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Made in us
Fixture of Dakka





West Michigan, deep in Whitebread, USA

Too bad 13th company will never be cool and characterful like they were in the Black Crusade codex. So boring to just be more stuff for regular space wolves to take.

I thought the fact that they were even more elite Space Wolves, but with no vehicles whatsoever aside from bikes was friggin cool, along with their teleporting Rune Priests and free movement phase for all non bikes/non terminators before the game started. They were really interesting and fun to play as a pure army.

This message was edited 2 times. Last update was at 2016/02/02 00:00:26




"By this point I'm convinced 100% that every single race in the 40k universe have somehow tapped into the ork ability to just have their tech work because they think it should."  
   
Made in us
Regular Dakkanaut




 AegisGrimm wrote:
Too bad 13th company will never be cool and characterful like they were in the Black Crusade codex. So boring to just be more stuff for regular space wolves to take.

I thought the fact that they were even more elite Space Wolves, but with no vehicles whatsoever aside from bikes was friggin cool, along with their teleporting Rune Priests and free movement phase for all non bikes/non terminators before the game started. They were really interesting and fun to play as a pure army.


AegisGrimm- that is what I was hoping they were going for (and maybe they will, we havent seen the new psychic cards). Personally I was hoping for cheap wulfen in large packs led by a wolf priest and rune priests teleporting long fangs with assault weapons (including helfrosts) around the board to differentiate them from Devastators. It wouldnt have been a tournament army, but I think it would be fun. The fact that suddently wulfen are back and are part of the normal SW codex is a bit of a miss for me.
   
Made in us
Chaplain with Hate to Spare





Sioux Falls, SD

Seeing the Curse of the Wulfen kind of makes me want to make something similar for the Death Company. I am hoping GW overhauls BA when they get to them.

An army with a nice core of Grey Hunters and some Wulfen would be very potent. It just so happens I have just that...

5250 pts
3850 pts
Deathwatch: 1500 pts
Imperial Knights: 375 pts
30K 2500 pts 
   
Made in us
Regular Dakkanaut




Its a shame the chart does nothing for Swiftclaw bikes, I mean they already have hammer of wrath as bikes so they don't get it, they have rage so they dont get the d3 extra attacks and they are bikes so they can't run. I love my unit of 10 BC bikes, but they are so underwhelming. Assault claws are the same, having both the rage and hammer of wrath attacks (although they could run, but then wouldnt be able to charge).

Maybe the wolfguard formation with all dual wolf claws teleporting down turm 1 next to a pod with 5 wulfen and some lone wolves in terminator armor teleporting in??
   
Made in us
Longtime Dakkanaut




St. George, UT

Basically the only table that will really help "claw" units is the kill table, its just too bad they cant get the effects when charging. However, having a unit of wulfen pop up while engaged could help these guys as any of the buffs will greatly help their performance. I'm really liking the reroll to wound when coupled with a wolf priests preferred enemy rule for the unit.

But, I don't think it will be easy or point and click to pull off.

See pics of my Orks, Tau, Emperor's Children, Necrons, Space Wolves, and Dark Eldar here:


 
   
Made in au
Grizzled Space Wolves Great Wolf





I don't think Wulfen are going to be all that overpowered because they aren't going to be all that hard to kill. In an army where everything has a 3+ save, a 4+ save on an elite unit might as well be paper armour because it gives something for all those AP4 guns to shoot at. If you give enough of them Storm Shields they get harder to kill but also get much more expensive.

I don't think they are overpowered, more so they are viable elite melee units in a game where most melee units aren't viable, which maybe makes them look overpowered compared to other melee units which were already underperforming.
   
Made in ca
Fixture of Dakka






Looking at the pics from the datasheet leak, I think the only one I really object to is the pack leader (or whatever he is) in the Karate Kid pose. The rest of them are actually kind of cool (#5 in the back is too blurry to be sure); I even kind of dig the legs on the guys immediately to the left and right of Mr. Crane Kick. The pose of the guy on the right with the double-handed axe I really like. The legs on the guy on the far left I'm not fond of, but I may change my mind when I see the actual model.

So, so far, "like some of them, but not love 'em enough to buy just to paint" is where I peg them. If I did Space Wolves at some point, I'd definitely get a set of these guys, though.

Spoiler:


This message was edited 1 time. Last update was at 2016/02/02 11:11:36


 
   
Made in de
Longtime Dakkanaut





Via SpikeyBits - Thanks!

Spoiler:















This message was edited 2 times. Last update was at 2016/02/02 17:18:29


 
   
Made in us
Nurgle Chosen Marine on a Palanquin






The wulfen backpacks are just too insanely cool. I have a feeling they will be selling on ebay like crazy.

   
Made in us
Longtime Dakkanaut





I feel a LOT better about the kit already. It seems like it is going to have mountains of bits (5 hammers confirmed, implies 5 of each specialist weapon?), and even karate-kid pose looks massively better with differently posed arms/weapon choice.

I'm definitely in for two boxes... but admit a little snicker at seeing their formation being called a Murder Pack. :-p Son of Murderfang indeed.

11527pts Total (7400pts painted)

4980pts Total (4980pts painted)

3730 Total (210pts painted) 
   
Made in us
The Marine Standing Behind Marneus Calgar





Upstate, New York

 gwarsh41 wrote:
The wulfen backpacks are just too insanely cool. I have a feeling they will be selling on ebay like crazy.


A lot of the bits looks cool. I think many of them could find a home on other SW units/characters. And from reading the WD leaks, it looks like there are a lot of bits on those sprues.

   
Made in ca
Fixture of Dakka






Ahhh thank you for the much better pics. A lot of those models look great. Legs still a little iffy, and the one pose bugs me. Bits sound awesome, and backpacks are terrific. The bases look huge!
   
Made in gb
Esteemed Veteran Space Marine




Sheppey, England

Hobbits would be proud of those feet.

Click for a Relictors short story: http://www.dakkadakka.com/dakkaforum/posts/list/412814.page

And the sequels HERE and HERE

Final part's up HERE

 
   
Made in at
Not as Good as a Minion





Austria

The better the pic get the worse are the models

But 1 point for the retro 80's terminator neck

Harry, bring this ring to Narnia or the Sith will take the Enterprise 
   
Made in us
Rotting Sorcerer of Nurgle






The Dog-house

Did anybody else think "Possessed" when they read the dataslate? These guys fit a count as Possessed rather well

H.B.M.C.- The end hath come! From now on armies will only consist of Astorath, Land Speeder Storms and Soul Grinders!
War Kitten- Vanden, you just taunted the Dank Lord Ezra. Prepare for seven years of fighting reality...
koooaei- Emperor: I envy your nipplehorns. <Magnus goes red. Permanently>
Neronoxx- If our Dreadnought doesn't have sick scuplted abs, we riot.
Frazzled- I don't generally call anyone by a term other than "sir" "maam" "youn g lady" "young man" or " HEY bag!"
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mrhappyface- "They're more what you'd call guidlines than actual rules" - Captain Roboute Barbosa
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Made in ca
Fixture of Dakka






Did anyone see the 45" T1 charge combo on BoLS? LOL. Insanity!

Rapid Maneuver: Sammael’s Warlord trait gives him and his unit +3″ run and charge moves.

Wulfen’s Leaping Bounds Special Rule: This unit can run and attack. It also rerolls failed charge rolls.

This squad can move 12″ in the movement phase, run an extra three inches for their run (thanks to Sammael), and charge 2d6 +3 inches (Sammael) for a average threat range of 29″. That seems to be more than enough to get into your opponents deployment zone on turn one. Plus you can use attached cyber wolves to stretch the line back and keep the Wulfen in coherencey of the rampaging Thunderwolves in the front to keep everything legal during the movement phase.

BUT WAIT, THERE’S MORE!

Remember that Curse of the Wulfen special rule that all Space Wolves get from their scary warp brothers? Well the Thunderwolves in the unit, now affected by Curse of the Wulfen’s Hunt chart, on a roll of a 4 or 5 get an additional +3 to movement, running, and charging.

So now the Thunderwolf Characters could move an additional 3″ (CoTW), run an extra 6″ (CoTW Effect and Sammael), and charge an extra 6″ (CoTW Effect and Sammael). That brings their total assault threat range to a whopping 45 inches (a “normal” 12″ Move, 6″ Run, 12″ charge maximum rolls = 30, PLUS the 15 extra inches of free movement above).

That distance is nearly the entire length of the short board edge that could theoretically be covered in a minimum of one in every three games of 40k with this unit.

http://www.belloflostsouls.net/2016/02/40ks-new-first-turn-assault-the-rise-of-the-wulfen.html

   
Made in de
Longtime Dakkanaut





How do they move 12"?

Edit: TWC... okay

This message was edited 1 time. Last update was at 2016/02/02 17:49:36


 
   
Made in ca
Fixture of Dakka






Yeah, you are using the Wulfen to buff the TWC to get the extra move. But it basically lets you run the TWC as far as you could want, on a 6x4 board, even with bad charge rolls.
   
Made in ca
Deadshot Weapon Moderati




The bike moves 12", the Thunderwolves chain back to the Wulfen, and the whole thing strings itself out begging to be dissected.

Of course, the idiot writing that ignores the fact that units of Wulfen don't benefit from the Curse of the Wulfen, so no Thunderwolf-riding Characters that join them will benefit.

This message was edited 1 time. Last update was at 2016/02/02 17:55:11


 
   
Made in us
Loyal Necron Lychguard




And how expensive is it to run that silliness?
   
Made in gb
Stubborn Dark Angels Veteran Sergeant






People saying they cost too much and will die after they kill a unit, yeah maybe, they also don't HAVE to charge, and can still force multiply, not so much from distance to friendly units to be effective but clever play can see them boost other units, that can wipe out the opponent front line, then they charge to take out any lingering big nasties or they can dive into huge horde units.

Anyway, 210 points to delete a storm surge/ghost keels/riptides or 250 points (thunder hammer and storm shield) to delete wraith knights and imperial knights. Sign me up personally.

As a suicide unit alone they are worth their points on the right target.

Question, is the storm wolf an assault unit, and can they run and charge out of one? (hove mode is needed I assume is it is an assault vehicle?)

This message was edited 1 time. Last update was at 2016/02/02 17:58:19


My hobby instagram account: @the_shroud_of_vigilance
My Shroud of Vigilance Hobby update blog for me detailed updates and lore on the faction:
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Made in us
Loyal Necron Lychguard




endlesswaltz123 wrote:
Anyway, 210 points to delete a storm surge/ghost keels/riptides or 250 points (thunder hammer and storm shield) to delete wraith knights and imperial knights. Sign me up personally.


A unit of these guys in no way instagibs any of those. At least, no better than TWC do it already.
   
Made in ca
Fixture of Dakka






@endlesswaltz123 - Yeah, pretty much that. It opens up some options and it's a good force multiplier. I think these guys are a solid unit for SW.

Plus, the ability to get into assault so quickly or take out a front line defense makes it possibly attractive to take SW as an allied force to DA or Vanilla marines. They're sure better than the assault terminators that Blood Angels got

I think it'll be interesting to see how people actually play them.
   
Made in ca
Evasive Pleasureseeker



Lost in a blizzard, somewhere near Toronto

Requizen wrote:
endlesswaltz123 wrote:
Anyway, 210 points to delete a storm surge/ghost keels/riptides or 250 points (thunder hammer and storm shield) to delete wraith knights and imperial knights. Sign me up personally.


A unit of these guys in no way instagibs any of those. At least, no better than TWC do it already.


Yes they do, especially against any SH/GMC since the Wulfen will always get to attack, even when killed... Between S10 thunder hammers and what, S7 or S8? ap2 ice claws, these guys will laugh at anything else in the game in combat and punk it with almost 0 effort.

Sure, against a GMC they'll probably all die, but I don't think there's a single GMC in the game that costs less than a min-sized, decently equipped unit of Wulfen.

Their upgrades especially are just as criminally undercosted as the Wraithknight.

 
   
Made in ca
Deadshot Weapon Moderati




Well, slightly better since they'll always get at least one set of attacks in combat.

Incidentally, they'll be tarpitted by a unit of 25 Hormagaunts for about two game turns.

This message was edited 1 time. Last update was at 2016/02/02 18:13:48


 
   
Made in us
Haemonculi Flesh Apprentice






Nomeny wrote:
The bike moves 12", the Thunderwolves chain back to the Wulfen, and the whole thing strings itself out begging to be dissected.

Of course, the idiot writing that ignores the fact that units of Wulfen don't benefit from the Curse of the Wulfen, so no Thunderwolf-riding Characters that join them will benefit.


Exactly, IC's become the unit they join meaning your not gaining everything they have to offer. Plus I still think it's beyond stupid to have the classic rivals being super friends. DA and SW have had a long standing feud ever since the Lion cold cocked the Wolf when he was laughing. Not to mention DA are the definition of xenophobic anti mutant racists No way Sammy would hang around with the wolf man like its casual Friday or something.

I'll note I am the counts as king, but their are even a few things in 40k canon I wouldn't sacrifice for modelling. I also would struggle to find a modelling outcome using wolfs, marines riding wolfs, marines turning into wolfs and space knights, one of which floats If someone else can without smelling like cheddar due to the stacking of rules I am all ears.


Automatically Appended Next Post:
Spoiler:
endlesswaltz123 wrote:
People saying they cost too much and will die after they kill a unit, yeah maybe, they also don't HAVE to charge, and can still force multiply, not so much from distance to friendly units to be effective but clever play can see them boost other units, that can wipe out the opponent front line, then they charge to take out any lingering big nasties or they can dive into huge horde units.

Anyway, 210 points to delete a storm surge/ghost keels/riptides or 250 points (thunder hammer and storm shield) to delete wraith knights and imperial knights. Sign me up personally.

As a suicide unit alone they are worth their points on the right target.

Question, is the storm wolf an assault unit, and can they run and charge out of one? (hove mode is needed I assume is it is an assault vehicle?)


The storm wolf is an assault ship but it is not worth its cost in that scenario. I'd take a LR crusader over a SW for these any day of the week. Coming in on T2 67% of the time only to wait a turn in zoom mode so these guys can get nuked is a bad idea. Even if they are ignored thats a t3 assault the earliest. I mean, why not take a second unit over a SW? But luckily SW heavy support is awful, so you just take the crusader and laugh off turn 1 shots, then move 6, disembark 6 run ~4 more inches and average a 9 inch assault. Thats 25" out of your deployment zone, should be plenty without resorting to idiotic combos.

This message was edited 1 time. Last update was at 2016/02/02 18:30:44


   
Made in ca
Deadshot Weapon Moderati




I'm pretty sure the Dark Angels are the first to accept that the ends justifies the means, particularly if it means ganking one of the Fallen. After all, what better use for Space Wolves than meat-shields and cannon-fodder?

But as noted, the stacking doesn't actually work in the rules, so it's a moot point.
   
Made in us
Haemonculi Flesh Apprentice






Nomeny wrote:
I'm pretty sure the Dark Angels are the first to accept that the ends justifies the means, particularly if it means ganking one of the Fallen. After all, what better use for Space Wolves than meat-shields and cannon-fodder?

But as noted, the stacking doesn't actually work in the rules, so it's a moot point.


Yea so when your playing tau be sure to point out which guy is a fallen member

As I said, someone will always scrape up some lame excuse as to why that conviniently fresh new OP combo is actually fueled by a love of fluff. I'd be the first to shut up if the guy had the list months if not years in advance and it wasn't that good, but thats never the case.

Not to derail the thread any more then I have but this is just more evidence why imperial batbros super friends combos (eldar as well) should probably be reduced a step so they can't stack every broken power under the sun. But then again 40k has never been a solid game when balance is the issue for debate. Interesting topic none the less.

   
Made in ca
Deadshot Weapon Moderati




Seems balanced to me, especially when people read the rules and see that the combination in question doesn't actually do anything special, let alone its frailty to a basic tactic like tarpitting.
   
Made in us
Haemonculi Flesh Apprentice






Nomeny wrote:
Seems balanced to me, especially when people read the rules and see that the combination in question doesn't actually do anything special, let alone its frailty to a basic tactic like tarpitting.



Clearly you are unaware of the silly combo that already exists between those two factions that was rofl stomping a lot of people at the NOVA. It involves TWC and DA bikes along with invisibility and it is beyond stupid, especially since you clearly are unaware of the fact raven wing come with hit and run and have a neat banner that lets them auto pass

   
 
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