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Modeling Mark of the Wulfen


Valerian

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So I was recently staring at my models in the display cabinet trying to figure out how I was going to change things to account for the options/choices in the new codex. For obvious reasons, one of the things that I am trying to do is to create a fun yet effective list, while at the same time minimizing the amount of new models that I'll have to add. I've got several thousand points worth of models for my Space Wolves already, and I want to get the most out of what I've already got.

With that in mind, I was staring at this unit, trying to figure out how to best incorporate a model with the Mark of the Wulfen:

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As you can see, this Pack of 10 Grey Hunters, like all of my army, were built with the special shoulder pads for both their Great Company (Ragnar's) and their Pack. I prefer the way the "three-dimensional" pads look, and used them for all of my guys when I started building the army, years ago. Although it looks like I can still get a set of 10 of these Grey Hunter's pads from the bitz section of the GW website, that seemed like a waste for just needing it for one more model for that pack.

In addition to the small issue of not having enough of the appropriate shoulder pads on hand, I also was still trying to figure out how I wanted to appropriately model the pack member with the MotW in a way that would distinguish him from his pack-mates. I prefer a more subtle feel to my Space Wolves, and am not interested in using one of the old Wulfen models; instead, I like to think of the MotW, as less of an actual physical change, and that instead it reflects a individual who has better learned how to harness the inherent power of the genetic legacy of Russ. I actually really like the Battle Leader with MotW on page 66 of the new codex, who is distinguished by nothing more than the red triangle tattoo over his right eye. I figured that something like that would be the best way to go for me, however, I would need something a little different than that as I prefer that all of my Marines wear their helmets, and only have the Scouts and a few heroes (Ragnar, Arjac, and my Wolf Priest) without theirs on.

It was at this point that I had an epiphany. I didn't have any of those Grey Hunter shoulder pads, but I do have 5 or 6 of the Wolf Skull over Crossbones shoulder pads that came with the old Space Wolves upgrade sprew laying around. So, I've decided that I'll use that as the special shoulder pad to distinguish all of my MotW models, regardless of what Pack they are in; each will have the Skull and Crossbones. Of course, the Wolf Scouts don't have shoulder pads on their Scout Armor, so I'll probably have to use the "red tattoo" technique, but for the other guys I think this will work just fine.

Adding a new model to represent the Hunter with MotW, with the Skull and Crossbones shoulder pad, to the pack above will bring it up to 11 Marines, which will work out great, as the model with the Power Fist will now act as the attached Wolf Guard Leader, and I'll have a regular Hunter with a Power Weapon, another with a Plasma Gun. With very little additional work I will have an effective Consolidation Unit, and can use the same process to update and round-out my other packs.

Best Regards,

Valerian

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My only issue with techniques such as the above, is that the rending attacks from MOTW are due to the model attacking with his claws and teeth. I think at the very least MOTW models should be bare headed, and ideally bare handed too.

 

That's just my opinion though.

My only issue with techniques such as the above, is that the rending attacks from MOTW are due to the model attacking with his claws and teeth.

 

For my purposes I am ignoring this part, and will keep with the trusty old Bolt Pistol and CCW. There will be no change to the in-game effect, of course, and MotW will act as described in the rulebook. As I expressed above, I intend to think of the MotW as being due to this particular Marine being a little more berserk than his fellow pack-mates, but not to the point of biting and clawing.

 

V

My only issue with techniques such as the above, is that the rending attacks from MOTW are due to the model attacking with his claws and teeth.

 

For my purposes I am ignoring this part, and will keep with the trusty old Bolt Pistol and CCW. There will be no change to the in-game effect, of course, and MotW will act as described in the rulebook. As I expressed above, I intend to think of the MotW as being due to this particular Marine being a little more berserk than his fellow pack-mates, but not to the point of biting and clawing.

 

V

 

In which case it's a solid idea, but are you not tempted to have a go at modelling a mini one on the scout pads? :)

I've had models with MotW use a variety of things from pistols and chainswords to combi-meltas, and since most of my guys so far are in advancing/firing poses, and helmeted, I've gone for the typical "warning label" of the red mark over the right eye and a red maw on the helmet. Aside from marking the base, nothing more besides - I prefer my Wulfen marks to be subtle until they get into battle. If I model a unit in CC poses, I will have a guy totally flipping out.
I have been this issue a lot of thought as well. My "lost" company is the Winter Wolves and as such, there will be a lot white pelts in the army. I was thinking of modeling the MotW using the wolf helmet and using the back piece that has the trailing wolf pelt. I would then paint the model in a white color scheme to reflect that he has gone the way of the white wolf. His hands would be void of weapons but he would have a pistol holster and combat knife on his belt.

What's with the helmets brother? Even though you prefer them with the helmet on, I think the only way to bring forth subtle character in a amarine is to do something ot his face o.o

The sons of Russ are feral guys, so if you really want to make that MotW guy stand out I guess you could make one model without the helmet, and put on one of the new screaming faces with lots of hair or something like that :lol: The same goes for the tattoo you mention.. should be possible to pull of on one of the new heads.

 

I guess one thing you COULD do to make it look more wulfen like with the helmet on is either add some pelts, make him more feral that way, or, add some claw marks and scratches to his armorm, making it obivious that he's a Close combat guy :o

What's with the helmets brother?

 

Good question TL. I suppose it is just a personal preference that I've always had regarding any/all Marines. It just doesn't make a whole lot of sense to me that the Imperium/Chapter provides a Space Marine with the most advanced protective capability technology will allow in both Power and Tactical Dreadnought Armor, and the individual then decides to forgo that protection, especially on his head. He may have two hearts, but he's still only got one brain! Additionally, Power Armor and TDA both come with auto-senses that enhances a Marine's already impressive sensory information and processing (even Space Wolves, who already have advantages over their brothers). As a real-world US Army guy, not wearing an integral part of your armor bothers the hell out of me.

 

Even though you prefer them with the helmet on, I think the only way to bring forth subtle character in a amarine is to do something ot his face o.o

 

True, and I do have a few guys without helmets, but it is extremely limited in my army (Just Ragnar, my Wolf Priest, my Scouts, the old metal Blood Claw Sergeant model, and my Arjac - who used to be an old Wolf Lord model).

 

The sons of Russ are feral guys, so if you really want to make that MotW guy stand out I guess you could make one model without the helmet, and put on one of the new screaming faces with lots of hair or something like that :rolleyes: The same goes for the tattoo you mention.. should be possible to pull of on one of the new heads.

 

I might use the Skull and Crossbones and leave this one guy in the pack without a helmet to represent MotW and help him stand out a bit from his fellows.

 

Thanks for the feedback,

 

V

My only issue with techniques such as the above, is that the rending attacks from MOTW are due to the model attacking with his claws and teeth.

 

For my purposes I am ignoring this part, and will keep with the trusty old Bolt Pistol and CCW. There will be no change to the in-game effect, of course, and MotW will act as described in the rulebook. As I expressed above, I intend to think of the MotW as being due to this particular Marine being a little more berserk than his fellow pack-mates, but not to the point of biting and clawing.

 

V

Im going to give this advice:

 

They dont have Mark of the Wulfen- they are wolf-bitten.

 

Mark of the Wulfen is NOT a good thing, and I know it looks really nice since we lost one of our CCWs in the new change but that doesnt change the fact that its often called the "Curse" of the wulfen for good reason.

 

A wulfen may not be able to distinguish friend from foe, fight with anything approaching tactics, and may otherwise endanger his friends and family.

 

Wolf Bitten models have shown signs of struggling with their inner selves, and have to work hard to keep themselves in check, though I admit it adds alot of speed and ferocity to their already superhuman abilities.

 

Wulfen are not appropriate for a pack, and as noted they just arent subtle.

 

But Wolf Bitten can be, and would make a good fluff addition to a pack, as well as an effective option.

I am planning on using a helmet less and possibly arm armour less model with lots of weapons, lots of hair and tattoo's on the face and arms. Also I am going to do blood-smeared armour and a red paw on the armour to represent the Wulfen. I want to do loads, and I even think it is, but I want an army based around this and therefore want to enjoy building, converting and painting the amazing MotW models as well as just using the cool rules,

 

That's just my thinking :D

  • 2 weeks later...

I've modeled up some with very dynamic poses, running/leaping, and weilding two chain axes, borrowed from some unloved Khorne boys. It works very well, and it still rather intimidating, yet it doesn't ruin the overall look of the pack, as you clearly don't want to do. This allows you to keep your shoulder pads to organize units, yet gives you a clear "melee beast", and two chainswords? THAT should have rending!

 

My vote goes towards giving a model two chain weapons, ideally chain axes as they're known for their ferocity through the fluffy world that is 40k. Though, as much as the weapons may matter, the pose does as well. don't be afraid to chop legs off at the hip and re-orient them to give a very dynamic running or charging pose, it will lend itself to aiding in making the model look as fierce as it is.

I'm going a slightly different route.

 

In my view, unlike the BA the SW son't seem to hide the MOTW while on the battle field, so I've gone for a pumped up ready to fight marine, that clearly stands out as something different. I've hused two powerfists in a menacing pose, and extra armour to bulk out the chest. I'm currently working on the helmet (which will be a wolf head) and he will have a substantial fur cloak. Basically think of an almost 'Bane' (from Batman) in power armour.

 

I'm doing this, as i fear that (as said previously) the Wolfen models, though lovely, are too small, and werewolves wearing bits of power armour, looks a little too much like Chaos (for me).

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