Switch Theme:

Space Wolves - Preorder Feb 6 2016 - The 13th Company Returns  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in de
Stealthy Space Wolves Scout




Germany, Frankfurt area

 Yodhrin wrote:
OK, having checked out the NZ pics of the Wulfen I am even more certain of my initial impression, and don't even see many bitz that look to be worth rummaging for, but I'm still confused about one thing;

The Wulfen are stripped to their Black Carapace, with a smattering of fixed armour plates, shoulderpads, or armoured belts. None wear helmets. Sooo, what do they need backpacks for again? There's nothing there for them to power, and whether it was themselves or a friendly battle brother, somebody clearly had the wherewithal to strip their old armour off and give them special new armour, so why leave that dead weight strapped to their back? Indeed, how the hell is it attached to them given SM packs attach to the outside of the power armour chestplate?

Jeebus this kit is fractally terrible, every examination reveals a new flaw.

They power their power weapons

 
   
Made in es
Been Around the Block




Blightstar wrote:
Iuchiban, can you tell what the Wulfen Murderpack does? Wulfen are pretty powerful already but their only weakness is their lack of movement. Lets see if the formation resolves that.


Wulfen murderpack:
2-5 units of Wulfen
Add +1 to the curse of the wulfen roll for every unit on the battlefield.
There is a 7+ result.
- Hunt: Affected units can move twice this turn. (THAT ONE IS GOOD)
- Kill: Affected units get +1A

The Wulfen units that get an additional attack for every 6 to hit in combat
   
Made in us
Hierarch





Iuchiban wrote:
Blightstar wrote:
Iuchiban, can you tell what the Wulfen Murderpack does? Wulfen are pretty powerful already but their only weakness is their lack of movement. Lets see if the formation resolves that.


Wulfen murderpack:
2-5 units of Wulfen
Add +1 to the curse of the wulfen roll for every unit on the battlefield.
There is a 7+ result.
- Hunt: Affected units can move twice this turn. (THAT ONE IS GOOD)
- Kill: Affected units get +1A

The Wulfen units that get an additional attack for every 6 to hit in combat


Is it an additional attack or an additional hit?

 Tamereth wrote:

We'll take your Magnus leak and raise you plastic sisters, take that internet.
 
   
Made in kr
Frightening Flamer of Tzeentch





South Korea

Gotta say, not in love with the Ulrik model. Might stick with the old one. Hope this one also has a helmeted version. Would also love to see new Rune Priest and Wolf Priest models (epsecially if I need 7 for that Rune Priest formation)

 
   
Made in us
Longtime Dakkanaut





Iuchiban wrote:
Blightstar wrote:
Iuchiban, can you tell what the Wulfen Murderpack does? Wulfen are pretty powerful already but their only weakness is their lack of movement. Lets see if the formation resolves that.


Wulfen murderpack:
2-5 units of Wulfen
Add +1 to the curse of the wulfen roll for every unit on the battlefield.
There is a 7+ result.
- Hunt: Affected units can move twice this turn. (THAT ONE IS GOOD)
- Kill: Affected units get +1A

The Wulfen units that get an additional attack for every 6 to hit in combat


Man... that 7+ result makes me continue to think my idea of trying a MSU Wulfen/TWC spam, might really do work.

11527pts Total (7400pts painted)

4980pts Total (4980pts painted)

3730 Total (210pts painted) 
   
Made in es
Been Around the Block




 Swampmist wrote:
Iuchiban wrote:
Blightstar wrote:
Iuchiban, can you tell what the Wulfen Murderpack does? Wulfen are pretty powerful already but their only weakness is their lack of movement. Lets see if the formation resolves that.


Wulfen murderpack:
2-5 units of Wulfen
Add +1 to the curse of the wulfen roll for every unit on the battlefield.
There is a 7+ result.
- Hunt: Affected units can move twice this turn. (THAT ONE IS GOOD)
- Kill: Affected units get +1A

The Wulfen units that get an additional attack for every 6 to hit in combat


Is it an additional attack or an additional hit?


1 additional A for every 6 to hit.
   
Made in gb
Stone Bonkers Fabricator General




We'll find out soon enough eh.

Ragnar69 wrote:
 Yodhrin wrote:
OK, having checked out the NZ pics of the Wulfen I am even more certain of my initial impression, and don't even see many bitz that look to be worth rummaging for, but I'm still confused about one thing;

The Wulfen are stripped to their Black Carapace, with a smattering of fixed armour plates, shoulderpads, or armoured belts. None wear helmets. Sooo, what do they need backpacks for again? There's nothing there for them to power, and whether it was themselves or a friendly battle brother, somebody clearly had the wherewithal to strip their old armour off and give them special new armour, so why leave that dead weight strapped to their back? Indeed, how the hell is it attached to them given SM packs attach to the outside of the power armour chestplate?

Jeebus this kit is fractally terrible, every examination reveals a new flaw.

They power their power weapons


Except they don't, not by the fluff afaik and not by the models, except maybe the claws, which even then makes no sense because they're large enough to fit individual power generators like the axes and hammers and strapping a huge fusion reactor pack designed to run a full suit of armour to yourself just to power a couple of claws is mental. And even the ones not using the claws wear the packs.

I need to acquire plastic Skavenslaves, can you help?
I have a blog now, evidently. Featuring the Alternative Mordheim Model Megalist.

"Your society's broken, so who should we blame? Should we blame the rich, powerful people who caused it? No, lets blame the people with no power and no money and those immigrants who don't even have the vote. Yea, it must be their fething fault." - Iain M Banks
-----
"The language of modern British politics is meant to sound benign. But words do not mean what they seem to mean. 'Reform' actually means 'cut' or 'end'. 'Flexibility' really means 'exploit'. 'Prudence' really means 'don't invest'. And 'efficient'? That means whatever you want it to mean, usually 'cut'. All really mean 'keep wages low for the masses, taxes low for the rich, profits high for the corporations, and accept the decline in public services and amenities this will cause'." - Robin McAlpine from Common Weal 
   
Made in us
Hierarch





Iuchiban wrote:
 Swampmist wrote:
Iuchiban wrote:
Blightstar wrote:
Iuchiban, can you tell what the Wulfen Murderpack does? Wulfen are pretty powerful already but their only weakness is their lack of movement. Lets see if the formation resolves that.


Wulfen murderpack:
2-5 units of Wulfen
Add +1 to the curse of the wulfen roll for every unit on the battlefield.
There is a 7+ result.
- Hunt: Affected units can move twice this turn. (THAT ONE IS GOOD)
- Kill: Affected units get +1A

The Wulfen units that get an additional attack for every 6 to hit in combat


Is it an additional attack or an additional hit?


1 additional A for every 6 to hit.


OK. Do the secondary attacks also proc more attacks?

 Tamereth wrote:

We'll take your Magnus leak and raise you plastic sisters, take that internet.
 
   
Made in ca
Evasive Pleasureseeker



Lost in a blizzard, somewhere near Toronto

Iuchiban wrote:
Let's go with Tzeetch:

Artefacts:

Paradox: AP4, Combat, Once per turn you can, after rolling for a psychic power turn the dices around. So, for example a roll of 1, 3 and 5, becomes 2, 4 and 6. 25 points

Unending grimorie: Bearer knows all the powers of the change discipline. 35 points

Scourge of souls: Combat, Fleshbane, AP is equal to the I of the target. Against vehicles is AP1. 15 points

Oracle disc: Disc of Tzeenth. At the beginning of your turn choose a unit in Reserves. That unit enters the game automatically. 35 points.

"Unable to translate": Bearer gets 3++ save, Every time bearer suffers a wound must take a Ld test. If failed is removed from game. 25 points.

Eternal staff. Combat, AP4, soulblaze or Template, S5, AP3 Soulblaze. 20 points

Psychic powers:

Primaris: Same a codex Daemons
1. Same as 1-2 from Daemon codex
2. Same as 3-4 from Daemon codex
3. Nova. S1D6, AP4, Assault 2D6 Ignore cover, warp flames
4. Invocation, 12", with 2 WC creates a Exalted Flamer of Tzeentch, with 3WC invoke 3 flamers of tzeentch or 1 burning chariot.
5. Same as 5-6 from Daemon codex.
6. Witch fire. 18". SD, AP1, Assault 1


Automatically Appended Next Post:
Ragnar69 wrote:
Those are the good ones? Lol . Tempestas in 3+. I need to get a Dozent New runepriests ...


I really think that the new power is very good. 3D6 or 4D6 S7 shots with the shock rule are not bad at all.

Poor, poor Tzeentch...

We better get a formation that buffs the living hell out of our psychic abilities, because right now, that lore is still the game's worst. Limited casting ability AND Warpflame is just too huge a hurtle to try and jump.

 
   
Made in us
Speedy Swiftclaw Biker




NJ

luchiban, thank you for posting this information.

Can you tell us what the Spear of Russ formation does?
   
Made in us
Hierarch





Iuchiban wrote:

Poor, poor Tzeentch...

We better get a formation that buffs the living hell out of our psychic abilities, because right now, that lore is still the game's worst. Limited casting ability AND Warpflame is just too huge a hurtle to try and jump.


I mean, 4 and 6 are pretty good sounding, depends on the WC amount of 6 but that's a lot of d shooting :/

This message was edited 1 time. Last update was at 2016/02/06 00:20:17


 Tamereth wrote:

We'll take your Magnus leak and raise you plastic sisters, take that internet.
 
   
Made in ca
Regular Dakkanaut




I just noticed that Harad can't be included in the Lord of the Fang. I'm assuming it's because he is in Deathwolves legendary greatpack?

What are the bonuses for that? Thanks a lot.
   
Made in gr
Regular Dakkanaut





And the rest legendary greatpack formations ( deathwolves)

 
   
Made in us
Fixture of Dakka






Nimrow23 wrote:
WOW. The SW decurion bonus is SO BAD. There is literally no other way to say it. It's TERRIBLE.

And to get fear and furious charge, you need 2 greatpacks! Even 1 greatpack isn't worth getting, much less 2!! Is 2 greatpacks worth getting fear and furious charge? I don't think so. That's a crap load of points. So for pretty much for 99% of players, the only benefit they get from decurion is counter-charge? ROFL. I'd rather take OBSEC or WS...

Iuchiban, could you please tell us the separate formation bonuses? Thanks for sharing.

EDIT: Greatpack bonus is literally the same... It's getting worse and worse friends.


If Wolves players don't want Fear and Furious Charge, I'd love to give it to my Dark Eldar. And being able to counter-charge? Orks and Nids would love that.

Do we know why Warseer is down? It is the best of the 40K forums, or at least the least toxic of them.

This message was edited 1 time. Last update was at 2016/02/06 00:21:30


 
   
Made in es
Been Around the Block




 Swampmist wrote:
Iuchiban wrote:
 Swampmist wrote:
Iuchiban wrote:
Blightstar wrote:
Iuchiban, can you tell what the Wulfen Murderpack does? Wulfen are pretty powerful already but their only weakness is their lack of movement. Lets see if the formation resolves that.


Wulfen murderpack:
2-5 units of Wulfen
Add +1 to the curse of the wulfen roll for every unit on the battlefield.
There is a 7+ result.
- Hunt: Affected units can move twice this turn. (THAT ONE IS GOOD)
- Kill: Affected units get +1A

The Wulfen units that get an additional attack for every 6 to hit in combat


Is it an additional attack or an additional hit?


1 additional A for every 6 to hit.


OK. Do the secondary attacks also proc more attacks?


Yes, as long as you roll 6's to hit ...
   
Made in gb
Fixture of Dakka




Why on Earth would you want Fear..... I get wanting Furious Charge and I like counter charge but why fear?

tremere47-fear leads to anger, anger leads to hate, hate, leads to triple riptide spam  
   
Made in us
Dakka Veteran





Experiment 626 wrote:


Poor, poor Tzeentch...

you literally realize tz now got sD witchfire with all powers relic
   
Made in us
Hierarch





Iuchiban wrote:
 Swampmist wrote:
Iuchiban wrote:
 Swampmist wrote:
Iuchiban wrote:
Blightstar wrote:
Iuchiban, can you tell what the Wulfen Murderpack does? Wulfen are pretty powerful already but their only weakness is their lack of movement. Lets see if the formation resolves that.


Wulfen murderpack:
2-5 units of Wulfen
Add +1 to the curse of the wulfen roll for every unit on the battlefield.
There is a 7+ result.
- Hunt: Affected units can move twice this turn. (THAT ONE IS GOOD)
- Kill: Affected units get +1A

The Wulfen units that get an additional attack for every 6 to hit in combat


Is it an additional attack or an additional hit?


1 additional A for every 6 to hit.


OK. Do the secondary attacks also proc more attacks?


Yes, as long as you roll 6's to hit ...


Cool, rolling procs always sound fun!

 Tamereth wrote:

We'll take your Magnus leak and raise you plastic sisters, take that internet.
 
   
Made in us
Shas'o Commanding the Hunter Kadre





Richmond, VA

 MajorWesJanson wrote:
It is the best of the 40K forums, or at least the least toxic of them.


Got a laugh out of me, it's called whineseer for a reason

You are on the best 40k forum right now

Desert Hunters of Vior'la The Purge Iron Hands Adepts of Pestilence Tallaran Desert Raiders Grey Knight Teleport Assault Force
Lt. Coldfire wrote:Seems to me that you should be refereeing and handing out red cards--like a boss.

 Peregrine wrote:
SCREEE I'M A SEAGULL SCREE SCREEEE!!!!!
 
   
Made in au
Liche Priest Hierophant







 aracersss wrote:
Experiment 626 wrote:


Poor, poor Tzeentch...

you literally realize tz now got sD witchfire with all powers relic


'Knowing all Change powers' is pretty bad considering that they're all bad, except *maybe* the D one depending on it's WC cost.
   
Made in us
Hierarch





 Matt.Kingsley wrote:
 aracersss wrote:
Experiment 626 wrote:


Poor, poor Tzeentch...

you literally realize tz now got sD witchfire with all powers relic


'Knowing all Change powers' is pretty bad considering that they're all bad, except *maybe* the D one depending on it's WC cost.


I mean, the exalted flamer one doesn't seem terrible. That's a lot of ap3 flamers through the course of the game.

 Tamereth wrote:

We'll take your Magnus leak and raise you plastic sisters, take that internet.
 
   
Made in ca
Evasive Pleasureseeker



Lost in a blizzard, somewhere near Toronto

 aracersss wrote:
Experiment 626 wrote:


Poor, poor Tzeentch...

you literally realize tz now got sD witchfire with all powers relic


Woo. 1 shot at 18" range, and will likely be a WC2 power, if not WC3.

Colour me unimpressed, considering that Tzeentch's main problem is that our main ranged damage dealers in Pink Horrors are still next to useless at their one job... Tzeentch powers cost too many WC's to generate volume of shots, which then still have to roll to hit & wound (with average BS), and can hand out FnP like candy.

 
   
Made in es
Been Around the Block




 derpyhooves72 wrote:
luchiban, thank you for posting this information.

Can you tell us what the Spear of Russ formation does?


Spear of Russ:
1-3 Iron priests
1-3 Units of: Predators, Whirlwinds or Vindicators
1-3 Units of Land Raiders of any type

One vehicle at 6" of one of the Iron Priests gets one of the following rules: Tank Hunter, Monster hunter, Precision shots, Preferred enemy
All vehicles get the Power of the Machine Spirit rule if at 12" of one Land Raider
   
Made in us
Loyal Necron Lychguard




Iuchiban wrote:
Let's go with Tzeetch:

Artefacts:

Paradox: AP4, Combat, Once per turn you can, after rolling for a psychic power turn the dices around. So, for example a roll of 1, 3 and 5, becomes 2, 4 and 6. 25 points

Unending grimorie: Bearer knows all the powers of the change discipline. 35 points

Scourge of souls: Combat, Fleshbane, AP is equal to the I of the target. Against vehicles is AP1. 15 points

Oracle disc: Disc of Tzeenth. At the beginning of your turn choose a unit in Reserves. That unit enters the game automatically. 35 points.

"Unable to translate": Bearer gets 3++ save, Every time bearer suffers a wound must take a Ld test. If failed is removed from game. 25 points.

Eternal staff. Combat, AP4, soulblaze or Template, S5, AP3 Soulblaze. 20 points

Psychic powers:

Primaris: Same a codex Daemons
1. Same as 1-2 from Daemon codex
2. Same as 3-4 from Daemon codex
3. Nova. S1D6, AP4, Assault 2D6 Ignore cover, warp flames
4. Invocation, 12", with 2 WC creates a Exalted Flamer of Tzeentch, with 3WC invoke 3 flamers of tzeentch or 1 burning chariot.
5. Same as 5-6 from Daemon codex.
6. Witch fire. 18". SD, AP1, Assault 1


Automatically Appended Next Post:
Ragnar69 wrote:
Those are the good ones? Lol . Tempestas in 3+. I need to get a Dozent New runepriests ...


I really think that the new power is very good. 3D6 or 4D6 S7 shots with the shock rule are not bad at all.


Unending Grimoire is nice. Scourge of Souls on a DP or LoC is good too. Oracle Disc is great for reserve heavy armies.

New powers are nice. Extra summoning is good and D is never bad.
   
Made in de
Stealthy Space Wolves Scout




Germany, Frankfurt area

Iuchiban wrote:
 derpyhooves72 wrote:
luchiban, thank you for posting this information.

Can you tell us what the Spear of Russ formation does?


Spear of Russ:
1-3 Iron priests
1-3 Units of: Predators, Whirlwinds or Vindicators
1-3 Units of Land Raiders of any type

One vehicle at 6" of one of the Iron Priests gets one of the following rules: Tank Hunter, Monster hunter, Precision shots, Preferred enemy
All vehicles get the Power of the Machine Spirit rule if at 12" of one Land Raider

I hope at least the art and fluff are good. Good thing is that I don't need to lug another book to my games.

 
   
Made in us
Auspicious Daemonic Herald





What are the daemon formations?
   
Made in gb
Fresh-Faced New User




Am I correct in this but... PotMS on the vindicators, move them up 12", snap fire the storm bolters as a squadron at a primary target... The PotMS each of the vindicator cannons at 3 seperate targets? Is that doable or am I misunderstanding because... That's HUGE!?
   
Made in es
Been Around the Block




OK guys,

Enough for today. Have to go to bed as I work tomorrow,

Later in the afternoon I'll be back and we can continue ... Stay tunned!!
   
Made in gr
Regular Dakkanaut





So this wulfen formation gives +1 for every wulfen unit?? So if i have 2 is +2???

 
   
Made in de
Stealthy Space Wolves Scout




Germany, Frankfurt area

Atroxus wrote:
Am I correct in this but... PotMS on the vindicators, move them up 12", snap fire the storm bolters as a squadron at a primary target... The PotMS each of the vindicator cannons at 3 seperate targets? Is that doable or am I misunderstanding because... That's HUGE!?

Yes, should work, but don't forget to buy the stormbolters as SW Vindicators don't have them stock

 
   
 
Forum Index » News & Rumors
Go to: