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Made in au
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Versteckt in den Schatten deines Geistes.

The trickster ...
... The Thammer ...


So damned be the Norse symbolism, let's just put Thor and Loki into the Codex.

Great...

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Not to mention that the Hammer is apparently S10 AP1. Short range, but still, who carries around a pocket railgun?

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(Insert obligatory "That's what she said!" joke here...)

I agree, some of these rumors are getting a bit... troubling...

I hope GW isn't going this over the top with the Wolves.

They've had a certain reputation (first received, and deservedly so, in 2nd edition) for a while, and this Codex certainly won't help!
   
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H.B.M.C. wrote:
The trickster ...
... The Thammer ...


So damned be the Norse symbolism, let's just put Thor and Loki into the Codex.

Great...


Correct me if i am wrong isn't the Loki figure norse anyway?

Also i can kinda understand the hammer being str 10 ap 1, i'd imagine it's a thunder hammer which ignores wounds and doubles strength, so they have just slapped on a ranged profile?

 
   
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H.B.M.C. wrote:
The trickster ...
... The Thammer ...


So damned be the Norse symbolism, let's just put Thor and Loki into the Codex.

Great...


Wonder who plays the role of Odin ? Lets see: we can be sure that no female members of the pantheon make an entry. That still leaves Baldur, Tyr, Frey, Heimdall and Brage from the gods and some possible cameo entries for lesser entities ( Njall already has Huginn & Muninn covered ).

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I also asked him about Wulfen and 13. company.
I was a little bit shocked when he said that Wulfen won´t come back as a unit. He wanted them more mysterious. You can still fill in some wulfen,but not as a unit costing 18 Points.

That sounds absolutely ridiculous.

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NoVA

Can't say I love the direct lifts from the Norse pantheon. I like the concepts, but I might have distanced them A LITTLE BIT from their mythological roots. That said, I like the idea of a crazy Blood Claw and a trickster SW. Even though they tied him to the actual 40K trickster (the Tzeentchian doppelganger).

Considering I prefer a 13th Company army, I am going to have to get pretty creative. Logan allows for WG troops, so that'll probably be the way to go. Not having Gate is going to suck, and there is no way to rep it. But I should have some more flexibility; in losing Gate and Wulfen, there are some new options to make a colorful hardcore Chaos fighting veteran list of heroes.

Because it certainly seems the army list got "heroes" right.
   
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But I should have some more flexibility; in losing Gate and Wulfen, there are some new options to make a colorful hardcore Chaos fighting veteran list of heroes.

How expensive point-wise are those Veterans?

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NoVA

That depends on how you kit your WG. But very expensive. I didn't say I'd win with the list. But that won't stop me from playing it.
   
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More from Warseer

Mr. Surtur wrote:"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."


Before you all faint or swoon some of this directly contradicts stuff coming from more....trusted...sources, so i think there is a degree of hyperbole here. BUt it is a Phil Kelly book so we should expect it to be fething nasty and have one unit of incredible survivalness ala Ork Nobz, Seer council etc.

I think there's been a degree of misunderstanding here too. For example whilst I am pretty certain that Njal might well have a better chance of dispelling psychic powers, I believe said dispel is limited to affecting ones that only affect him/his unit. So he might well be able to dispel a Mind War cast at him on a 3+ ( or whatever) but couldn't do anything about Guide cast on the unit shooting at them.
I'm fairly certain that the LS storm IS in there too, so I'd dilute some of these a bit.

Oh and
[Thumb - wolfcover.jpg]


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dienekes96 wrote:Can't say I love the direct lifts from the Norse pantheon. I like the concepts, but I might have distanced them A LITTLE BIT from their mythological roots.


That's what I meant. I was fine with the norse symbolism - that's cool, and works for the 'Space Viking' army - but just having Thor and Loki as special characters (even with different names) stinks of laziness. What, is the Thor guy's hammer going to be called Mjolnir?

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Warseer wrote:Got my hands on some SW rumours from trustworthy source.

"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."


Fun stuff. I've ordered an additional Space Hulk box to convert the termies to WG.

Fah, ninja'ed by a mile...

reds8n wrote:I'm fairly certain that the LS storm IS in there too, so I'd dilute some of these a bit.


Someone on B&C already said that, contrary to previous rumors, Storms aren't confirmed for Wolfs.

This message was edited 2 times. Last update was at 2009/09/05 15:09:51


 
   
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I see a lot of SM players playing 'counts as' with this codex. at least when it first comes out for awhile.

   
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H.B.M.C. wrote:That's what I meant. I was fine with the norse symbolism - that's cool, and works for the 'Space Viking' army - but just having Thor and Loki as special characters (even with different names) stinks of laziness. What, is the Thor guy's hammer going to be called Mjolnir?


come on, give GW the credit they have earned and deserve! it'll be Njolmir and it channels thunder, NOT lightning. totally different...

This message was edited 1 time. Last update was at 2009/09/05 15:52:22


 
   
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So Wolf Priests don't have healing balms any more?
   
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Hamburg

Too many special characters. I find that they stink.
This is JJ's work.

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.

Strength 8 is amazing.

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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..

What the feth?

So on a 4+ he's gonna "remove" anything in the game? Or does eternal warrior protect?

Oh and the anti-psychic powers stuff sounds nasty.

This message was edited 1 time. Last update was at 2009/09/05 17:32:09


 
   
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number9dream wrote:
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..

What the feth?

So on a 4+ he's gonna "remove" anything in the game? Or does eternal warrior protect?



remember that your also effectively destroying half your own unit as well as special characters that get to close to him(unless hes an independent charater which would make him sort of like a berzerker unit that would do as much damage as possible and then die horribly)

Even before I heard all these rumors I was gonna pick up the space wolves and make them my main army, but with some of these rumors i'm worried about getting accused of being a power gamer.



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number9dream wrote:So on a 4+ he's gonna "remove" anything in the game? Or does eternal warrior protect?


I will take this ( along with certain other points ) with a spoonfull of salt. If true, there must be some conditions and limits attached. I really can´t believe a lone Astartes eliminating automatically an Eldar Avatar, a Deamon Prince or a C´tan.

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You underestimate GWs SM favoritism. That is the type of rule that should belong to The Avatar or a C'tan. But no, that would allow them to kill SMs too easily, and we can't have any of that... So they give the rule to a SM SC. Auto kill anything without a fight.

I'm praying that we're hearing outrageous exaggerations about half these rules, or we will see all SM players use the SW codex for whatever chapter they play.

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The Unending wrote:
number9dream wrote:
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..

What the feth?

So on a 4+ he's gonna "remove" anything in the game? Or does eternal warrior protect?



remember that your also effectively destroying half your own unit as well as special characters that get to close to him(unless hes an independent charater which would make him sort of like a berzerker unit that would do as much damage as possible and then die horribly)

Even before I heard all these rumors I was gonna pick up the space wolves and make them my main army, but with some of these rumors i'm worried about getting accused of being a power gamer.


Unless you, for whatever reasons, don't want to play a strong army, I don't think you should care what others say There's nothing wrong with playing a strong army lol
   
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.......and thus it begins.

Alot of these fly in the face of what has been quoted by other, more reliable sources on other forums so I would take most of these with wheelbarrows of salt.

Stacking up on uber units and characters means epic fail in 83% of the missions in the rulebook as you won't be holding or taking objectives very easily.

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Fateweaver wrote:Alot of these fly in the face of what has been quoted by other, more reliable sources on other forums so I would take most of these with wheelbarrows of salt.
Nah, GW is now sending out fake codexes to shops to see where they are breaking the black box street date! God, I hope I am only joking.

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Am I the only person that likes the idea of the Lone Wolves?

I was looking at the book earlier and really like alot of whats in it, sure some of it can be cheep to use but if I don't use them I fail to see the problem.

This book actually got me really excited about playing 40k again after I've been losing interest.
   
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Brother, you are not supposed to like units that are less than ideal in tournaments. Didn't you know that if you mathhammer something 1,000 times and it fails to perform 501 times it is a garbage unit and you move onto the next unit and do the same until only a handful of units remain and then you build lists around those 5 units.

Apparently the only 5 units in the CSM dex are Plaguemarines, Berserkers, Obliterators, Lash Princes and Vindicators (the latter usually not taken if points will buy 3 more oblits).

Lone Wolves sound fun. Too bad its inconceivable a unit should exist for fun and theme and not power gaming. Ah well. From Monday on until the 'Nid codex in February I'll get to wade through 9 posts of whine to read 1 post where some didn't react in a knee-jerk way to a unit and posted a well thought out tactic or use for said unit.

Them's the interwebs I guess

--The whole concept of government granted and government regulated 'permits' and the accompanying government mandate for government approved firearms 'training' prior to being blessed by government with the privilege to carry arms in a government approved and regulated manner, flies directly in the face of the fundamental right to keep and bear arms.

“The Constitution is not an instrument for the government to restrain the people, it is an instrument for the people to restrain the government.”


 
   
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Must have missed that memo.
   
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Meh, it (the SW codex) is already being picked apart as far as what units are good/bad ONLY based on rumors, not even known points costs or exact stats.

Expect the same to happen here starting next week when more people see the 'black box codex".

'Tis a sad day when you can't post up a fun list to be critiqued in the tactics/army list section because people will just tell you to buy the flavor of the month army list and to hell with your theme or idea of fun.

Winning is fun but winning because you are a copypasta with no imagination to use units you like effectively makes that person a tool of the interwebs.

Don't care either way what the 'dex is or isn't as I can't afford to collect them and nobody in my group intends to start a wolf army either. I'll just buy the codex for toilet reading material.

--The whole concept of government granted and government regulated 'permits' and the accompanying government mandate for government approved firearms 'training' prior to being blessed by government with the privilege to carry arms in a government approved and regulated manner, flies directly in the face of the fundamental right to keep and bear arms.

“The Constitution is not an instrument for the government to restrain the people, it is an instrument for the people to restrain the government.”


 
   
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If I remember correctly the Lone Wolve is 20 points base.

WS 5 with 2 wounds, eternal warrior, feel no pain and re-rolls to hit against Walkers, Monstrous Creatures and things above T5. They are also really angry and have lots of options. They sound incredibly fun to use.

The people that say to hell with my theme can go to hell, because my gaming group tends to work off themes, and come up with our own heroes based off of models that did well in games and other things like that.
   
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Steiner, anything else you can confirm for us? Sizes of GH and BC squads?

Number of HQ choices?

Is the Landspeeder storm in there? Iron Clad Dreadnought?

What are the special weapon options for GH and BC? What about special CCWs (power weapon, power fist)? Plasma pistols?

Just things I'm curious about.

Love the five heavy weapon Long Fangs. Wicked cool.
   
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Scotty,

5-10 GH like Ultras, need 10 for 2 specials; can take up to 1 special CCW (fist, claw, hammer, etc). I think BC's still top at 15 (no doubt to allow a WG in PA to join the squad and ride in an LRC)

Conflicting reports on Ironclad and Storm. Some say they are in, some say they don't recall seeing them.

2 per slot but no duplicates (so no 2 wolflords or rune priests, etc...)

GH squads get 2 specials; 1/5; I assume same access as Ultra codex; BC's rumored to only get 1 Pw/Pf but can have a WG lead the squad, WG get plethora of options.

Apparently LF squad are max of 7 now with 5 heavies, can still split fire.

Oh, 'tis reported that only the LR and LRC are in the 'dex; no mention of the LRR or the rumored ACRaider.

Again, don't take it to gospel. I remember weeks before the IG codex came out peeps were arguing over what they saw or didn't see even though it was obviously the same codex people were looking at (assuming all black box codeciies are the same).

Edited for wrongness first time.

This message was edited 1 time. Last update was at 2009/09/06 05:37:52


--The whole concept of government granted and government regulated 'permits' and the accompanying government mandate for government approved firearms 'training' prior to being blessed by government with the privilege to carry arms in a government approved and regulated manner, flies directly in the face of the fundamental right to keep and bear arms.

“The Constitution is not an instrument for the government to restrain the people, it is an instrument for the people to restrain the government.”


 
   
 
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