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Codex pangs


Hfran Morkai

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...What I miss is Gate power for Rune priests...

Technically you can still play as 13th Company so you can still have Gate, you just can't take Stormcaller if you do.

 

The entire Eye of Terror codex is now invalid, so no you can't.

DV8

 

Sure, in Tournaments and GW stores. That's probably not even half of the global gaming community, so who cares?

 

I also miss Master Crafted weapons. .. That's really about all there is to miss.

I'm still winning, but to me the new codex doesn't feel 'wolfy'. It just feels like we're now grey codex marines with little personality on the battle field, only in the fluff.

 

Oh man, I really couldn't disagree with you more here. When I read the Blood Angels and Dark Angels codices (which I would agree that they homogenized these chapters significantly with Ultrasmurfs), I was pretty worried about Wolves. Then we got our actual codex.

 

Not only is it strongly differentiated from the Space Marine codex, it may be the single "fluffiest" codex printed in years.

 

In addition to the long-needed ability to ride wolf mounts and have packs of wolves as FA/Troops, we got a lot of rules that pertain to how to create unique, differentiated heroes.

Space Wolves have always been glory hounds, individualists seeking achievement on the field of battle. Rules to that effect:

 

-Unique Wargear - Perhaps the only time I have ever seen a limitation and said "AWESOME!" This rule is immensely well-designed.

 

-Actual choice of Rune Priest powers.

 

-Sagas - Again, amazingly well-designed rules that actually encourage maintaining a consistent "personality" for individual heroes.

 

Were there some standardizations? Sure. I miss three power-fist Blood Claw squads (and, actually, I think Blood Claws are a lot worse now because of it). But a lot of these standardizations were to put Space Wolves in line with other armies in terms of power, and didn't really impact the fluff. There's no 3rd and 4th-Ed style "Open Armory," but on the flip-side, they made the Rune Priest not have to buy his Psychic Hood and Force Weapon for a buttload of additional points just to be mildly competitive with a standard Librarian. Does it make the Rune Priest more similar. Maybe a bit, but it also makes him useable. Skyclaws are no longer criminally overcosted, meaning that we can actually field Jump Infantry without horribly weakening ourselves. And in terms of viable army builds, we gained several new options, with Grimnar and Canis. Sagas also support these builds, such as Saga of the Iron Wolf, which may actually make the oft-unloved Iron Priest worth considering in certain situations.

 

Of course, these matters are largely subjective.

 

-Stormshrug

What do I miss?

 

- Venerable Dreadnought being Space Wolves exclusive

Back in the days, my Ven Dread (Thorki) was the envy of every Space Marine player in our group, especially after surviving (and winning) close combat against Skulltaker AND a Bloodthirster in one game.

As far as my records go, out of 80(ish) games, Thorki survived around 75 of them, being my one and only tank killer in the army with his twin-linked lascannons (that's right, I've seldom fielded a Predator,

never owned a Land Raider and my Long Fangs were pretty good at being left at the shelf for being so overpriced).

 

Nowadays, everyone and his mother fields a VenDread.

 

- My Leman Russ Exterminator

I spent a whole weekend converting a ForgeWorld Mars Pattern Leman Russ hull and an Exterminator turret, using Predator autocannons, painstakingly elongated using parts of the Annihilator weapon mount,

and fitting the whole stuff into this pitiful excuse of a turret. I even remodeled these atrocious sponsons to look more useful than the actual ones.

 

All for naught.

 

- Lack of special CC weapons

Come on. We're Space Wolves. Where's our second powerfist? First you raise the Blood Claws' point cost, then you deny them their second powerfist?

What do I hate?

 

- Rune Priests

Yes, I confess - I HATE the new version of the Rune Priests. I grew up on Rune Priests being great fighters and excellent support psykers. My old Rune Priest wiped out more than one squad of Terminators during

his career - using his Chooser of the Slain, his frostblade and his excellent fighting stats, casting the Stormbringer on himself and kicking nine shades of hell out of them.

 

Nowadays, Rune Priests are berzerk offensive battle-slay-it-all psykers. Quite perfectly fitting into Games Workshop's new scheme of putting every new army to previously unknown heights of ridiculousness by adding

"uber-cool" new gadgets, like wolf-riding Space Marines ("Get it? 'Space Wolves' riding Wolves from Space! BEST IDEA EVER since Jar Jar Binks!"), we're given guys that, quite literally, skull-f**k every opponent they meet.

If they bother with the head-pounding at all and not just crack open the earth itself.

 

- Jump-pack-equipped Blood Claws

Space Wolves eschew jump packs, we were told. Until the new codex came out, these guys were a rare sight. But now they're a completely independent unit type, not just a quirky exception.

 

What do I like?

 

- Drop Pods

Finally there's a legal way of fielding an all-out drop force WITH ground support.

 

- Wolf Claws

Perfect. Now the only thing they still lack are the good looks. I want claws, not effin' brass knuckles with spikes.

 

- Cheaper Long Fangs

Now they're being fielded on a regular basis.

 

- Lone Wolves

I like the idea. Full of character, but I would have dropped the "dwarf slayers from space" theme.

I like both codexes but Blood Claws got screwed with less special weapons and making them a horrible choice next to Grey Hunters point for point.

 

The thing I cannot understand was making bikers into bloodclaws. I don't need BS3 attackbikes!! I don't want to use landspeeders but they are a much better option then attack bikes that hit as much as guardsmen.

 

They kept the spirit of the wolves in my opinion. Though having a Lord with an assault cannon was very fun...

I am writing up some lists for this weekend, it is my first real gaming since the new codex arrived, even though I changed all the info in my Excel sheet I am still having trouble working with the new codex.

 

Psychic powers, I have never used them but now I have to think of using them as I have used a RP as a HQ choice for the last couple of years. The JotWW seems to be a decent thing but I have noticed that it will loose you sports and comp points is you use it in a tournament down here? It must upset the status quo somehow, because non SW players really dislike it being used against them. I think of all the times I have faced opponents that had lists that leaned heavily on psychic powers and just accepted it as part of the game.

 

I miss the cheap V-dread for a HQ and I miss the Leman Russ Exterminator, I miss the two power weapons in my packs, a HtH army thats short on decent combat weapons!

People dont like it when they have to remove their models no save, no questions asked.

 

They dont look at it properly- most of the good targets for jaws simply have to high of an iniative to be easily targetted. Seen the I on most of the nid MCs? Daemon Princes? Theyre high, with a couple exceptions *like the carnifex* and there was a huge outcry when the power came out... itll take about two years to die down, if if does.

 

Personally, I think we have much worse than jaws... like say, tempests wrath.

Do Not Like:

Wolf Priests.

Apparently they were overworked and were fired from the special SW combination chaplain/apothecary jobs and made into a smurf chaplain with acute senses, counter-attack and liturgies of battle->oath of war. Way to go fluff.

 

Blood Claws.

As mentioned before the special weapon options are mangled. 15 BC but only 1 mg/flamer/pg @ bs3? Only 1 pf/pw?

 

Thrall-servitors.

Only ever saw them once on a gaming table but they were cool-T5 bodyguards were funny. Now they're guardsmen with servoarms. w00t.

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