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Ok , Who wants to work on a new Community project with me ?


whitewolfmxc

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Perhaps instead of holding the entire army, if you have a Rune Priest, you can choose any number of units up to half your army, and deploy as described above, rolling once for Reserves as normal?

 

EDIT:

I had considered your idea and was just thinking about integrating it, but the one thing that does bother me is having multiple Gates just sitting on the battlefield open. Because theoretically, these Gates are controlled rifts from the astral plane into the physical plane... and vice versa. As an extension of the power of the Rune Priest opening it, I would imagine it would be incredibly taxing, not to mention dangerous as the concept of it remaining open would suggest a two-way gate, where anybody would be able to pass through it, given enough power (say other Psykers or Daemons).

 

I've always imagined 13th Company "Gaters" as opening a temporary rift, bringing over whoever or whatever they intend, and then closing the rift safely.

 

That and the idea of giving the Gate an armor value, suggesting traditional weapons fire can destroy warp rifts (hey lets bombard the Eye of Terror.

 

Not to say we've settled on any idea, I quite wholly like the idea of being able to keep forces in Reserve and teleporting them in strategically, I just think we need to fine tune the background and the in-game rules to something we're all happy with.

 

 

DV8

I have to say that this project really has me excited to be able to play my 13th Company again (even though I'm a rank amateur at 40K, 13th was my first and favorite army.) Because of my lack of experience I don't know how much I can help, but I'll be sure at the very least to chime in "I like that" or "does that really make sense" kind of questions and of course will be able to test play with my friends (who are friendlier than tournament players.)

 

All I have to say so far is the more we can make them be like the original 13th Company from the EoT supplement, stay true to the fluff and be balanced, the more I like the idea. I know it's a tightrope act and then all the people you want to make happy to all join in and support the effort, but I think as long as we stay true to the idea of Space Wolves (13th style) and don't break or overpower them (so that people will want to let us play with them) the better off we'll be.

 

Along those lines, does it make sense to take off the number fielded limits for HQs that existed in the EoT? Especially if we're looking at Rune Priests - I think I'd rather see only one RP and have him be able to gate (or shadow walk< I like that idea btw) the whole warband throughout the course of the game. Oh, and I think that there should only be one Wolf Lord, of course.

 

 

 

 

On that last thing about Wolf Lords - are we talking about a 13th Company that has all the warbands that make it back joining together and rejoining as one Great Company or are we talking about them still operating as separate but related War Bands? If separate bands then each having a Wolf Lord makes sense, but if one combined/rejoined GC then there probably ought to be only one (or maybe we're in the middle of the "contest" to see who the new WL will be when all is said and done?)

lol a lot of enthusiasm i see , good good XD

]

one thing to make Gate fun...........if the Gate marker scatters on top of enemy , it counts as the unit moving through Assaulting directly into the enemy group

Maybe some unique saga(s) can be incorperated.

 

Saga of the Running Wolf:

The warriors is capable of moving as fast as the wind.

Effect: The IC has the Fleet special rule and can assault 12", may not be combined with TDA, bike, and or jumppack.

Oath: To maintain his oath he must attempt to stand in assault by the end of his 2nd turn on the table.

I think for player diversity , 13th should be played as separate war bands , it gives more flexibility to player choices

 

actually , if it will be cool to represent it by rules if you want to play the original great company or a splinter warband

 

13th Great company - you make have limited armor and can take less HQ (each is unique )

 

Splinter war band - Cant take armor but can take same kind of HQ , and more reneagade choices

i really like some of the ideas for gate but i feel it should work more like a drop pod. for instance any squad could pay extra for a gate that is essentially a disapearring drop pod with normal drop pod rules. however if the rune priest is killed than the unit is destroyed.

 

i think someone already presented that idea but i can remeber who.

 

i also like the idea for unique sagas

I'm pretty sure I agree that they should still be warbands rather than a rejoined Great Company - though maybe there could be some (in the fluff only, possibly leading to special characters) overall leadership for the Great Company (as the warbands relate the the Fang and Great Wolf) but they still operate as separate warbands with their own special missions (either on their own or given to them from the GC leader(s).

 

I agree that there is more flexibility and freedom for army composition and individual fluff and game play style and all that with warbands…

I have tested a footslogging sw army yesterday and they lack transport (obvious) so i would suggest that Wolfpriests gain an option that grants a Feel no pain bubble eg any 13th co unit within 6" has Feel no Pain. Its not really overpowered and it helps the army a great deal.

 

I picked the Wolfpriest as they fulfill the functions of Aphoth. and Chap., its quite fluffy if you ask me.

This Months TOPIC is "Where does our army stand in the game in terms of army style , and what Army wide rules stand in just right ?"

 

Ok although we in die need a sub forum but lets get some good ideas written down , ill upload a document by the end of the week with some basics of the army (like army wide rules ) as starters and hope we can have a more focused of "whats the topic of the month" and focus that area till we get something out of it , its better than now its everywhere about anything

 

sounds ok ?

 

Could all the rules development members each pm me a list of things you think should be added ? id like to make a full list for others to discuss here

 

Others are also welcome if you feel the need to Post ideas here

 

 

 

PS: Also a friendly reminder , we still need your support on getting our sub forum

 

so please post your support if you haven't arleady

 

link

I'm looking forward to what our brothers produce.

 

Perhaps Reaper autocannons instead of assault cannons on any terminators that are allowed??

 

Also I like the fact a mod hasn't replied to the subforum thread yet, makes me think they're considering it.

They are, Kurgan is talking with us in the other forum- I dont expect anything, but Im hopeful.

 

As for style, going by the original 13nth co entries, they are a group of elite close combat specialists who use a shear overwhelming number of attacks to defeat enemy infantry and monstrous creatures, with just enough antitank firepower to carry the day.

 

Mobility in the army was excellant, but none of it was normal- bikes, fleet, the invention of the "run" special rule, and gate all combined to create an army with excellant and suprising speed.

 

Each and every member was a hero, and each and every member was capable of taking down twice his number of opponents in a round of combat.

 

The only expendable troops were fenrisian wolves, whose low cost was almost free by comparison to the other units, and they excelled at tying up enemy units and screening friendly ones.

My thoughts on comopsition are as follows:

 

- The 13th have been operating as small warbands for a long time. A single loyalist great company operating as a standard military force would have been utterly destroyed by the combination of nine chaos legions and the powers of the Warp.

 

- We can therefore assume they use guerilla tactics - they may loot tanks/vehicles for specific missions but wouldn't be able to retain them.

 

- The existance of Fenrisian wolf packs and the fact that wolves of Fenris are supposedly resistant to chaotic corruption means that the inclusion of Thunderwolves is acceptable. I can actually see these guys as being far more prevalent during the Heresy - Russ would have thought they were awesome and no one is going to tell a Primarch that his legion of genetically modified professional killers can't keep their pet dogs!

 

- The absence of vehicles means a new role for the Iron Priests. I really like the armourer rule - allowing you to take units in Terminator armour - but another role I see them playing is sabatour-in-chief. The 13th's tactics would often focus on destroying enemy facilities, and with a lack of heavy weaponry they'd need a way to take out vehicles. I would suggest giving Iron Priests more access to wargear and the ability to confer the tank hunters rule on any unit they joined. On the flip side I can't see a servitor lasting long in the EofT, so thralls would be unavailable.

 

- The 13th Co have effectively been fighting the same great war as the Chaos Space Marines for the last 10,000 years. They should be superior to the best of today's 'normal' space wolves - their ordinary troops should at least be on a par with Wolf Guard. I'd look at Codex:CSM as a point of reference, but bearing in mind that that book also covers more recent traitors maybe look at the more elite units as a base of comparison.

 

- If a special rule takes more than a paragraph (or two small ones) to explain, it's more than likely going to be a pain in the a$$ to explain mid-game to an opponent. Short and sweet is best ;)

Perhaps something about temperamental technology?

 

Some special rule about taking bikes and if you roll a one the unit has to footslog but gets some nifty rules to represent them being quite ;) that today of all days their bikes gave out.

 

I feel like I'm just complicating things.

 

But I would like to see our Scouts with stealth as standard, though that would further bump the cost...

What about putting Bikes in the Heavy section, might seem weird but they can have some mobile heavy weapon fire in sense of attack bikes and other weapons.

 

Also what about the idea of "for each unit you may take 1 free Fenrisian Wolf" example:

 

You have 2 greyslayer units, 1 Wulfen Unit and 1 Long Fang unit, this will allow you to take 4 Fenris wolves for free

I think what would be really neat is to play up the Warband aspect, that idea that it is a band of warriors following the exploits of a hero. So it would be awesometastic to have the characters you take determine or open up possibilities in what is available to your army. Some examples:

 

Wolf Lord

In the Company of Heroes - Taking a Wolf Lord in your army allows you to take Wolf Guard as Troops. (In terms of performance, Grey Slayers and Storm Claws are remarkably close to Wolf Guard, what matters is the options Wolf Guard have).

 

Iron Priest

Armorer - Taking an Iron Priest in your army gives you access to Terminator Armor.

An Age of War - One unit of Fenrisian Wolves in your army may be upgraded to Cyberwolves at 8 points per model (representing the untold millennia these very same wolves have endured, and the injuries they will have sustained in battle).

 

Rune Priest

Shadow-walker - Taking a Rune Priest in your army gives you access to some sort of Gate/mass teleportation ability (perhaps the ability to take "Gates" akin to the Ulthwé Strike Force?)

 

To represent some sort of "Gate" ability, perhaps taking a Rune Priest allows units (except Fenrisian/Cyber Wolves) to carry a single Gate at 20 or 25 points, which may be dropped during the movement phase (sort of like a one-use spell or amulet). In subsequent turns, units arriving from Reserve may arrive from these Gates exactly as if deploying from stationary Transports. They can't be destroyed, but they can certainly be blocked (akin to the Ulthwé Strike Force waystone gates or whatever they were called).

 

Wolf Priest

Keeper (needs a cooler name) - Allows Wulfen to be taken as Troops.

 

Sagas

Saga of Fenris - If your army includes a character with the Saga of Fenris, any unit may take up to 5 Fenrisian Wolves at 8 points per model. If your army includes both a character with the Saga of Fenris, as well as an Iron Priest, any of these Fenrisian Wolves may be upgraded to Cyberwolves at a futher 8 points per model (so as an example, a unit of Grey Slayers could take 3 Fenrisian Wolves and 2 Cyberwolves at 56 points)

 

 

This also encourages combinations of characters to be taken to really open up some possibilities, instead of just spamming.

 

Example, taking a Wolf Lord with Saga of Fenris, an Iron Priest, and a Rune Priest allows you to have Wolf Guard Terminators (or mix and match) as Troops, accompanied by Fenrisian/Cyberwolves, arriving from Reserves through Gate.

 

 

DV8

I like that idea DV8. Taking a particular HQ as a prerequisite which lets you use elites as troops is something that will add alot of flavor. This will also move us away from any sort of generic 13th company list and gives a particular player freedom to do his warband as he wishes. Im very ancious to try this out. My buddies have already agreed to help me play test the 13th company. I do have a suggestion for a special character as well. I'd love a wolf priest that has fully given in to the Wulfen that resides within him. Make him even more Animal then Marine, You could make that a rule even have him give a bonus to whichever unit he joins but he can only join Wulfen

I like DV8's example, it really shows how a small warband would become somewhat specialized and adapt their tactics depending on what mission they were involved in.

 

...

Wolf Priest

Keeper (needs a cooler name) - Allows Wulfen to be taken as Troops.

...

Wolf Priest

Alpha Wolf - Allows Wulfen to be taken as Troops.

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