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SW Apocalypse formations


Araith

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Here's a number of apocalypse formations I wrote for us wolves. What do you think?

 

 

SWIFTCLAW HUNT

Points: 100 + models

 

At times Swiftclaws are tasked with a dangerous question that is theirs alone to fulfil. The quest might be short, or take them on a harrowing months-long pursuit across hostile terrain. This might be to navigate the winding chasms of a death world in the arrow-swift pursuit of a hated traitor, to rescue a fallen Chapter relic from a nest of Tyranids or to avenge the grisly death of an old mentor.

When they finally close in on the prey the Swiftclaws tend release their pent-up aggression in a pyrotechnic display of violence and destruction.

 

FORMATION:

0-1 Wolf Priests with Space Marine bike

1-3 Swiftclaw biker packs

0+ Fenrisian wolf packs

 

SPECIAL RULES:

Quarry: After deployment, designate either the most expensive enemy unit or the most expensive formation as the hunt's quarry. If the quarry has a WS value, all units in the formation have the quarry as a preferred enemy. If the quarry has armour values, all units in the formation may re-roll failed rolls to hit with grenades against the quarry. If the Swiftclaw Hunt kills or destroys all of the quarry, the player counts as having scored another objective. If the Swiftclaw Hunt's quarry is not at all killed or destroyed, the player counts as having scored one less objective.

 

Relentless Hunt: All units in the Swiftclaw Hunt must deploy within 6" of another unit in the formation, or if the formation starts in strategic reserve, all units must enter the table within 6" of another unit in the formation.

As the hunt relentlessly closes in on the quarry, all units in the formation have the Scouts universal special rule.

 

 

+ + +

 

 

ENGIR KRAKENDOOM’S GREAT COMPANY

Points: 200 + models

 

Engir Krakendoom’s company prefers to go to war in armoured transports and boasts many Swiftclaws that act as outriders for the main force.

 

FORMATION:

1 Wolf Lord

1 Wolf Guard pack

6-10 Grey Hunters packs

1-3 Swiftclaw biker packs (any of these may also be part of a Swiftclaw Hunt formation)

0-1 Wolf Scouts packs

1-2 Long Fangs packs

0-10 of the following: Predators, Vindicators and Whirlwinds

All infantry units except the Wolf Scouts must have a transport (Drop Pod, Land Raider, Razorback or Rhino).

 

SPECIAL RULES:

Saga of the Navigator: All vehicles in Engir Krakendoom’s Great Company may treat non-dangerous terrain as roads.

 

Strategic Assets: A player’s army containing Engir Krakendoom’s Great Company automatically has the Careful Planning and Orbital Bombardment strategic assets.

 

+ + +

 

 

HARALD DEATHWOLF’S GREAT COMPANY

Points: 200 + models

 

Harald Deathwolf rides to battle on the great grey wolf Icetooth, followed by his champion Canis Wolfborn and the rest of his wolf guard, all mounted on thunderwolves themselves. They and the rest of the Deathwolf’s Great Company are accompanied by a great host of beasts, be they flesh and blood, cybernetic or the spirits of loyal companions.

 

FORMATION:

1 Wolf Lord with a Thunderwolf mount

Canis Wolfborn

2-3 Thunderwolf cavalry

6-10 Grey Hunters packs

1-3 of the following: Blood Claws packs, Skyclaw assault packs and Swiftclaw biker packs

0-1 Wolf Scouts packs

3+ Fenrisian wolf packs

1-2 Long Fangs packs

 

SPECIAL RULES:

Spirit Companions: Every unit of Thunderwolf cavalry and Fenrisian wolf packs in the formation may include one 60 mm base with spectral wolves– the spirits of former companions come to hunt with their packs once more. Spirit wolves are invulnerable to any kind of damage but are removed from play when the rest of their unit dies. In assaults they strike with D6 strength 4 attacks that ignore armour saves and strike at initiative 5 and weapon skill 4.

 

Strategic Assets: A player’s army containing Harald Deathwolf’s Great Company automatically has the Careful Planning and Orbital Bombardment strategic assets.

 

+ + +

 

 

KJARL GRIMBLOOD’S GREAT COMPANY

Points: 250 + models

 

Kjarl Grimblood and his Great Company favour flame weaponry, as befits those fighting under the sigil of the Fire Wolf. Grey Hunters only earn the right to paint their faces with blood before battle as Red Hunters after they have killed an enemy with fire. The Great Company also boasts no less than twelve Land Raider Redeemers.

 

FORMATION:

1 Wolf Lord

1 Wolf Guard pack

6-10 Grey Hunters packs

1-3 of the following: Blood Claws packs, Skyclaw assault packs and Swiftclaw biker packs

0-1 Wolf Scouts packs

1-2 Long Fangs packs

1-12 Land Raider Redeemers

 

SPECIAL RULES:

Strategic Assets: A player’s army containing Kjarl Grimblood’s Great Company automatically has the Careful Planning and Orbital Bombardment strategic assets.

 

The Gift: Kjarl Grimblood is said to have the ability to see the future in the flames – even though none dare say it in his presence. The player with Kjarl Grimblood’s Great Company has five minutes more to deploy his army than he bid.

 

The Red Hunters: All flamers, heavy flamers and flamestorm cannons in the formation count as twin-linked weapons, except in units of Blood Claws, Skyclaws and Swiftclaws.

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GUNNAR REDMOON'S GREAT COMPANY

Points: 250 + models

 

Gunnar favours his Longfangs more than most, and prefers their company both in the drinking hall and on the battlefield.

 

FORMATION:

1 Wolf Lord + Terminator Armour & Saga of the Bear

1 Wolf Guard pack

3-6 Grey Hunters packs

0-3 Iron Priest

3-7 Long Fangs packs

1-5 Predators

1-5 Whirlwinds

 

SPECIAL RULES:

Strategic Assets: A player’s army containing Kjarl Grimblood’s Great Company automatically has the Careful Planning and Orbital Bombardment strategic assets.

 

Tactical Accumen: Gunnar Redmoon is said to have Distilled the knowledge of battlefield placement to a fine art, Gunnars Longfangs may deploy after all enemy deployment.

 

Gunnars Men: Gunnar was gifted with an automaton similar to a Chooser of the Slain. If Gunnar joins a unit of Long Fangs, the entire unit (including Gunnar) benefits from the +1BS following the Choosers Rules (*note - Choosers anti-infiltration rule is ignored).

Very nice stuff you have there! I just have one nitpick about Engir Krakendooms company Saga as I think it would sound better and fit better with Saga of the Longboatsman.. Navigator seems so.. vanilla ;)

Aye, the name is not necessarily my favourite, but it's the best I could come up with. And longboatsman... then sailor or seaman would be better, but as it is they aren't exactly on sea any more, are they? That's why I had to turn to the navigator.

And thanks. :P

 

On Gunnar's company:

* While I personally think the Saga of the Bear really befits Gunnar, where does it say he always goes to battle in terminator armour?

* Since as far as I know Gunnar's company isn't known to be very small, and reckoning companies average to the 100-150 brethren, I'd stick with 6-10 Grey Hunter packs.

* Iron Priests aren't part of the Great Companies, but of the Great Wolf's household. So rather than being a part of the formation they should be added separately.

* Every company probably includes a number of loners, even if it's only a few, so I'd certainly allow for a Scouts pack.

* Tanks could be left out of the formation as they aren't really affected by it, nor are they as real a part of it as the brethren themselves are: they're just machinery. The only reason I put vehicles in Grimblood's company is that he's specifically said to have a lots of Redeemers. And Redeemers are affected by the formation's rules.

 

Then for the real distinguishing part, the Long Fangs... 3-7 packs is a lot. That's up to 35 Long Fangs. Out of an average company, that's up to a third or a quarter. No matter how much Gunnar favours his Long Fangs and perhaps promotes Grey Hunters sooner to Long Fang status, I don't see Companies having that many veterans. I'd suggest to stick with the 1-2 packs, or up to 3 if he promotes Grey Hunters sooner. Perhaps 2-3 packs with that sooner promotion and the insurance that a lot are included. Instead of hugely increased numbers I'd rather suggest doing something special with them, like what you attempted with the special rules.

Now, tactical acumen... not my favourite. The codex doesn't say he's particular shrewd, just that he favours them. The Gunnar's men special rule approaches that more, though I wouldn't force one to leave the lord with the Long Fangs. What about that he can, instead of shooting himself, 'flag' one target within his line of sight and all Long Fangs firing at that target can use his BS, or gain a re-roll to hit or a re-roll on the scatter dice?

Hi, thanks for the feed back :P

 

On Gunnar's company:

* While I personally think the Saga of the Bear really befits Gunnar, where does it say he always goes to battle in terminator armour?

I see what you mean, I agree in fact, Saga of the Bear represents the fact that being so broad, he needs no terminator armour ;)

* Since as far as I know Gunnar's company isn't known to be very small, and reckoning companies average to the 100-150 brethren, I'd stick with 6-10 Grey Hunter packs.

OK, I can see that, how about 4-8?

* Iron Priests aren't part of the Great Companies, but of the Great Wolf's household. So rather than being a part of the formation they should be added separately.

I know that the current view is that the great household holds them, but I think that they would definately appear with regularity in Gunnar and ergil (sp?) Iron Wolfs company as a matter of course.

* Every company probably includes a number of loners, even if it's only a few, so I'd certainly allow for a Scouts pack.

I just don't see Gunnar having much time for scouts, with his genial nature etc. But tactically your right, so i ould include them as an 'option' 0-1.

* Tanks could be left out of the formation as they aren't really affected by it, nor are they as real a part of it as the brethren themselves are: they're just machinery. The only reason I put vehicles in Grimblood's company is that he's specifically said to have a lots of Redeemers. And Redeemers are affected by the formation's rules.

I put in tanks as I feel that Gunnar would appreciate their worth, and could possibly crew them with a long gunner too....

 

Then for the real distinguishing part, the Long Fangs... 3-7 packs is a lot. That's up to 35 Long Fangs. Out of an average company, that's up to a third or a quarter. No matter how much Gunnar favours his Long Fangs and perhaps promotes Grey Hunters sooner to Long Fang status, I don't see Companies having that many veterans.
Now I have no problem with this, but OK, I can reduce it to 3-5 packs, but a definate minimum of 3.

 

Now, tactical acumen... not my favourite. The codex doesn't say he's particular shrewd, just that he favours them.

However, having access to all that battlefield knowledge, with comrades he respects, I think this is not too far fetched.

 

The Gunnar's men special rule approaches that more, though I wouldn't force one to leave the lord with the Long Fangs. What about that he can, instead of shooting himself, 'flag' one target within his line of sight and all Long Fangs firing at that target can use his BS, or gain a re-roll to hit or a re-roll on the scatter dice?

This is probably a simpler idea, that makes more sense. I'l make it simpler, and say that any unit of longfangs that Gunnar joins, counts as having signums, so long as he stays with the unit.

 

Thanks again for the feedback, this is a very interesting topic!!

You're welcome. It's indeed a fun topic.

 

@ Grey Hunters.

Why only 4-8 packs? Regardless of Gunnar's preferences, Grey Hunters are the majority of his brethren. So unless Gunnar's Great Company is stated as being only small in size I definitely think there should be more packs of Grey Hunters.

 

@ Iron Priests.

Sure, I can imagine especially Egil Iron Wolf regularly using Iron Priests in his Company. Gunnar not so much though. The reason he likes his Long Fangs is not for their long range fire power, but for their presence in the feasting hall. And Iron Priests are anything but jovial and good drinking companions. So I'd even say he might be less of a fan of Iron Priests than other lords are.

But regardless of his preferences, they aren't technically part of the Company, nor are they in particular affected by the formation's special rules, so I see no reason to include them in the formation.

 

@ Scouts.

I agree that Gunnar isn't really the type for scouts. They aren't fun enough for him. That doesn't mean however that none of the brethren in his Company are loners, that none are touched by Lokyar the Lone Wolf. There probably are some, as there are in every Company. So they should be optionally present. That he doesn't necessarily make use of them merely means that we shouldn't make them mandatory, so adding 0-1 Wolf scouts pack is indeed what I'd suggest.

 

@ Tanks.

I don't quite agree there. Gunnar likes Long Fangs. The four who are attested as having preferences in vehicles are Engir Krakendoom (transports), Bjorn Stormwolf (vindicators and other brutish tanks), Egil Iron Wolf (a combination of transports and heavy tanks) and Kjarl Grimblood (Redeemers). Of course Gunnar will use tanks when appropriate, but they aren't a particular part of his character as far as I know.

 

@ Long Fangs.

A minimum of three packs means that he has at least 10-20 Long Fangs in his Company, and up to 30 of them. That means at least 10-15% of his Company consists of Long Fangs, and up to a full fifth. In fact, with the small number of Grey Hunters you're proposing it'd rise up to 40% Long Fangs. That's a huge lot if the majority consists of Grey Hunters and there also Blood Claws and scouts, and he also has his Wolf Guard. I'd say 20% is a realistic maximum.

 

Speaking of Blood Claws... they should also be in. A Company without Blood Claws is a dying one.

 

Now, tactical acumen... not my favourite. The codex doesn't say he's particular shrewd, just that he favours them.

However, having access to all that battlefield knowledge, with comrades he respects, I think this is not too far fetched.

Aye, he has a lot of knowledge, but how has he any more than the others? In fact, the one with feasibly the best knowledge is Erik Morkai, through excellent use of his scouts.

 

The Gunnar's men special rule approaches that more, though I wouldn't force one to leave the lord with the Long Fangs. What about that he can, instead of shooting himself, 'flag' one target within his line of sight and all Long Fangs firing at that target can use his BS, or gain a re-roll to hit or a re-roll on the scatter dice?

This is probably a simpler idea, that makes more sense. I'l make it simpler, and say that any unit of longfangs that Gunnar joins, counts as having signums, so long as he stays with the unit.

If you leave Gunnar with the Long Fangs he forsakes his Wolf Guard. Regardless of prefences, a Lord's real place is with his own retinue, with his chosen men.

Hi cheers.

 

The wolfguard can be split amongst his longfang packs, no problem :lol: allowing him to converse with longfangs (unless there was someway to create wolfguard-longfangs?).

 

Well scouts and longfangs are both veterans in different ways, longfangs have vast ecperience as to where to deploy themselves for maximum effect, ala deployment rule.

 

A minimum of 3 longfang packs is 9-18 longfangs....

 

I would restrict the number of grey hunters, to encourage more longfangs, as for blood claws, your right I didn't include them. I think thats an oversight on my part.

 

The vehicle/techmarine usage, Is I think wishful thinking on my part. no doubt Gunnar would use tanks, but, in general, he has his longfangs instead...

Hey.

What would you suggest for the spirit companions instead? I was careful with that rule, since it are after all models that cannot be killed, even by stuff like vortex grenades and our own Jaws of the World Wolf (unless those weapons/powers would destroy the rest of the unit too).

 

And pray tell us what your thoughts are on the unit restrictions.

 

 

Hi cheers.

 

The wolfguard can be split amongst his longfang packs, no problem ;) allowing him to converse with longfangs (unless there was someway to create wolfguard-longfangs?).

Hmm... might work...

 

Well scouts and longfangs are both veterans in different ways, longfangs have vast ecperience as to where to deploy themselves for maximum effect, ala deployment rule.

And every Company has them. There's no reason why Gunnar would be a better tactician than the rest.

 

A minimum of 3 longfang packs is 9-18 longfangs....

And that is about 10-15% of the entire Company. Now, such a percentage of Long Fangs may be realistic, but you have it as a minimum and allow for many more.

 

I would restrict the number of grey hunters, to encourage more longfangs

You should use special rules for that. An emphasis on Long Fangs is what Gunnar has, but the Grey Hunters remain the majority of his Company and the mainstay of his forces.

Perhaps not replacing the rule entirely, but maybe add something to it :lol: ...... Perhaps certain units count as having saga of the wulfen? What about Wulfen units, or just being allowed to take more than one in a squad?

 

As far as the restrictions, I think any company would have some of any or all units, some more than others, so I think having those units excluded is not good, restricted sure, but not completely left out.

Wulfen are the hallmark of Bran Redmaw. The Deathwolf is one for wolves. The problem is, the wolves themselves are already boosted both by sagas and by Canis Wolfborn himself. That'd only leave the thunderwolf cavalry... and that most interesting tidbit about spirit wolves that I ended up giving a go.

 

Exclusion of units? Where? Deathwolf's Great Company may not include units of Wolf Guard as it is, but that's not because he doesn't have them, but because I figure he has all of them mounted on thunder wolves. That aside there aren't any units missing from his Great Company, are there? I do agree with you that every Company would have some of every major type of brethren (Blood Claws, Grey Hunters, Long Fangs, Wolf Guard and scouts).

Yes, but I am talking about the others, he may not have 12 Land Raider Redeemers in his company like Kjarl Grimblood, but by all means they would be there, or should be.

You have excluded Wolf priests, Rune Priests, Iron priests (which can become wolf units), dreadnoughts, Lone Wolves, Swift Claws, Sky Claws, Speeder Squadrons, and all of the vehicles from heavy support. I would completely understand a 0-1 limit on such models, but I do not think they should be left out.

 

 

I was mistaken on the wulfen, those are definitely Redmaw's thing.

The priests are excluded because they aren't part of the Companies, neither are dreadnoughts. However, that doesn't mean you can't take them. Just like tanks and speeders you can take all of them, just not as part of the formation; after all, you aren't limited to just taking formations. It doesn't matter either because all those vehicles aren't affected in any way by the formation's rules. The only reason the tanks are included in Krakendoom's Company is that in his case they are affected.

Aye, that in itself doesn't mean tanks should not be included, just that they don't have to be. The reason in the end why they are not is that I've used the Battle Company formations as a basis. Codex battle companies include Dreadnoughts, Chaplains, speeders and bikes, but they aren't part of the formation. One reason they aren't is that they don't have to be present. What has to be present are the Captain, his command squad, the six tactical squads and two each of assault and devastator squads: that's the bones of the company. I've done the same with our Great Company formations: the brethren are included, but all support weaponry and individuals from the Great Wolf's household have to be added separately.

 

And swiftclaws and skyclaws are included... Krakendoom's Company doesn't have skyclaws (and Blood Claw packs) included because his Company is noted as mounting its Blood Claws on bikes, hence I've only provided for swiftclaws.

ok for herald deathwolf here is wha i think for the "spiritual companions"

LOYAL COMPANIONS: for each unit of thunderwolf cavalry, fenrisian wolves, or any independent character mounted on a thunderwolf may use the "fury of the wolf spirits" psychic power without a psychic test.

 

for engir krakendoom and the "saga of the navigator" i would change it to "the saga of the pathfinder"

  • 2 weeks later...

Araith, out of curiosity how would you differentiate your Engir Krakendoom list from Egil Iron Wolf's? I'm building a new Great Company using Iron Wolf's company as a template so I'm just kind of curious how you'd approach it. Personally I would swap the Bikes for Speeders, remove the Long Fangs, and add a "x-y" list for Fellblades or just Super Heavies in general.

 

Your Saga of the Navigator would be perfect for Iron Wolf as well, only other thoughts that come to mind would be increased BS, +1 repair rolls, -1 glancing/pen rolls. I'd like to sit and brainstorm more but I'm killing time between classes and I'm almost out of time.

Krakendoom and Iron Wolf have different foci. Krakendoom theme is fast movement of his troops, using transports and bikes. Iron Wolf's theme on the other hand is the use of everything armoured: his warriors in transports, supported by all manner of tanks.

How to work that out? I'm not entirely sure. I've thought about it before and it's a difficult one. Personally I lean towards stressing the tactical part of his background, where the codex says he has his tanks blow the enemy to bits while his troops cut off the enemy's escape. The latest idea I had was somewhat complicated. The idea was twofold. Firstly, that the formation has the Strategic Redeployment stratagem that only vehicles with transport capacity in the formation can use. Secondly, that every Tank (as a unit type) can re-roll failed rolls to hit and all scatter dice when firing at targets that lie on a line between the tank and any friendly vehicle with transport capacity.

 

The formation should also make a Land Raider mandatory for the Wolf Guard: Iron Wolf's personalised Land Raider that the codex speaks about.

 

As for bikes... don't just remove them. Bikes aren't in the list as fast attack, but as a way to deploy Blood Claws. Krakendoom's way is bikes. The way of all the others is not specified, so all options (Blood Claw packs, Swiftclaw packs and Skyclaw packs) are available. Thus it is with Iron Wolf too, and some variety of Blood Claws should be in, even mandatory, because every Great Company has its Blood Claws. For Iron Wolf an argument could be made to focus on Blood Claws in transports since Swiftclaws and Skyclaws aren't armour... but I wouldn't be quick to disallow Swiftclaws and Skyclaws altogether.

The same goes for Long Fangs. They may not fit the armoured assault to its entirety, but his Company does have elder veterans, it does have Long Fangs. Their services may just be less applicable to his favoured tactics.

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