jadex1 Posted October 3, 2009 Share Posted October 3, 2009 So I got the new dex and i was wondering, how do i attach wolf guard to my HQ? i can't seem to find a rule that says how that works. Also how does the multiple HQ thing work. thanks Link to comment https://bolterandchainsword.com/topic/180313-questions/ Share on other sites More sharing options...
Evilmerlin Posted October 3, 2009 Share Posted October 3, 2009 Actually, you attach the HQ to your Wolf Guard rather than the other way round. No more retinues for HQs anymore. Get a Wolf Guard unit from the Elites section then attach your HQ to it. Link to comment https://bolterandchainsword.com/topic/180313-questions/#findComment-2135127 Share on other sites More sharing options...
jadex1 Posted October 3, 2009 Author Share Posted October 3, 2009 Ah okay so i build a squad of wolf guard, then choose a HQ for them to work with. seems pretty easy. Link to comment https://bolterandchainsword.com/topic/180313-questions/#findComment-2135129 Share on other sites More sharing options...
jadex1 Posted October 3, 2009 Author Share Posted October 3, 2009 Could anyone explain the Leaders of the Pack thing, i know its like the old rule about for ever 750 points take a HQ, but i don't get this updated version. Link to comment https://bolterandchainsword.com/topic/180313-questions/#findComment-2135133 Share on other sites More sharing options...
jadex1 Posted October 3, 2009 Author Share Posted October 3, 2009 wait i think i figured it out, so instead of having one HQ per slot, we get two? Link to comment https://bolterandchainsword.com/topic/180313-questions/#findComment-2135137 Share on other sites More sharing options...
Rokafort Stonewolf Posted October 3, 2009 Share Posted October 3, 2009 Exactly. We effectively get 4 HQ slots. Link to comment https://bolterandchainsword.com/topic/180313-questions/#findComment-2135146 Share on other sites More sharing options...
Ulrickthegrey Posted October 3, 2009 Share Posted October 3, 2009 Question about MotW. Now you get d6+1 attacks, rolled prior to the models attacks. As these attacks do not benefit from equipment, does this mean that a WG with say a Storm shield/TH doesn't get to use the TH. Or is that the model gets these attacks first, then it gets its normal TH attacks? Link to comment https://bolterandchainsword.com/topic/180313-questions/#findComment-2135174 Share on other sites More sharing options...
Ryzouken Posted October 3, 2009 Share Posted October 3, 2009 Got the Wulfen Mark? No thunder hammer for you. It's an either/or type o thing. Good for Grey Hunters and that's about it. Link to comment https://bolterandchainsword.com/topic/180313-questions/#findComment-2135181 Share on other sites More sharing options...
jadex1 Posted October 3, 2009 Author Share Posted October 3, 2009 What does Master of Runes do? i couldn't find an explanation for it. Link to comment https://bolterandchainsword.com/topic/180313-questions/#findComment-2135186 Share on other sites More sharing options...
GunnerRed Posted October 3, 2009 Share Posted October 3, 2009 What does Master of Runes do? i couldn't find an explanation for it. Look at page 37 in the space wolves book Link to comment https://bolterandchainsword.com/topic/180313-questions/#findComment-2135195 Share on other sites More sharing options...
Elahir Posted October 3, 2009 Share Posted October 3, 2009 Got the Wulfen Mark? No thunder hammer for you. It's an either/or type o thing. Good for Grey Hunters and that's about it. I know what the codex says about the mark of the wulfen but I've found this in the designer notes (this month's WD): My favorite is a wolf guard with MOW, able to unleash 7 potential TH attacks per turn (translated from Spanish). Funny huh? ^^ Link to comment https://bolterandchainsword.com/topic/180313-questions/#findComment-2135265 Share on other sites More sharing options...
Brother-Captain Sicarius Posted October 3, 2009 Share Posted October 3, 2009 Got the Wulfen Mark? No thunder hammer for you. It's an either/or type o thing. Good for Grey Hunters and that's about it. I know what the codex says about the mark of the wulfen but I've found this in the designer notes (this month's WD): My favorite is a wolf guard with MOW, able to unleash 7 potential TH attacks per turn (translated from Spanish). Funny huh? ^^ not the first time WD got it wrong :D , you would think they knew their own rules... ;) Link to comment https://bolterandchainsword.com/topic/180313-questions/#findComment-2135273 Share on other sites More sharing options...
stinkenheim Posted October 3, 2009 Share Posted October 3, 2009 re: master of runes on the page detailing our psychic powers, the first paragraph states that a rune priest can cast one power per turn, master of runes can cast two per turn. re: MOTW RAW, the bonus attacks replace the models base attacks and get no bonus from whatever weapons they are equiped with, as stated good for grey hunters/scouts not great for people with any form of weapon upgrade or characters (where you run the risk of getting less attacks than their base profile. re: leader of the pack as stated we can take 2 hq choices per slot, in effect giving us 4 HQ choices in a standard battle re: wolf guard again as stated wolf guard do not function as either pack leaders or bodyguard anymore, they are a unit in their own right, as such ou simple attatch an IC to them, rather than the otherway round. Link to comment https://bolterandchainsword.com/topic/180313-questions/#findComment-2135338 Share on other sites More sharing options...
Toasterfree Posted October 3, 2009 Share Posted October 3, 2009 re: wolf guard again as stated wolf guard do not function as either pack leaders or bodyguard anymore, they are a unit in their own right, as such ou simple attatch an IC to them, rather than the otherway round. WG can still act as pack leaders, you can peel them off and attach them to other squads at the beginning of the game. Link to comment https://bolterandchainsword.com/topic/180313-questions/#findComment-2135457 Share on other sites More sharing options...
whitewolfmxc Posted October 3, 2009 Share Posted October 3, 2009 Dont IC with fenrisian wolf wargear count as a single unit ? (it has all the Retinue rules requirement ) although if the IC dies the wolves will just leave Link to comment https://bolterandchainsword.com/topic/180313-questions/#findComment-2135502 Share on other sites More sharing options...
Ulrickthegrey Posted October 3, 2009 Share Posted October 3, 2009 On PAge 61, it states under the TDA entry that Space Wolves do not Teleport. I have people argue that it means they can teleport as it does not say 'Can't'. I feel that the Designers let it in from the old rules, which stated that they could not. What is the take on that from the rest of you? Can they, or Can't they? Link to comment https://bolterandchainsword.com/topic/180313-questions/#findComment-2135580 Share on other sites More sharing options...
Ryzouken Posted October 3, 2009 Share Posted October 3, 2009 They can't teleport. Those who argue otherwise are being disingenuous at best. **EDIT: see below** Leader of the Pack also causes our characters to not be able to take identical powers/wargear and the same saga. Always expect White Dwarf to lie to you on the details. I have a feeling it's so you have to buy the codex instead of just using the WD tidbits to play... Link to comment https://bolterandchainsword.com/topic/180313-questions/#findComment-2135669 Share on other sites More sharing options...
Keercrevlis Posted October 3, 2009 Share Posted October 3, 2009 An IC with Fen wolves can still join a unit as the wolves are war gear not a retinue. Link to comment https://bolterandchainsword.com/topic/180313-questions/#findComment-2135678 Share on other sites More sharing options...
Ryzouken Posted October 3, 2009 Share Posted October 3, 2009 Hmm. Upon further review and comparison to Orks and their ammo runts, I can see the argument Keercrevlis is making. It's certainly a persuasive one at that. Probably take Keer's interpretation, but know that it can be open to contention. Of course, the contending rule argument contorts the IC rules beyond the bounds of common sense and logic (i.e. we'd have a model that retains his I.C. status but is in a unit he cannot leave, thereby preventing him from joining other units and still setting him up to be picked out in melee. A really fouled up situation.) Link to comment https://bolterandchainsword.com/topic/180313-questions/#findComment-2135701 Share on other sites More sharing options...
stinkenheim Posted October 3, 2009 Share Posted October 3, 2009 earlier when i said 'wolf guard dont act as either pack leaders or bodyguard anymore' i kinda phrased it badly. in the previous codex there were 2 choices bodyguard OR pack leaders (although they counted as one slot) i merely meant that wolf guard aren't split into those two types in the current rules, instead they function as one unit until you choose to split individual members off to lead other units. as for the wolfs and IC, as they are wargear they don't form a unit as such. i think the confusion comes from the fact that they have seperate stat lines and models, unlikea ttack squigs and ammo runts who merely improve certain characteristics or grant re-rolls... and as for the thing about terminators being unable to teleport the codex states; 'NB: Though terminators of other Space Marines Chapters often teleport straight into battle, Space Wolves have a deep mistrust of such arcane tactics and prefer to fight with their feet on solid ground, just as russ intended' if it were to have no practical implications upon game terms it wouldn't have been listed under the wargear entry for terminator armour, ut rahter mentioned somewhere in te background fluff. In my opinion, I would definately say that the same limitation applies from the previous dex in that we cannot teleport with out terminators Link to comment https://bolterandchainsword.com/topic/180313-questions/#findComment-2135775 Share on other sites More sharing options...
Grey Mage Posted October 3, 2009 Share Posted October 3, 2009 On PAge 61, it states under the TDA entry that Space Wolves do not Teleport. I have people argue that it means they can teleport as it does not say 'Can't'. I feel that the Designers let it in from the old rules, which stated that they could not. What is the take on that from the rest of you? Can they, or Can't they? Frankly theyre fooling themselves. SWs do not teleport into battle. Thus, if you use C:SW you do not teleport into battle. Done. Link to comment https://bolterandchainsword.com/topic/180313-questions/#findComment-2135801 Share on other sites More sharing options...
jadex1 Posted October 3, 2009 Author Share Posted October 3, 2009 My question is about how to use the wolf guard. So lets say i have 10 wolfguard that are in Terminator Armour, and for the purpose of this example i also have one HQ and one squad of blood claws. So at the beginning of the game could i take from my 10 wolfguard and attach 1 of them to my squad of blood claws? leaving my total about of wolf guard at 9? then lets also say in the same example that i want to use my 9 wolf guard as body guards, do i just attach my HQ who is an Independent Character, to there squad? thus creating 1 Independent character(the HQ) and 9 wolf guard? if not how do i treat my wolf guard as bodyguards, because i usually like to have a little retinue with my HQ. Link to comment https://bolterandchainsword.com/topic/180313-questions/#findComment-2135814 Share on other sites More sharing options...
Vassakov Posted October 3, 2009 Share Posted October 3, 2009 On PAge 61, it states under the TDA entry that Space Wolves do not Teleport. I have people argue that it means they can teleport as it does not say 'Can't'. I feel that the Designers let it in from the old rules, which stated that they could not. What is the take on that from the rest of you? Can they, or Can't they? Frankly theyre fooling themselves. SWs do not teleport into battle. Thus, if you use C:SW you do not teleport into battle. Done. Actually, it's far more simple than that. C:SM, page 102 "Any model wearing Terminator armour...may always start the game in reserve and arrive by the deep strike rules." C:CSM, page 86: "Any model wearing Terminator armour...may always start the game in reserve and arrive by the deep strike rules." Same for C:DA and BT (though I have no page reference.) Show me the bit in C:SW where it says TDA can DS, and I'll happily play them like that. Fact is, the rule isn't there, get over it or get back to C:SM. Link to comment https://bolterandchainsword.com/topic/180313-questions/#findComment-2135827 Share on other sites More sharing options...
stinkenheim Posted October 3, 2009 Share Posted October 3, 2009 My question is about how to use the wolf guard. So lets say i have 10 wolfguard that are in Terminator Armour, and for the purpose of this example i also have one HQ and one squad of blood claws. So at the beginning of the game could i take from my 10 wolfguard and attach 1 of them to my squad of blood claws? leaving my total about of wolf guard at 9? then lets also say in the same example that i want to use my 9 wolf guard as body guards, do i just attach my HQ who is an Independent Character, to there squad? thus creating 1 Independent character(the HQ) and 9 wolf guard? if not how do i treat my wolf guard as bodyguards, because i usually like to have a little retinue with my HQ. you are correct, you detatch however many wolf guard you wish to lead other packs, those that are left can be joined by an independant character thus forming a bodyguard. basically treat them as any other unit in terms of attatching characters to them. i think part of the confusion comes from the fact that we are used to having a specific entry for Wolf Guard bodyguards and now we simply have a unit of wolf guard which can funtion perfectly well on their own. Link to comment https://bolterandchainsword.com/topic/180313-questions/#findComment-2135845 Share on other sites More sharing options...
Grey Mage Posted October 3, 2009 Share Posted October 3, 2009 Sadly, retinues have gone the way of the Dodo. Link to comment https://bolterandchainsword.com/topic/180313-questions/#findComment-2135896 Share on other sites More sharing options...
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