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![[Post New]](/s/i/i.gif) 2012/10/19 21:53:29
Subject: Space Wolves Fandex - Rebalanced and Ready for 6th! (v1.1 uploaded)
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Dour Wolf Priest with Iron Wolf Amulet
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I know Space Wolves have been seen as the big bad of 40k for years now, so you might be asking "why make a Fandex for a Codex regularly seen as one of, if not the, best Codexes out there?" I have a few motivations really:
1. The feeling that the current Codex is very "cookie cutter", and all the lists look the same. This is disheartening for those of us who actually play Wolves for a simple reason - we're really shoe-horned into these cookie cutter lists because we have a lot of crappy, or clearly under-valued units. My goal here was to make every unit viable and to have much more flexible list-building.
2. The over-powered/undercosted argument needed to be addressed. I knew I'd have to get rid of the OP  ... and if that meant a funner Codex, then I'll damn-well do so!
3. The Codex was written for a different edition, so I would update it for 6th.
4. I wanted to add some fluffy units, like Wulfen packs and Bran Redmaw, and I added a couple balanced Forge World units.
All-in-all, I think the Codex will play a lot more enjoyably now for those who are looking for something fun and fluffy without having to sacrifice viability.
You may also ask "why bother to do this?" The answer for that's simple too... for fun.  Yeah, it's kind of a waste of time, but I enjoyed doing it, even if I probably won't use the Fandex much (if at all). I'd love if you guys did though and let me know what works and what needs fixing still.
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Space Wolves 6th Edition Fandex.pdf |
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v1.1 |
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This message was edited 4 times. Last update was at 2012/10/24 18:08:40
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![[Post New]](/s/i/i.gif) 2012/10/19 21:59:39
Subject: Space Wolves Fandex - Rebalanced and Ready for 6th!
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Furious Fire Dragon
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Dude, one of the images needs to be resized.
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No one Provokes me with Impunity
Atlas' Blood Oath - In progress, 22W 14L 4T (2012) - 14W 6L 0T (2013)
Craftworld Mymeara 440 points - in progress (....sort of a given ) - 4W 2L 0T (2013)
DQ:90S++G+M-B--IPw40k13++D++++A+/fWD-R++T(T)DM+
Where beautiful and brilliant people go to hang out - Lord Sanguinius' fb page |
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![[Post New]](/s/i/i.gif) 2012/10/19 22:01:20
Subject: Space Wolves Fandex - Rebalanced and Ready for 6th!
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Dour Wolf Priest with Iron Wolf Amulet
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![[Post New]](/s/i/i.gif) 4012/10/19 22:02:02
Subject: Space Wolves Fandex - Rebalanced and Ready for 6th!
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Furious Fire Dragon
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Oh crap.
Goodbye, cruel world!
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No one Provokes me with Impunity
Atlas' Blood Oath - In progress, 22W 14L 4T (2012) - 14W 6L 0T (2013)
Craftworld Mymeara 440 points - in progress (....sort of a given ) - 4W 2L 0T (2013)
DQ:90S++G+M-B--IPw40k13++D++++A+/fWD-R++T(T)DM+
Where beautiful and brilliant people go to hang out - Lord Sanguinius' fb page |
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![[Post New]](/s/i/i.gif) 2012/10/19 22:21:30
Subject: Re:Space Wolves Fandex - Rebalanced and Ready for 6th!
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Sniping Hexa
Dublin
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I'm not a big fan of flaming / free critic but ...
You basically make them better (like they need it) and cheaper (except the long fangs, and they're still cheap)
I guess I should write an IG codex with Vendetta as troops that can score ... that would be "6th edition balanced" right ?
Don't get me wrong, it's a great idea to make Codex to re-balance outdated armies (I did that for the Black Templars and Dark Angels during the 5th at my club), but Space Wolves really don't need it as it is
A real rebalancing of the Wolves would be more expensive Grey Hunters, more expensive Long Fangs, more expensive Rune Priests, cheaper Blood Claws, cheaper equipment for Wolf Guard Terminators squads ... or at least something along these lines
Re-balancing a Codex isn't really hard to do (broadly speaking), just make the spammed units more expensive and the units that never appear cheaper ... then it's just about finding the right prices
It does involve investing some time pondering about the different units and their uses / synergies though, and you did a beautiful job (with the graphics of your Fandex), so congrats on that
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This message was edited 1 time. Last update was at 2012/10/19 22:23:30
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![[Post New]](/s/i/i.gif) 2012/10/19 22:45:45
Subject: Space Wolves Fandex - Rebalanced and Ready for 6th!
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Dour Wolf Priest with Iron Wolf Amulet
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To be fair, the only cheaper units are the HQs, Blood Claw units, Ven Dreads, Land Raiders and Whirlwinds. Grey Hunters are the same price, but their upgrades have become more expensive (no free special weapons, Wolf Standard is more, etc). Wolf Guard and Long Fangs got more expensive (in the Wolf Guard's case though, I made their Terminators cheaper than they currently are) and I made it more difficult to spam Thunderwolves (and more expensive compared to other choices).
I imagine there's some more work to be done though.
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This message was edited 1 time. Last update was at 2012/10/19 22:46:37
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![[Post New]](/s/i/i.gif) 2012/10/19 23:14:55
Subject: Re:Space Wolves Fandex - Rebalanced and Ready for 6th!
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Sniping Hexa
Dublin
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I have a few questions about your choices (because I like to understand the why  )
Why make the characters cheaper ? they are balanced compared to the other Marine HQs (even better due to some of their nice options)
The Grey hunters options are OK in the official Codex, but every single GH should cost around 18 pts I'd say ("3 hands", better options than TAC, Counter-Attack, ATSKNF compared to Chaos)
Blood claws are not really too expensive in the official Codex, it's just that they are vastly forgotten compared to the GH (make them 14 pts rather than 13 maybe ?)
20 pts Guards seem about right to me, but I feel like Heavy Weapons should be limited to WG squads and not available for "sergeants"
The reduced cost for the GodHammer is logical, but the redeemer should be more expensive (due to 6th changes) maybe GodHammer 220, Crusader 230, Redeemer 240 (but then all LR in your club should be adapted so)
And the rhinos assault ramps .... I don't know .... maybe if it only affects the rear access ramp (and your club doesn't use drifting rhinos NFS-style)
For the predators, I prefer the Vanilla Marines costs, the Dakkapred is very cheap, but it is only really useful against light/med INF and it still takes a full HS slot, the difference with the AutoLas should be more than 20 pts
I'd say Hyperios should in fact be a Predator (of course seriously more expensive) as they are usually the first targets of the strafind aircrafts. The launcher beeing Heavy 2 without re-roll. The heat-seeking is already factored in the Skyfire rule, and AA missiles are usually launched by pairs against aircrafts
For the Long Fangs, I know they are old grizzled grumpy Space Dwarves ... but giving Ld9 to the Sarge and only to him would make some players consider losing a ML instead of always the poor Sarge
Small typo on your Skyclaws, the options reads "One Swiftclaw Biker may replace his Bolt Pistol with:"
I don't think bikers should be allowed to have CCW + BP (Chaos do, I know, but it's ridiculous), it would make them crappy after the first CC round though
I love the Pack synergy to give an incentive to take Blood Claws, might make them too goood though (make them 10-20 I'd say instead of 5-15 to avoid abusing it)
The Lone wolf shouldn't have access to free Wounds with the Fenrisian wolf, he's a Lone wolf, not a not-so-lone wolf (remember, he wants to die, by the way, they should all have orange hair !)
You could add the Camo cloaks to the Wolf Scouts, no reason for them not to have access to it (18 pts BS4 snipers .... not bad)
The WG terminators options seem to have a price that's fine
you pay more than vanilla Terminators but you have access to more customization
For the characters, I think they are really underpriced (except maybe the Wolf Priest, and even then, I do like Power mauls, they are slightly worse against Marines and way better against everything else). I mean, 110 pts Terminator Wolf Lord, I'll take 4, thank you ! (that is vastly superior to the Battle Leader anyway ... much better stats, maybe the battle leaders should be 60 pts, 50 is a bit low I'd say)
Sorry if I started from the end of the codex and slowly worked my way up
EDIT : I forgot about the sagas
I LOVE the thing about the VPs, but some of those are really too easy to complete :
Saga of the Wolfkin : hide some fenrisian wolves in a corner
Saga of the Bear : he's going to challenge everything that moves anyway .... and he's one of the mightiest characters in the game
Saga of the Iron Wolf : Oh look ! I "accidentally" bogged my vehicle down on this piece of scenery !
but the idea is really great, don't really know how to make it interesting .... maybe cheaper sagas that are only negative - VP related- (a bit like the ones from the official Codex sound, except it's crap fluff that GW wrote there)
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This message was edited 2 times. Last update was at 2012/10/19 23:24:12
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![[Post New]](/s/i/i.gif) 2012/10/19 23:32:46
Subject: Re:Space Wolves Fandex - Rebalanced and Ready for 6th!
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Dour Wolf Priest with Iron Wolf Amulet
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TanKoL wrote:Why make the characters cheaper ? they are balanced compared to the other Marine HQs (even better due to some of their nice options)
For the characters, I think they are really underpriced (except maybe the Wolf Priest, and even then, I do like Power mauls, they are slightly worse against Marines and way better against everything else). I mean, 110 pts Terminator Wolf Lord, I'll take 4, thank you ! (that is vastly superior to the Battle Leader anyway ... much better stats, maybe the battle leaders should be 60 pts, 50 is a bit low I'd say)
Aside from the named characters, I did it because of the new Chaos Codex. Chaos Lords are only 65pts (before upgrades of course). I used it as a precedent for 6th ed points costs throughout. This also counter-acts Rune Priest spam which people love to complain about. I'll probably up their points by 10 or 15 or something though.
TanKoL wrote:The Grey hunters options are OK in the official Codex, but every single GH should cost around 18 pts I'd say ("3 hands", better options than TAC, Counter-Attack, ATSKNF compared to Chaos)
Blood claws are not really too expensive in the official Codex, it's just that they are vastly forgotten compared to the GH (make them 14 pts rather than 13 maybe ?)
Again, I kept them at 15pts because they have the same equipment as Chaos Marines (which are 15pts too), although I'm considering bumping it up to 16 or 17pts. And if I did, then Blood Claws would be 14pts, yeah.
TanKoL wrote:20 pts Guards seem about right to me, but I feel like Heavy Weapons should be limited to WG squads and not available for "sergeants"
That's sensible.
TanKoL wrote:The reduced cost for the GodHammer is logical, but the redeemer should be more expensive (due to 6th changes) maybe GodHammer 220, Crusader 230, Redeemer 240 (but then all LR in your club should be adapted so)
Mhmm, I'm not really doing this to play with randoms, but I'd definitely let friends do that if I was. Maybe 230 for the Crusader and Redeemer since it can't fire 1 of its cannons if it moves 12".
TanKoL wrote:And the rhinos assault ramps .... I don't know .... maybe if it only affects the rear access ramp (and your club doesn't use drifting rhinos NFS-style)
Perhaps, I was considering making the Rhino's side armour 10 if it takes the ramps as well as a draw-back.
TanKoL wrote:For the predators, I prefer the Vanilla Marines costs, the Dakkapred is very cheap, but it is only really useful against light/med INF and it still takes a full HS slot, the difference with the AutoLas should be more than 20 pts
Again, this was lifted from the Chaos book.
TanKoL wrote:Small typo on your Skyclaws, the options reads "One Swiftclaw Biker may replace his Bolt Pistol with:"
D'oh!
TanKoL wrote:I don't think bikers should be allowed to have CCW + BP (Chaos do, I know, but it's ridiculous), it would make them crappy after the first CC round though
I think I'm gonna let them keep it because they're not meant to be shooty bikers, they're meant for CC since they're Blood Claws. Might up their cost a point or 2 though.
TanKoL wrote:I love the Pack synergy to give an incentive to take Blood Claws, might make them too goood though (make them 10-20 I'd say instead of 5-15 to avoid abusing it)
Agreed, I rarely take Skyclaws since I'd be dropping 200+ points on a non-scoring unit. And I think I'll take the 10-20 suggestion, as I was a bit worried about abuse as well. Hmm gives the Storm Eagle a unit that can actually fill it up too haha.
TanKoL wrote:The Lone wolf shouldn't have access to free Wounds with the Fenrisian wolf, he's a Lone wolf, not a not-so-lone wolf (remember, he wants to die, by the way, they should all have orange hair !)
 yeah I'd consider that.
TanKoL wrote:You could add the Camo cloaks to the Wolf Scouts, no reason for them not to have access to it (18 pts BS4 snipers .... not bad)
For some reason they can't take them currently which is why I didn't add them, but I was considering that too.
Anyway, thanks for the critiques.
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This message was edited 1 time. Last update was at 2012/10/19 23:41:36
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![[Post New]](/s/i/i.gif) 2012/10/20 00:52:55
Subject: Re:Space Wolves Fandex - Rebalanced and Ready for 6th!
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Perfect Shot Black Templar Predator Pilot
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If you made a "balanced Space Wolves codex" and put assault ramp rhinos in it, you need to scrap it and start from square one. Many people wish they had those, few Codexs deserve such a buff, and I can tell you SW are not the Codex that needs it. Try adding nothing, and tweaking what was already there. I think you will have much more success and a much less bias conclusion.
Edit: Grammar
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This message was edited 1 time. Last update was at 2012/10/20 00:53:26
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![[Post New]](/s/i/i.gif) 2012/10/20 02:10:40
Subject: Re:Space Wolves Fandex - Rebalanced and Ready for 6th!
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Dour Wolf Priest with Iron Wolf Amulet
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Farseer Mael Dannan wrote:If you made a "balanced Space Wolves codex" and put assault ramp rhinos in it, you need to scrap it and start from square one. Many people wish they had those, few Codexs deserve such a buff, and I can tell you SW are not the Codex that needs it. Try adding nothing, and tweaking what was already there. I think you will have much more success and a much less bias conclusion.
Edit: Grammar
Oh noes, they were broke by 1 unit.  Sigh, I'm meaning to use it vs other Fandexes (or at the least, current dexes where you give the opponent the option to buy ramps for +15pts). The game was hardly broken a few months ago when everyone's Rhinos allowed you to do this (or that the common tactic with Space Wolves is to disembark and then rapid fire rather than charge outright)... I should put in a caveat that the Rhino must remain stationary in order to use it though.
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This message was edited 1 time. Last update was at 2012/10/20 02:11:05
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![[Post New]](/s/i/i.gif) 2012/10/23 08:22:04
Subject: Re:Space Wolves Fandex - Rebalanced and Ready for 6th!
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Dakka Veteran
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Alrighty, time for some constructive criticism. I just skimmed through it and will read it in detail later but here are my thoughts...
- First and foremost, thank you for getting rid of Jaws of the World Wolf, the power was just ridiculously overpowered and still would be even if it costed 2 Warp Charges.
- Sagas seem cool, though a few could be reworded and simplified. Would like to see more Sagas as well.
- The Wolf Lord, in all honesty, could even be a bit cheaper (70-75 points seems about right) as all he really has over a Marine Captain is +1 Attack, Counter-attack, and Acute Senses and loses the all important Iron Halo/invulnerable save. I know there will be people screaming "NO" at this but let's think logically about this, currently Rune Priests and, to a lesser extent, Wolf Priests are far superior choices to the Wolf Lords right now, they need to either be cheaper or have some other special rules benefit over these units to make them more valid.
- Wolf Priest shouldn't be quite that cheap, in fact his original points value of 100 points was fine as-is. I know Power Mauls aren't terrific, but Mr Wolf Priest also gets a 4+ invul save right off the bat along with unit buffs, so he really doesn't need a points drop.
- Good call on lowering the points cost of the Battle Leader, 70 points for what he is was a bit nuts and not to mention a waste of points.
- I don't agree with a lot of the weapon options being cheaper for Terminator Armour-equipped Wolf Guard. The wargear points costs for Wolf Guard in Terminator Armour were fine as they were. If anything, the Power Armour Wolf Guard needed the points drops more as they kept getting simply overshadowed by their Terminator Armour-equipped counterparts.
- Arjac needs a points increase. He's simply too good for his current points cost and is typically a no-brainer choice for Space Wolf armies using Wolf Guard.
- Dreadnoughts should be 90-100 points before upgrades/options. Walkers got a serious nerfhammer in 6th Edition thanks to things like Grenades and being glanced to death, they simply aren't the beasts they used to be.
- I don't understand the reasoning of lowering the Lone Wolf's Weapon Skill by 1 AND making them more expensive. They were already a unit that is barely taken by Space Wolf players, nerfing them like that is just going to make them a completely unattractive choice. I'd say leave them at WS 5, leave them at their original points value, and if anything allow a Space Wolf player to take three of them as a single Elites choice. Also, having both ATSKNF and Fearless is redundant, they only need Fearless as it overrides ATSKNF.
- Blood Claws had no point in being made cheaper, they were already on-par with Grey Hunters in their capabilities and, thanks to 6th Edition, they've even gotten a bit better than they have before. Blood Claw blobs are starting to pop up more and more in tournaments since the release of 6th Edition as well, so in my eyes they are fine at 15 points per model.
- Kudos to adding the Wulfen back into the game, always thought it was silly that they were removed entirely in the first place. Not too sure about their stats or points costs, I'd have to playtest them a bit to be sure of anything.
- A lot of the Fast Attack choices didn't need to have a points reduction. Jump Infantry and Bikes got way better in 6th Edition and Skyclaw Assault blobs are starting to appear more and more in games.
- Thank you for increasing the points cost of Longfang Squads, they were simply far too good for their original points cost. One suggestion though: simply make the Flakk missiles a +5 point upgrade option to models in the unit possessing a Missile Launcher. No need to over-complicate things.
- No Leman Russ added back in? I would love to see Wolves either get the Leman Russ back or a new Russ-y pattern of Predator equipped with a battle cannon.
That's all for now, if I come across anything else I'll chime in again.
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CURRENT PROJECTS
Chapter Creator 7th Ed (Planning Stages) |
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![[Post New]](/s/i/i.gif) 2012/10/23 13:30:08
Subject: Re:Space Wolves Fandex - Rebalanced and Ready for 6th!
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Dour Wolf Priest with Iron Wolf Amulet
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Marik Law wrote:- First and foremost, thank you for getting rid of Jaws of the World Wolf, the power was just ridiculously overpowered and still would be even if it costed 2 Warp Charges.
Agreed, the power is more of a headache than it has ever been worth. I've only ever used it once to kill a Guardsman lol.
Marik Law wrote:- Sagas seem cool, though a few could be reworded and simplified. Would like to see more Sagas as well.
I was thinking this as well, I'm going to have to come up with a few before I release an updated version of the fandex.
Marik Law wrote:- The Wolf Lord, in all honesty, could even be a bit cheaper (70-75 points seems about right) as all he really has over a Marine Captain is +1 Attack, Counter-attack, and Acute Senses and loses the all important Iron Halo/invulnerable save. I know there will be people screaming "NO" at this but let's think logically about this, currently Rune Priests and, to a lesser extent, Wolf Priests are far superior choices to the Wolf Lords right now, they need to either be cheaper or have some other special rules benefit over these units to make them more valid.
I'll consider 75, any lower and he's a steal personally.
Marik Law wrote:- Wolf Priest shouldn't be quite that cheap, in fact his original points value of 100 points was fine as-is. I know Power Mauls aren't terrific, but Mr Wolf Priest also gets a 4+ invul save right off the bat along with unit buffs, so he really doesn't need a points drop.
- Good call on lowering the points cost of the Battle Leader, 70 points for what he is was a bit nuts and not to mention a waste of points.
Maybe I'll make them 95pts, I've found that Wolf Priests were unpopular even before the changes to power weapons. And yeah, Wolf Guard Battle Leaders are a waste.
Marik Law wrote:- I don't agree with a lot of the weapon options being cheaper for Terminator Armour-equipped Wolf Guard. The wargear points costs for Wolf Guard in Terminator Armour were fine as they were. If anything, the Power Armour Wolf Guard needed the points drops more as they kept getting simply overshadowed by their Terminator Armour-equipped counterparts.
The main reason I did this is because SW Assault Termies are crazy-expensive compared to other Termies - typically 13-18pts more, each. Shields and ranged weapons should probably stay the same, but I'd like for WG Termies to be only about 5-10pts more expensive than other options.
Marik Law wrote:- Arjac needs a points increase. He's simply too good for his current points cost and is typically a no-brainer choice for Space Wolf armies using Wolf Guard.
Fair enough, he's pretty crazy.
Marik Law wrote:- Dreadnoughts should be 90-100 points before upgrades/options. Walkers got a serious nerfhammer in 6th Edition thanks to things like Grenades and being glanced to death, they simply aren't the beasts they used to be.
Agreed, hence why I beefed up Ven Dreads so much.
Marik Law wrote:- I don't understand the reasoning of lowering the Lone Wolf's Weapon Skill by 1 AND making them more expensive. They were already a unit that is barely taken by Space Wolf players, nerfing them like that is just going to make them a completely unattractive choice. I'd say leave them at WS 5, leave them at their original points value, and if anything allow a Space Wolf player to take three of them as a single Elites choice. Also, having both ATSKNF and Fearless is redundant, they only need Fearless as it overrides ATSKNF.
Lowering the WS was a done mainly for fluff - they're just an angry Grey Hunter, so why are they suddenly much better with weapons (not to mention practically invulnerable, but they'd be a terrible unit if they weren't). Personally I enjoy taking a Lone Wolf in my lists when I can afford one, I might make them 20pts again though. I wouldn't do 1-3 as a single choice though since I can see people spamming them (and plus I doubt you'd have 3 whole packs get killed to a single man for fluffy purposes). And the only reason I did ATSKNF and Fearless was in case someone cast Terrify on him (or whatever the power is that negates Fearless), but I'll probably just get rid of that.
Marik Law wrote:- Blood Claws had no point in being made cheaper, they were already on-par with Grey Hunters in their capabilities and, thanks to 6th Edition, they've even gotten a bit better than they have before. Blood Claw blobs are starting to pop up more and more in tournaments since the release of 6th Edition as well, so in my eyes they are fine at 15 points per model.
I'll make them 14pts probably, with their drawbacks they're about on par with Tactical Marines (and if I were to do a SM Fandex I'd make Tacs 14 each).
Marik Law wrote:- Kudos to adding the Wulfen back into the game, always thought it was silly that they were removed entirely in the first place. Not too sure about their stats or points costs, I'd have to playtest them a bit to be sure of anything.
Agreed, I need to playtest. They seem pretty brutal so I'm hoping they're fairly costed.
Marik Law wrote:- A lot of the Fast Attack choices didn't need to have a points reduction. Jump Infantry and Bikes got way better in 6th Edition and Skyclaw Assault blobs are starting to appear more and more in games.
Yeah I need to fix that.
Marik Law wrote:- Thank you for increasing the points cost of Longfang Squads, they were simply far too good for their original points cost. One suggestion though: simply make the Flakk missiles a +5 point upgrade option to models in the unit possessing a Missile Launcher. No need to over-complicate things.
Fair enough.
Marik Law wrote:- No Leman Russ added back in? I would love to see Wolves either get the Leman Russ back or a new Russ-y pattern of Predator equipped with a battle cannon.
I was actually considering this, but wasn't sure whether or not I wanted to. When they cut the Leman Russ from the 5th ed Codex I was pretty sad (despite never having one myself haha), but I think I'll put some sort of variant back in.
Thanks for all the suggestions by the way, I'll be sure to implement most of these.
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![[Post New]](/s/i/i.gif) 2012/10/23 20:45:53
Subject: Space Wolves Fandex - Rebalanced and Ready for 6th!
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Sniping Hexa
Dublin
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The main problem I see with putting the Wolf Lord at 75 pts is that when you give him a Belt of Russ, he reaches 100 pts, exactly like a SM Captain ... with +1A ... and access to better options (sagas, TW, frost weaps
otherwise I'm ok with most of the comments)
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![[Post New]](/s/i/i.gif) 2012/10/23 20:52:16
Subject: Space Wolves Fandex - Rebalanced and Ready for 6th!
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Dour Wolf Priest with Iron Wolf Amulet
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TanKoL wrote:The main problem I see with putting the Wolf Lord at 75 pts is that when you give him a Belt of Russ, he reaches 100 pts, exactly like a SM Captain ... with +1A ... and access to better options (sagas, TW, frost weaps
otherwise I'm ok with most of the comments)
Mhmm, exactly. I'm trying to price based on the CSM Codex though, and I imagine a 6th ed SM Codex would price a Captain somewhere around 70-75pts.
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![[Post New]](/s/i/i.gif) 2012/10/23 23:52:37
Subject: Space Wolves Fandex - Rebalanced and Ready for 6th!
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Dakka Veteran
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TanKoL wrote:The main problem I see with putting the Wolf Lord at 75 pts is that when you give him a Belt of Russ, he reaches 100 pts, exactly like a SM Captain ... with +1A ... and access to better options (sagas, TW, frost weaps
otherwise I'm ok with most of the comments)
Weapon options shouldn't factor into base cost, however you do have a point with the added Attack and the fact that he already has Acute Senses and Counter-attack. With that said I'd say about 80 points would be fine then, that way Belt of Russ will bring him up to 105 points, 5 points more than a Captain/Chapter Master for the added special rules and +1 Attack.
Also I had an idea for a new Space Wolves special rule. The rewards are subject to change, just spur-of-the-moment reward ideas. Additionally, Wolf Guard that join other non-Wolf Guard units should count as Characters.
Glory Hound
While lesser members of the Space Wolves are seeking to prove their worth, those whom have already done so are always seeking higher degrees of glory. When faced with a powerful opponent he will fling himself at them, hoping to achieve greater glory. If challenged, a Space Wolf will never back down from a fight, he will not be seen as a coward by his brethren and especially by his enemy.
Any Space Wolves characters with this special rule must always issue and accept challenges whenever possible. Every time a Space Wolves character with this special rule kills an enemy character in a challenge, place an Honour Counter on that character. The number of Honour Counters on the character will determine what special rules he receives.
1 Honour Counter: The character receives the Furious Charge special rule.
2 Honour Counters: The above reward, plus the character and any friendly unit he joins are Fearless.
3+ Honour Counters: The above rewards, plus the character receives the Feel No Pain special rule.
Also, some suggestions for reworded and new Sagas (note that I'll be leaving out Oaths for simplicity sake):
Saga of the Wolfkin
Friendly Fenrisian Wolves have Initiative 5 and Leadership 7. In addition, you may take one unit of Fenrisian Wolves as Troops choices for every friendly Grey Hunter or Blood Claw pack in your army.
Saga of the Bear
The Space Wolf has the Eternal Warrior special rule.
Saga of Majesty
The Space Wolf, any friendly unit he joins, and any friendly unit within 12" may re-roll failed Morale tests.
Saga of the Iron Wolf
The Iron Priest adds +1 to any repair rolls he makes. In addition, your friendly Space Wolves vehicles (excluding Land Speeders) may move an extra 3" in the Movement phase.
Saga of the Beast Slayer
The Space Wolf has the Preferred Enemy (Monstrous Creatures, Flying Monstrous Creatures, Walkers, Toughness 5 or Greater Units) special rule.
Saga of the Hunter
The Space Wolf has the Stealth and Outflank special rules. In addition, the Space Wolf and any squad he is attached to at the before deployment is started have the Infiltrate special rule.
Saga of the Warrior Born
The Space Wolf has the Furious Charge special rule and gets +1 Attack for each Honour Counter he has on him.
Saga of the Wounded Animal
The character has the Rage special rule. In addition, the character receives +1 Weapon Skill for each wound he is missing below his starting Wounds value.
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CURRENT PROJECTS
Chapter Creator 7th Ed (Planning Stages) |
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![[Post New]](/s/i/i.gif) 2012/10/24 01:01:28
Subject: Space Wolves Fandex - Rebalanced and Ready for 6th!
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Dour Wolf Priest with Iron Wolf Amulet
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I had a Saga idea as well:
Saga of the Braggart: The character is a notorious teller of tall-tales at the feast tables. However, occasionally, they surprise themselves sometimes.
The character has the Feel No Pain rule when they are contesting or controlling an objective.
Oath: Honour Thy Word. Nominate an objective at the start of the game. If the character is controlling or contesting this objective at the end of the game, you gain an additional +D3 VPs. Note that this Saga has no effect in Purge the Alien or missions with no Objectives.
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![[Post New]](/s/i/i.gif) 2012/10/24 06:43:19
Subject: Space Wolves Fandex - Rebalanced and Ready for 6th!
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Shas'ui with Bonding Knife
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My question is on Andilus, he has a storm shield (3++) and runic armor (2+) but he can take termie armor at the cost of his frag, krak, and runic armor for nothing whatsoever (he gets a 2+ which he already has, and a 5++, but he already has a 3++) or am I missing something? (Also his wargear never states he has frag/krak grenades, so you might want to throw that in for two reasons. One, so he can trade it out for termie armor, and two, so he has them)
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This message was edited 1 time. Last update was at 2012/10/24 06:46:47
DQ:90S++G++M----B--I+Pw40k07+D+++A+++/areWD-R+DM+
bittersashes wrote:One guy down at my gaming club swore he saw an objective flag take out a full unit of Bane Thralls.
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![[Post New]](/s/i/i.gif) 2012/10/24 16:20:48
Subject: Space Wolves Fandex - Rebalanced and Ready for 6th!
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Dour Wolf Priest with Iron Wolf Amulet
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I just threw in the Termie armour as an option, but it's free because there's really not a lot of reason to do so. Basically just because I have PA and TA versions of him already lol. Although I suppose if he got hit by a Shieldbreaker round, he'd still have a 5++
And good catch on the grenades bit, I'll have to fix that.
Automatically Appended Next Post:
Marik Law wrote:Also I had an idea for a new Space Wolves special rule. The rewards are subject to change, just spur-of-the-moment reward ideas. Additionally, Wolf Guard that join other non-Wolf Guard units should count as Characters.
Glory Hound
While lesser members of the Space Wolves are seeking to prove their worth, those whom have already done so are always seeking higher degrees of glory. When faced with a powerful opponent he will fling himself at them, hoping to achieve greater glory. If challenged, a Space Wolf will never back down from a fight, he will not be seen as a coward by his brethren and especially by his enemy.
Any Space Wolves characters with this special rule must always issue and accept challenges whenever possible. Every time a Space Wolves character with this special rule kills an enemy character in a challenge, place an Honour Counter on that character. The number of Honour Counters on the character will determine what special rules he receives.
1 Honour Counter: The character receives the Furious Charge special rule.
2 Honour Counters: The above reward, plus the character and any friendly unit he joins are Fearless.
3+ Honour Counters: The above rewards, plus the character receives the Feel No Pain special rule.
I like this, I think I'll add it.  I'm gonna change some of the USRs though, because there are already a fair number of ways to give your characters/units Furious Charge and/or Fearless in the the Dex. I'll just go through the BRB and figure out some sensible ones. This is a great idea though!
Marik Law wrote:Also, some suggestions for reworded and new Sagas (note that I'll be leaving out Oaths for simplicity sake):
Saga of the Wolfkin
Friendly Fenrisian Wolves have Initiative 5 and Leadership 7. In addition, you may take one unit of Fenrisian Wolves as Troops choices for every friendly Grey Hunter or Blood Claw pack in your army.
Saga of the Bear
The Space Wolf has the Eternal Warrior special rule.
Saga of Majesty
The Space Wolf, any friendly unit he joins, and any friendly unit within 12" may re-roll failed Morale tests.
Saga of the Iron Wolf
The Iron Priest adds +1 to any repair rolls he makes. In addition, your friendly Space Wolves vehicles (excluding Land Speeders) may move an extra 3" in the Movement phase.
Saga of the Beast Slayer
The Space Wolf has the Preferred Enemy (Monstrous Creatures, Flying Monstrous Creatures, Walkers, Toughness 5 or Greater Units) special rule.
Saga of the Hunter
The Space Wolf has the Stealth and Outflank special rules. In addition, the Space Wolf and any squad he is attached to at the before deployment is started have the Infiltrate special rule.
Saga of the Warrior Born
The Space Wolf has the Furious Charge special rule and gets +1 Attack for each Honour Counter he has on him.
Saga of the Wounded Animal
The character has the Rage special rule. In addition, the character receives +1 Weapon Skill for each wound he is missing below his starting Wounds value.
I'll definitely use these, although I might change them somewhat. Automatically Appended Next Post: Also, I've uploaded v1.1 in the OP.
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This message was edited 4 times. Last update was at 2012/10/24 18:09:01
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![[Post New]](/s/i/i.gif) 2012/10/26 17:02:59
Subject: Space Wolves Fandex - Rebalanced and Ready for 6th! (v1.1 uploaded)
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Dour Wolf Priest with Iron Wolf Amulet
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Oh, another old rule made new I'd kind of like to do is make Wolf Priests into apothecaries again. Like make a 30pt upgrade for Healing Herbs and Balms to give FNP to their squad or something. Shouldn't step on the toes of BA players and I don't imagine it'd be list/gamebreaking at all.
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