Hrathnar Flintfang Posted October 11, 2009 Share Posted October 11, 2009 I was wondering what the rest of you thought of This It seems like there are quite a few conversions of late for female wolves, and I thought it only right to give our brothers some way to put them to use. I ralize that this first draft is rather hazy, and I need to work on amending the Fluff so that it makes sense, not to mention getting the crunch tested a bit. Not sure on the point cost yet. Still for all of you making your own She-wolves, This one is for you. May your Ale flow like water and your Axe be stained with blood! Also, open to any C&C Link to comment https://bolterandchainsword.com/topic/181368-dont-lynch-me-but/ Share on other sites More sharing options...
dublindawg Posted October 11, 2009 Share Posted October 11, 2009 I like the fluff, and I would agree that the "I" should be a 3, but I would have the T at 4 if they were wearing PA. The suggestion of having them wear scout armor is interesting to consider. I would limit the amount of power weapons to 2 and restrict them from taking PF's, but open up the options of equiping them with jump packs and FOC wise have them be an FA slot. Something along this line: Senior Valkerie WS 4; BS 3; S 3; T 4; A 2; I 4; W 1; Ld 9; Sv 4+ Valkerie WS 3; BS 3; S 3; T 4; A 1; I 3; W 1; Ld 8; Sv 4+ cost 11pts Gear: Scout Armor, bolt pistol, CC weapon, Krak & Frag Grenades May take the following gear: Jump Packs +3pts per model If the pack numbers at least 8 models: Flamer : free Meltagun (normal cost) Plasma Pistol (normal cost) Power Weapon (normal cost) If the unit numbers 16 models then they may take a 2nd weapon from the above list for free. Link to comment https://bolterandchainsword.com/topic/181368-dont-lynch-me-but/#findComment-2147151 Share on other sites More sharing options...
kil78 Posted October 11, 2009 Share Posted October 11, 2009 well, I have two answers to this. first fluff there are no female space marines, end stop, it just doesn't work. That said, if a wolf lord for some reason of his own( the woman who climbed the fang ect ), wants to use bionics, glanding,drugs, ect to make a woman into something very much like a space marine, well I think that is more then possible. but , I would think that with the amount of stuff done to her, it would pretty much obliterate any secondary sexual charateristics, look at female body builders for instance, and after the first time she gets a face full of acid from a nid, she would look much like any other grizzaled old spacewolf. it think it might make a interesting character if done well. game/hobby/modeling answer I flat do not care, they are your models go nuts. I have seen a lot of good conversions,,, and even more bad ones where they do a head swap and slap a pair of franlkly reduculous tits on them. but once again, that has nothng to do with me. edit for the she-wolf pack,, over powered, make them equal to blood claws but dont make them better Link to comment https://bolterandchainsword.com/topic/181368-dont-lynch-me-but/#findComment-2147172 Share on other sites More sharing options...
Hrathnar Flintfang Posted October 11, 2009 Author Share Posted October 11, 2009 I think that would have to be an entirely different unit, an analog to the Sisters Saraphim squad. Personally the way I see these more along the lines of 'normal' sisters but with a higher weapons load out, kind of blending togeather old school blood claws, Dominion squad and normal Sister squads together and smoothing over the bumps. The idea of this particular She-wolf pack is just to have slightly faster, more agile feral human women with some wolfieness to them running around the battlefield with power weapons to represent any of the 'grey hunter' analogs charging head long into battle. A Valkyrie squad would have to equate to the actual Seraphim squad in badassery (As it is, in my opinion, the bread and butter of a WH codex army) while still holding its own uniqueness. Then again, it might be worth it... the start of a new Homebrew mini-codex perhaps? Also T is not usually a factor of Power Armor, and fluff wise it is still designed to support movement at normal human speed because it is powered and moves with the user. Patterns similar to those used by normal battle sisters would allow for movement at whatever speed was 'normal' hence the upped I and fleet of foot for the point cost, at the expense of an imigifier analog and faith points. Also, I may end up dropping one or two of the power weapons, but I don't consider them better than blood claws. Yes they cost less for fleet of foot, but lose a point of strength and toughness in the deal. They also take up an Elite slot so they can't be scoring units while blood claws can. That alone can make a big difference. And note the lack of grenades and weapons like Flamers or plasma pistols. More savage in Melee, all but useless at range. As for the power weapons though, I may drop them a bit, but remember that to have four of them you need to have a cluster of 20 sisters all standing around in formation with poor ranged ability and no transport, Ends up more expensive overall, and can get struck down by a template more easily. Ok, lets try to explian this out comparing and contrasting BC and SM point for point. Point cost: Per model, Shield maidens themselves cost 1 point less than Blood Claws. They also get an automatic leader who is the same point cost as a Wolf Guard and fills the same role. Other differences are covered elsewhere, but for now the overall cost of Shield maidens is 1 less, and they can take 5 more units. Stats: For the loss of that one point, Shield Maidens are on par with blood claws in terms of BS, Init, Attacks, Leadership and Save. They also gain an extra point of Weapon skill. HOWEVER they also lose a point strength and a point of toughness. This makes them easier to kill and harder to deal damage with. So for a loss of one point you lose two stat points right off the bat. This is included in the Wolf Guard equivalent. She does get an extra wound, and gets pretty quick in her old age, but loses out on the other stat benefits that a Wolf Guard would normally give. Granted she gains a wound and a point of Init, but she still loses out on Strength, Toughness and Leadership. that can be a bit of a problem. Unit composition: You can have 4 more Units in a She-wolf pack, total. Remember that the the Wolf Mistress is a Wolf Guard with different stats and no TDA armor. That means a full unit of She-wolf Shield Maidens and their Mistress end up foot slogging until they are winnowed down enough to fit inside of an LRC. YOu can start a full unit with non-TDA guard into an LRC starting out, not so with the Maidens. If you want to take a full unit of these maidens then you need to start them out foot slogging and keep them foot slogging. Naturally though they are a Foot Slogging unit, so that's ok-ish. Still it means if you want to take a LRC out of the gate, you are going to have to hold yourself to 16 units. Wargear: Which leads us to war gear. You will notice that grenades do not make any appearance on the list of options to take or what they have normally. That means these girls do not deal well with armor on their own, and lose some of the other benefits that such handy little bombs can bring. Blood claws have em, don't even have to pay. That is a marked advantage. also while the Shield Maidens can take far more power weapons than a BC squad, it is also unit size specific. A squad of 10 Blood claws can take a flamer/melta/plasma and one power weapon AND one Plasma Pistol. The Maidens get a WG built in, mostly, and can bedeck her out how they want. However beyond that they can pick a power weapon for 10 points, or power fist for 15 poitns, twice. Yes, that does mean three power fists possible, so it may seem like old times. However Flamers, melta and plasma can still be useful, and instead of just looking at the power fist, we have to look at the unit behind it as well. Sure these girls make better use of fists and swords than blood claws, but between the time you get into that gap and the time your unit comes up in initiative alot can happen. In the end though they are, I will grant you, better in melee than blood claws, however their ability to get into melee does unscathed still suffers and they are easier to pick apart at range. So unless the unit is big enough you risk getting most of them getting taken out on the way to a target and then in the shooting phase before you can close to assault. By that time, yes, they have more power swords, but their Strength and Toughness are lower, so its only slightly better, and if you are trying for power fists you may end up taking a beating from the init being lowered. So yes the maidens have better melee wargear, but they are worse at range even than new blood claws, and they have to take more units to get more units to get the same overall number of special weapons, since 15 blood claws can add a second special weapon, but it takes 15 to have 3, and 20 to have 4, plus Gh/WM respectivly. Though I should point out that even with 20 Shield maidens a She-wolf Squad with full wargear WILL overshoot teh cost of a fully bedecked Blood claw pack even if they pick all power swords. Abilities: The next to last big point to consider. Now here you really don't have too much variation. Our wolfess' all gain fleet of foot which is something BCs don't have, but in exchange they lose "And they shall know no fear' since they are still humans, and indeed know fear. Granted Fleet of foot is arguably better, but again that is made up for by the worse stats, lack of ranged support and the last thing on the list, which really ties it all together. Troop selection: A She-wolf pack is not a scoring unit. It is an elite choice, a choice made instead of a Dread, or a pack of Wolf guard, or Wolf Scouts. That can still be a very important factor, especially since Wolf Guard are such a key part of an army. I fully admit that this is not something that I have spent extensive hours play testing yet, and that things might change. However considering I wrote the initial stats fairly quickly, I do think things do work out well enough. If testing proves otherwise, then I will change things. 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Temprus Posted October 12, 2009 Share Posted October 12, 2009 Currently, SW can take 1 HQ, 1 Elite, 2 Troops, 1 FA from Witch Hunters. Take some sisters, model how you like. Or just use the SW rules as is. *shrug* Link to comment https://bolterandchainsword.com/topic/181368-dont-lynch-me-but/#findComment-2147635 Share on other sites More sharing options...
Hrathnar Flintfang Posted October 12, 2009 Author Share Posted October 12, 2009 Currently, SW can take 1 HQ, 1 Elite, 2 Troops, 1 FA from Witch Hunters. Take some sisters, model how you like. Or just use the SW rules as is. *shrug* But its alot more fun to make your own units and your own rules. Why take sisters when you take something home made that are more wolfy and more amusing and can fit a slightly better (would be much better if my writing was back up to snuff) fluff slot. Link to comment https://bolterandchainsword.com/topic/181368-dont-lynch-me-but/#findComment-2147662 Share on other sites More sharing options...
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