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Getting it off my chest


Jonny Wolf

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I love the Space Wolves Codex, which i can obviously says as I'm not a player, but there are gripes and the OP puts some across well.

 

The SC thing - I think GW have gotten to the point where they forget that a Chapter Master is not that much more powerful than the Veteran First Company Captain so this nonsense about all the SRs is just that.

 

In my book, pick a SR (or maybe two if you're only going to include one or two SCs) add their wargear and leave it.

I love the Space Wolves Codex, which i can obviously says as I'm not a player, but there are gripes and the OP puts some across well.

 

The SC thing - I think GW have gotten to the point where they forget that a Chapter Master is not that much more powerful than the Veteran First Company Captain so this nonsense about all the SRs is just that.

 

In my book, pick a SR (or maybe two if you're only going to include one or two SCs) add their wargear and leave it.

 

Don't tell Popa Smurf that he will cry... Actually if you compare a CM to a CC in C:SM will you will see they are basically the same. Special Characters however are Special and may be more or less powerful or may have more or less special rules. I know it's funny that the most UBER space marines tend to be from the most famous chapters but in "reality" there is probably a better tank commander than Chronus, better scout SGTs than Telion and Naaman. Dante for example is not the most powerful person in the new BA dex... even when we ignore psychic powers...

 

Maybe I have misunderstood maybe you meant the same thing I don't know... I don't see a huge difference between chapter masters and captains in the rules...

The one thing that I'm a little upset about is our Scouts.

 

Firstly we have no shotguns for them, although there was that lovely piece of artwork which actually featured in the release WD

Secondly, no camo cloaks, apparently it's possible for other chapters to have an entire company utilizing them but we can't even find thirty? (I understand this is a balance issue, our Scouts are much more evil than codex scouts)

And everyone should know about the loss of additional SCCW's

 

But apart from that I like the codex.

 

But our scouts are battle hardened, self surviving, invisible killing machines that love living be hind enemy lines, not some panzie new SM that does alittle fighting on the side line instead of being in the thick of it.

 

Thats why I think they have camo cloaks to hide when the going gets tough, unlike us who will strike more fear into the enemy's heart and I bet thats why we cant have them.

 

Thats also what I like about our codex, that our scouts are like proper scouts ( and now my mind has just gone blank and I can't remember what I was gonna say)

I think 60 attacks is your starting point with a charging 15-man Blood Claw pack, not accounting for special weapons or attached Wolf Guard or characters. It's 45 if you get the Counter-Attack. Law of averages says that being hit by a Blood Claw charge hurts, and charging them isn't the best idea ever.

 

Hmm. unless it's Death Company or a Furioso, or Furioso Death Company dreadnought doing the charging.

 

I appreciate and I am grateful to GW to try and make armies as characterful and as exciting as possible but I think they need to learn to take a step back and make sure they don't repeat the same mistakes of the past (basically overdoing it). A good example is deep-striking Land Raiders. This is Sci-Fi, but where will it end?

 

Yeah but.. that D/S Land Raider is probably being brought in via Thunderhawk, which is something we can also do thanks to Forge World.

 

Sci-Fi (or Science Fantasy, whichever your view) is the form of the game. For cripes sake, we have werewolf space vikings, driving futuristic, modified M113 tanks, riding massive Wolves and motorbike holding off living, breathing, screaming, shooting fungus, a dying space elf race, a sadistic space elf race, space communists with large noses, mutated nightmare-worshipping cretins and robots with guns that rip away your atoms.

 

 

.. And a deep-striking Land Raider bugs you?

 

One of the best qoutes EVER!!!!

I love the Space Wolves Codex, which i can obviously says as I'm not a player, but there are gripes and the OP puts some across well.

 

The SC thing - I think GW have gotten to the point where they forget that a Chapter Master is not that much more powerful than the Veteran First Company Captain so this nonsense about all the SRs is just that.

 

In my book, pick a SR (or maybe two if you're only going to include one or two SCs) add their wargear and leave it.

 

Don't tell Popa Smurf that he will cry... Actually if you compare a CM to a CC in C:SM will you will see they are basically the same. Special Characters however are Special and may be more or less powerful or may have more or less special rules. I know it's funny that the most UBER space marines tend to be from the most famous chapters but in "reality" there is probably a better tank commander than Chronus, better scout SGTs than Telion and Naaman. Dante for example is not the most powerful person in the new BA dex... even when we ignore psychic powers...

 

Maybe I have misunderstood maybe you meant the same thing I don't know... I don't see a huge difference between chapter masters and captains in the rules...

 

 

What I'm getting at is that realistically, there isn;t a great deal of difference between the ranks of Marines barring experience; and theres only so much better you can get after decades.

GW on the other hand have to have overly complicated and "uber-cool" SCs - something I disagree with entirely. As an exercise in fun I've designed character and rules for IG SCs and its not so hard to get it right.

Umm Canis didn't beat a Wolf Lord, He lost to Harold. Just because the book said that the fight was closer then Harold thought doesn't mean he was any real danger of losing. Just putting my two cents in, take it for what it is. I personally love our dex. I was new to 40k a few months before the wolves came out and I love everything about it. I do wish they would relase approriate and updated models though, I will give GW the benefit of the doubt though and hold judgment till they do come out. I dont like canis's model though really the only thing that bugs me is Fangir's pose and his tail, Wolf tails aren't that bendy and it looks like it should be on a bushy cat and not a wolf bigger then a man. I would suppose that could be fixed though.
I think 60 attacks is your starting point with a charging 15-man Blood Claw pack, not accounting for special weapons or attached Wolf Guard or characters. It's 45 if you get the Counter-Attack. Law of averages says that being hit by a Blood Claw charge hurts, and charging them isn't the best idea ever.

 

You are right I failed to add the 15 base attacks from the profile to the 45 bonus attacks they get on the charge. But that still further proves my point that despite having WS3 Blood Claws are possibly the best "initiate" unit in the Imperium.

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