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![[Post New]](/s/i/i.gif) 2008/03/21 05:08:36
Subject: 1328 wolves list. 172 Spare points without a home.
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Ambitious Space Wolves Initiate
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Making a 1500 point army to use constantly and came across a problem, im 172 points short of the correct amount of points. Im thinking maybe have two more speeders. not sure though
Brother Kage - Enhanced Bionics, Master Crafted Bolt Pistol, The Fenrisian Axe, Belt Of Russ, Runic Armour,
Wolf Tooth Necklace, Wolf Pelt, Wolf Tail Talisman, Frag Grenades - 200
WS-BS-S-T-W-I--A--Ld-Sv
6----4--5-5-2--5-D6-10-2+
The Fenrisian Axe - Counts as a Master Crafted Power Fist without Initiative Modifier (Doubles Strength, No Saves)
Morning Star - Attached to the end of the Fenrisian Axe is a morning star. When in close combat due to Kage's frantic swinging this scores an instant strength 5 hit that allows standard saves.
Mental Instability - Due to the state of Kage's mind, he isn't effected by instant death and will keep fighting until he is completely incapacitated. Immune to Instant Death.
Enhanced Bionics - Kage has been equipped with enhanced bionics that keep him alive. Therefore, if he is "killed", on a roll of 5+ he returns to his feet and continues to fight with 1 wound.
Lightning Reflexes - Kage has lightning fast reflexes and moves so quick even the strongest attacks have trouble connecting with him. He recieves a 4+ Invulnerable save.
Beserk Leader - All models in a squad led by Kage recieves Beserk Charge.
Infection of the fang - Brother Kage is unpredictable when it comes to close combat. To represent this, before the match roll a D6, this represents his attacks. When charging he also recieves +D3 attacks instead of +1.
Headstrong - Kage must charge if he is within 6" of the enemy. He must advance after a defeated enemy unit and may never choose to use the optional voluntary fall back rule. If he has joined a unit then these rules apply to that unit as well.
HQ 2 - Father Karcer - Bolt Pistol, Blessed Axe, Runic Armour, Wolf Helm Of Russ, Wolf Pelt, Wolf Tooth Necklace, Frag - 200
WS-BS-S-T-W-I--A--Ld-Sv
5----5--5-5-2--5-4--10-2+
Blessed Axe - Before battle Karcer blesses his axe, creating a psychic field around it that obliterates anything in it's path, including cover. +1 Strength, allows no armour or cover saves.
The Gate - On a successful psychic test, Father Karcer can use this ability at the start of the movement phase. Take him, and a squad of your choice (including other independant characters leading that squad) that is within 6" of him and remove them from the tabletop and then immediately place them anywhere on the board. On a roll of 6 the squad lands exactly where
specified, on a roll of anything else, roll a D6 and a Scatter Die. The Gate may be used even if Karcer or the models he is
teleporting is in base contact with an enemy model.
Stormcaller - In the shooting phase of any Space Wolves turn, Father Karcer can use his powers to call up a blizzard of
psychic energy, lasting until the end of the following enemy turn, which can be used to hide friendly troops or vehicles
from the enemy. He may not shoot on the same turn that he calls up the storm. If he successfully uses the power then he can
summon the storm either over himself and the unit he is with or over any friendly unit that has a model within 12" of him.
This unit counts as being in cover for rules purposes and so will recieve a 5+ cover save and will strike first in the first
round of combat if they charge or are charged. Units that are protected in this way may assault and, if they do so and the
enemy are also in cover, attacks are resolved simultaneously.
Psychic Field - Father Karcer enters battle with a psychic field surrounding him. It gives him a 5+ invulnerable.
Elite - Iron Priest - Bolt Pistol, Thunder Hammer, Artificer Armour, Wolf Pelt, Wolf Tooth Necklace - 93
Troop 1 - 12 Blood Claws - 3x Power Weapons, Flamer - 206
Troop 2 - 10 Grey Hunters - 9x Bolters, 3x Power Fists, Meltagun, Rhino Transport - 304
Fast Attack - Land Speeder Tornado - Assault Cannon, Multi Melta - 80
Heavy Support - Land Raider Crusader - 265
1348 points all up
Oh and feel free to comment on Kage and Karcer
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This message was edited 3 times. Last update was at 2008/03/24 07:26:08
"So when do we get our tank?"
We've already got it, it has been with us the whole time"
"No we don't, its just 10 of us, and a Washing Machine"
"That is the tank...."
"There's no way im riding in that, it sucks a-"
"Leman Russ rode in that rhino back in the da-"
"Let's roll" |
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![[Post New]](/s/i/i.gif) 2008/03/21 09:12:39
Subject: 1348 wolves list. 152 Spare points without a home.
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Executing Exarch
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I have never cared for Space Wolves, so I don't know how they should be fielded. Aside from the fact that your troops squads seem to have one more PW/PF than is legal in each, I'll just comment on your homebrew rules.
Why do you need a CC weapon to ignore cover saves when models can never take cover saves in CC anyway?
What is an "instant hit"? When does it occur?
You've basically given your libby The Key. I'm not sure if that's very fluffy.
Your rules will give your opponents a headache remembering them. Here, you can rewrite them much more succintly, drawing on already existing rules:
The Gate - Use this psychic power at the start of your movement phase. Remove Karcer and one friendly unit within 6" (including any ICs attached to that unit) from the table. They then reenter play immediately using the Deep Strike rules. The Gate may be used even if Karcer or the models he is teleporting are locked in close combat (the enemies will then be allowed to make a consolidation move).
Stormcaller - Karcer can use his powers to call up a blizzard of psychic energy with which to hdie his allies. Use this psychic power instead of shooting. Choose a unit with a model within 12" of Karcer. This unit counts as being in 5+ cover. In addition, all members of that unit will strike first when charging and count as having frag grenades.
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This message was edited 2 times. Last update was at 2008/03/21 09:23:50
Wehrkind wrote:Sounds like a lot, but with a little practice I can do ~7-8 girls in 2-3 hours. Probably less if the cat and wife didn't want attention in that time. |
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![[Post New]](/s/i/i.gif) 2008/03/21 11:42:48
Subject: 1348 wolves list. 152 Spare points without a home.
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Ambitious Space Wolves Initiate
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someone brought the PF rule up with me, but then asked me whether they had a sergeant (which they do) and then told me it was fine. they were an experienced wolf player.
forgot I guess. I'll just change it to a Frost axe or a Rune Axe.
it occurs either before, after, or during his standard attacks. whatever pleases my opponent.
given my libby the key? I did have a fluff story explaining the two of them and another guy but got rid of it as i was lessening my points and making it a 1500 point army, which means only 2 HQs.
I just quoted them straight from the the Space Wolves codex and the 13th Company section of the LotD codex
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"So when do we get our tank?"
We've already got it, it has been with us the whole time"
"No we don't, its just 10 of us, and a Washing Machine"
"That is the tank...."
"There's no way im riding in that, it sucks a-"
"Leman Russ rode in that rhino back in the da-"
"Let's roll" |
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![[Post New]](/s/i/i.gif) 2008/03/22 18:54:58
Subject: 1348 wolves list. 152 Spare points without a home.
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Executing Exarch
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Well if they have a WG Sgt (or whatever he's called), then 3 PFs is achievable, but you didn't indicate that in your list.
The Key was a Tzeentch power that did about the same thing. (The Necron's Veil and one of the Ork results are also similar.) It just seems a bit weird to me for SW to have something like that.
Really? My bad, then. I guess it means GW's rules writing actually is getting better!
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Wehrkind wrote:Sounds like a lot, but with a little practice I can do ~7-8 girls in 2-3 hours. Probably less if the cat and wife didn't want attention in that time. |
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![[Post New]](/s/i/i.gif) 2008/03/24 01:19:56
Subject: 1348 wolves list. 152 Spare points without a home.
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Ambitious Space Wolves Initiate
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The Gate is from the 13th Company list as the Rune Priest's Special Power. The Fluff behind Karcer is he is one of the 13th company that somehow made it out of the warp and made it back to the Fang. Oh and their rules writing getting better? These rules were written back in 2nd and 3rd edition. Its gotten worse as time went on.
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This message was edited 1 time. Last update was at 2008/03/24 01:23:14
"So when do we get our tank?"
We've already got it, it has been with us the whole time"
"No we don't, its just 10 of us, and a Washing Machine"
"That is the tank...."
"There's no way im riding in that, it sucks a-"
"Leman Russ rode in that rhino back in the da-"
"Let's roll" |
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![[Post New]](/s/i/i.gif) 2008/03/24 04:21:32
Subject: 1348 wolves list. 152 Spare points without a home.
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Executing Exarch
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Again, I show how little I know about SW. My bad.
I'm aware that the rules you're quoting are earlier rules. My point is they are terribly written though interesting to use. Compare them to my rewrites, which are basically cobbled together from more recent rules. The effect is the same, but it is easier to grok. GW may be blandifying stuff, but they have also gotten a lot more concise.
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This message was edited 1 time. Last update was at 2008/03/24 04:22:26
Wehrkind wrote:Sounds like a lot, but with a little practice I can do ~7-8 girls in 2-3 hours. Probably less if the cat and wife didn't want attention in that time. |
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![[Post New]](/s/i/i.gif) 2008/03/24 07:21:15
Subject: 1348 wolves list. 152 Spare points without a home.
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Ambitious Space Wolves Initiate
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I can see where you're coming from. It was easier to understand your way (took me three times reading to notice Stormcaller worked on the priest and another squad and not the Priest or another squad. GW make it a bit of a battle to understand some rules.
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"So when do we get our tank?"
We've already got it, it has been with us the whole time"
"No we don't, its just 10 of us, and a Washing Machine"
"That is the tank...."
"There's no way im riding in that, it sucks a-"
"Leman Russ rode in that rhino back in the da-"
"Let's roll" |
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