – same as chappies, but can give preferred enemy for one of the opponent’s units.
Techpriests - 75, 2 attacks, built in hammer, can take mechanical wolves.
Wolf commanders – like SM captains only better. You can shape anything you want out of them. I got a killer with 3++, hitting on a 3+, STR 8 and eternal warrior for somewhere around 190 pts.
Sagas really differ, are given to priests and commanders. HQ – 2 sagas, priests get only one. Usually the give some rerolls to the heroes. Special characters come with them, like, Ragnar is rerolling 1 on the dice. There are eternal warrior, +d6 movement to the transport, cover for the wolfs, other are just rerolls..
Fangs are mech. Cheaper, but not relentless, can shoot at two targets at time if their sarge weren’t shooting. Now there can be 7 of ‘em, though.
Canis (185) - 2 wounds, 3 attacks +1 for claws, T 5, cavalry, in hth he hets on 3+ , S 5, reroll to wound, can give his unit an amount of attacks equal to the number of models in the squad he charges.
Special character, an upgrade for the wolf guard - 170 – Lysander profile - 3++, 10 STR. Comes as a part of the unit, so he’s not an indep, he can’t be targeted separately.
Special character, ugrade for claws – if he rolls 4+ all models that are in base to base contact with him are removed, both your and your enemies..
Lone wolves are crap, they’re not even worth describing – just wasting elite slots and being useless.
Guards have a totem/banner, it gives them some rerolls.