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Proxy codex Space wolves


thewolfpriest

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Eh, I think it's ok.

 

I'd rather see Wolf Guard Ranulf (The Wolf Guard who can move a Land Raider with his bare hands) and Sternhammer (hey, why wouldn't they make Special Rules for an existing model?) than these new special characters that you've made.

 

I really liked Sternhammer and he brings back the 2nd ed wargear "Pelt of the Wulfen" (essentially gives him night sight to shoot him).

 

I know some people like those new guys that you've created, but I think it's more likely that they revive one of the 2-3 named Wolf Guard from 2nd ed than create entirely new ones (also, I wouldn't be surprised if they nixed flying blood claws altogether).

 

I don't think Wulfen will be elites. Barring some HUGE change in the fluff, Wulfen will be a special unit (probably one that can only be taken if one takes a Wulfen Lord or maybe Sternhammer). I honestly think they'll divide the list up in some way with the 13th company. Fenrisian Wolf packs will probably be 0-1 unless taking a 13th Co. army. I really wonder how they'll do this... I feel like it would be a lot of work to add the 13th co army list (even if it would only take a few pages). Probably a Wulfen Lord will give you a different force org chart. Maybe limit choices to the current 13th Co. choices + Sternhammer and just give everyone +1A and Scouts (though I'd love to see MotW stay)

 

As to the High WS, I think it makes perfect sense. The mentor ability gives +1WS and Chapter masters now have WS6, so why wouldn't they have WS7? In 2nd edition, pretty much all SWs were WS 5+ (which was 1 more than pretty much any other SM chapter)

 

In any event, it does look pretty close to what it'll be.

 

Last note - No old and Wise for Venerable Dreads!! This was essentially stolen from Kyrl Grimblood (my favorite 2nd ed char). Bring him back or drop the rule!

Greetings brothers of the Fang.

 

First of all, i am new to the community here but i play with space wolves the last 7-8 years. I read this codex and i have to admit it's a good one. I have only one "complain" about it. Blood claws. Those young buggers lost a big part of their unique personality and now they seem to me like a cheaper version of grey hunters.

 

Don't you think they should have something like Furious charge and their point cost return to the one 3rd edition codex had? Otherwise i can't see why i should use these guys when i could use their older cousins. Thanks and chhers!

I'am against giving Bloodclaws the Furious charge rule. The Berserk charge they have now makes them less like Khorne Berzerkers .

 

What's wrong with Khorne Bezerkers?... :lol:

 

There's a reason why a majority of my army is wearing Khorne's beloved armour, it makes them kill fasta!

 

I wouldn't mind seeing Furious charge over berserk charge, I've stated this in the post a while back about the same exact topic and it would lead to going first in a LOT of cases... yes the S5 is huge, but I5 is what I'm really wanting against the mass of PA'd armies out there. Remember, if we still have counter charge (for the love of god we better) then our Blood claws will be so feared with Furious charge...

I wouldn't mind seeing Furious charge over berserk charge, I've stated this in the post a while back about the same exact topic and it would lead to going first in a LOT of cases... yes the S5 is huge, but I5 is what I'm really wanting against the mass of PA'd armies out there. Remember, if we still have counter charge (for the love of god we better) then our Blood claws will be so feared with Furious charge...

 

Yup, it's the +I1 I really want as well.

Unfortunately I really don't think there's anyway you can argue that Furious Charge will work with Counter Charge the same way that we can argue that Bersek Charge works with Counter Charge. :-/

I was talking about the codex the OP posted and commenting about the blood claws entry there. Not what the new official codex will have. In this home made codex Blood claws only have rage and no berserk charge nor furious charge. So, my point was to start a discussion about this and not to guess (like it has been in many posts before) GW's intentions.

 

I like that the Blood claws squad can reach to 20 men but i really can't see a reason why i should pick them instead of an assualt oriented grey hunters squad. Blood claws were considered the assault part of SW. In this codex they are just a cheaper and inferior version of the Grey hunters. Thoughts about it?

 

Thanks and cheers!

I was talking about the codex the OP posted and commenting about the blood claws entry there. Not what the new official codex will have. In this home made codex Blood claws only have rage and no berserk charge nor furious charge. So, my point was to start a discussion about this and not to guess (like it has been in many posts before) GW's intentions.

 

I like that the Blood claws squad can reach to 20 men but i really can't see a reason why i should pick them instead of an assualt oriented grey hunters squad. Blood claws were considered the assault part of SW. In this codex they are just a cheaper and inferior version of the Grey hunters. Thoughts about it?

 

Thanks and cheers!

 

They are one in the same. You say you don't want to discuss what has been discussed but then you discuss what has been discussed (rage, berserk charge, furious charge, 15-20 man squad sizes; these were all discussed previously and all speculation to the upcoming codex).

 

Also this topic isn't what YOU want I'm afraid, it's the advice towards the codex that a fellow wolf brother has so kindly put together and he wants our input as to what we'd rather see or not see in his alterations.

 

Also, I didn't quote what you said, I didn't quote anyone, if I had, I would have quoted Spacefrisian and LPetersson as those are the topics I directly went off of and input my opinions for. You yourself brought up Furious charge as well, and you could interpret my inputs as going off that as well and why I'd agree with Furious charge no matter how "chaos" people might think it to be.

 

In the end, this is a Forum, people's ideals are everywhere, if you want a certain topic to be discussed, you have a better chance by posting another topic or continuing one that's very similar to your topic.

 

-edit-

Also forgot about LPetersson's thing about counter and furious charge... why wouldn't it work? do we not get +2 attacks on the counter just as we too had charged? If someone argues that an ability that says "when you charge" says I don't receive it when I counter when it says "as if you had charged", I wouldn't play him/her anymore, and if it was a tournament I'd deduct sportsmanship and roll my bucket of dice.

So this thread is about what new codex will have or about a codex that works like most of the codex nowadays and can be used as home made rules, as someone suggested above?

 

If it's the first then i zip it and i apologise. In the second occasion i asked the above so could someone suggest a change in order to include these changes (furious charge). Yes i know i could do it myself and if those who play with me agree use it, but as you said these are forums and are used for discussion, so that's what i am doing. Only that i kindly ask something specific. Sorry if i sounded harsh before but heck i thought we are wolves! Not some sissy looking ...angels...*coughs* :D

Also forgot about LPetersson's thing about counter and furious charge... why wouldn't it work? do we not get +2 attacks on the counter just as we too had charged? If someone argues that an ability that says "when you charge" says I don't receive it when I counter when it says "as if you had charged", I wouldn't play him/her anymore, and if it was a tournament I'd deduct sportsmanship and roll my bucket of dice.

 

It's all in the wording of the USRs.

Bersek Charge states that you get +A2 as if you had assaulted whereas Furious Charge specifies that it only work in the turn the unit assaulted.

I don't have them all in front of me right now though.

Berserk Charge + Counter Attack work because of both RAW and RAI.

Furious Charge + Counter Attack does not work according to RAW (IMO) but I believe it should according to RAI and I would be happy to allow an opponent to use them together.

 

But I think this is moving a bit off topic now...

 

I was talking about the codex the OP posted and commenting about the blood claws entry there. Not what the new official codex will have. In this home made codex Blood claws only have rage and no berserk charge nor furious charge. So, my point was to start a discussion about this and not to guess (like it has been in many posts before) GW's intentions.

 

So was I :-)

I don't think Rage fits, but both BC and FC fits quite nicely (or both together :D)

I like your effors a lot, even if some rules are a bit over the top. Only thing I'd change and which has a good chance to happen in the next Codex is giving BCs WS4.

 

They are headstrong, but were born with an axe in their hand.

 

They can't have the same WS as a guardsman, by Russ :D

well here is my explanation about the blood claws, I truly believe that having only rage and reducing their point is the way to keep the spirit of the blood claws, because you must remember that any rule not written in the rulebook is going to disappear so I believe that furious charge is unwolfy and looking that berserker charge is going to disappear, well what better to reduce the cost, that means more blood claws in the front line which is really wolfy, either way, I design the codex to express what i believe the codex must be if its going to be according to the new standards i would love to see my blood claws with furious charge, but i believe that is non fluff, which is flufflike is the rage, because the blood claws are likely to put theirs skins in situation where no other space marine would dire to do, like ragnar charging agains an orc warboss so. I think I made my point.

 

anyway try to play it and tell me if it works or not.

 

your friend

 

Eron Wulfensen

The Wolfpriest

 

PS: by the way seems to be that non of you remember that blood claws already have rage rule without that name they are suppose to charge whatever in front of them if they are at less than 6", sounds like rage? to me it does......anyway have any of you realize that if you pay the WG that rule is gone?

enjoy it :lol:

hopefully some of this ideas ends in the new codex which im sure the most of us will die of happiness

First of all, well done for your effort brother Wulfensen. I will give this codex to the lads i play with and see how it goes. I will post how it worked and make some suggestions if needed.

 

Just to clear out something. Wolf pelt gives one additional attack or one additional attack in counter charge?

um you are all talking about counter charge what i am confused about is whether it negates the effect of charging it has on the enemy ie. furious charge and +1 attack of orcs is negated or if it means both forces in the assault get charging bonuses. because i have been playing with space wolves as if they negate the attacks of the enemy and no one benefits.
um you are all talking about counter charge what i am confused about is whether it negates the effect of charging it has on the enemy ie. furious charge and +1 attack of orcs is negated or if it means both forces in the assault get charging bonuses. because i have been playing with space wolves as if they negate the attacks of the enemy and no one benefits.

 

 

/ began Rulez Pack Mode

 

Counter-Attack allows you to make a Ld when you make the Defender's React part of the Assault Phase. If you pass the Ld test, you gain Attacks as if you had charged the enemy yourself. When combined with the True Grit rule and are wielding a Combi-bolter/bolter, you do not gain Attacks as if you had charged due to the specific wording of the True Grit rule. However, if you do have a model equipped with a Wolf Pelt, when you make the test, regardless of whether or not you pass, you gain +1A on that model.

 

For Blood Claws, who gain +2A on a charge, they gain +2A on a Successful Counter-Attack.

 

/ end Rulez Pack Mode

Here is a suggestion...

Why not add the same rule the captains in C:SM about the bikes? That way if he rides a bike, every bike squad counts as a troop choise. So, we could make a nice warband of howling bikers ;)

 

Also, is there a reason why wolf priest has an initiative 4 and rune priest 5?

And finally, why the priests (wolf and rune) and the WGBL can't have bodyguards?

 

These are some tweaks i thought after reading this codex and comparing it with the space marines one. Keep up the good work.

ok ive looked at the space wolves counter attack rule and i dont see anything about a leadership test also i looked for the edition # but i couldnt find it, im pretty sure it is the newest one though. Also am i the only one thats thought of fielding 3 wolfguard on bikes with thunderhammers attached to a wolf priest on a bike for the ultimate tank hunting squad?

Counter attack is a universal rule and can be found in the rulebook.

 

They sure are a really good hunting squad...But these four with thunderhammers and bikes only, cost 325 points (wolf priest with hammer). They will be the main focus of all the firepower of your enemy...Guess it depends of how big battles you play.

youd definitely have to be sneaky with them... im playing a campaign game tht will last several days you have to conquer the map and its like risk in that sense. i have 500 points to use and an aly with 1000 vs a 1000pt tau army where he gets to choose where the terrain is placed, i will be choosing night fight so as to get up close with low casualties. im thinking about a dred with assault cannon and heavy flamer. a scout squad of 4 with bps and ccws, and 4 meltabombs and a flamer and a wolf guard leader with a pf and bp, 6 grey hunters and 8 blood claws i will be like 5 points over. So i will ask if it's ok, but im wondering if you guys have any suggestions. Im hoping to lure the tau away from their tanks in the back and then use behind enemy lines to destroy the tanks.
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