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The ‘new’ codex.


kittenofdeath

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Well we can barely call it that anymore, but compared to the last one this one is still new a shiny, I bought it when it came out on release day, and thumbing through it I was happy with what I saw, grey hunters immediately jumped out at me and insisted I make more of them, Arjac and his 6 inch radius of hammer time seemed like the best thing in the world. But, and there is indeed a but, there were also things that made me want to demand a refund.

 

Thunder wolf cavalry, they seemed weird and outlandish, a gimmick, we heard you like wolves so we put a wolf on your wolf so you can wolf while you wolf. Our vehicles, we have less space, why? To this day no one has been able to tell me why, sure, there’s the joke that we put our kegs there, but really G’dub, don’t tell me that’s why. There were a bunch of other things that made me rage like a 6 year old on a hissy fit, but as the only Space Wolves player at my local I knew I had to take the high road and set a good standard, so I didn’t complain or ragequit.

 

That was me a while back though, its been what, 6 months since the release? And now I’ve come to love the codex with all its oddness and insanity. And now we have another but, its close, but this Codex is not perfect. Sure, I’ll take this new Codex: Manly men of Manliness over the old one any day, but between the current codex and the idealised version I had in my head up until I got my copy, I’ll go for the idealised version every time.

 

I could write up my own codex with all the ridiculous and over the top goodness I wanted, and it would still be pretty balanced knowing me, but that would get me no where, so instead I chose to inspect the codex we have, and find out exactly why it isn’t all I ever wanted.

 

The Good

 

Here goes the things that I wouldn’t dare change, they’re prefect, sure, they might not be as uber as we hoped, but there is no flaw whatsoever apart from that.

 

HQ

 

The special characters (excluding canis) are all good in my book, from old boys coming back from the ages like Bjorn or Njal, right through to the new guys Arjac and Lukas, they’re all awesome.

 

Wolf Lords, they don’t come with a built in Invulnerable, but who cares, you can buy one, what matters is killing them, surviving afterwards is just a bonus.

 

Wolf Guard Battle Leaders, if nothing else, I love these guys for the fluff alone, not every skirmish is going to have a Captain in it, and removing the lesser heros from the core SM dex was a mistake, I’m happy we still have the option.

 

Elites

 

Wolf Guard, I miss three heavy weapons, but if this is what we get in return, then I don’t care, each one is about a customisable as other armies HQ’s

 

The Dreads, both the normal and venerable types, an Ironclad option would be nice, but if it comes down to a dread fight we always have good old Bjorn anyway.

 

Lone Wolves, best throw away unit ever, so cheap, so violent, tough as nails, they’re like miniature HQ’s that you can take three of.

 

Troops

 

Grey Hunters, oh my god Grey Hunters, in every codex there’s one thing that shines brighter then everything else, for us, it’s the Grey hunters.

 

Fast Attack

 

Sky and Swift claws, both were improved in every way, shame about the lack of flying Wolf Guard.

 

Heavy Support

 

Long fangs, our devastators are better than your devastators, I love these guys, my only complaint is that they’re possibly to cheep for what they do.

 

That’s what I Like about the codex, but now we come to…

 

The Bad

 

HQ

 

Canis Wolfborn, I’ve warmed up to the idea of thunder wolves, but this guy… this guy just irks me, raised by wolves? Come on G’dub.

 

The priests, I love the priests, I use them often, but the whole I4 thing drags them down here, I know its happened to al the SM chapters, but that doesn’t mean I have to be happy about it.

 

To go in to a little more detail on the Wolf Preist though, they are also our apothicaries, they used to have the old issue apothicary gear, I dont know if its even mentioned that they are in the new codex, I want my FNP dammit!

 

Elites

 

Ah the Iron priest, why did they choose the iron priest of all models to give the thunder wolf option to? From the last codex he’s lost one point of initiative, leadership, weapon skill and ballistic skill, I would happily pay 30 points to get those back. Also, where’s our servo harness? Everyone else got one.

 

Scouts, awesome, a contender for best Space Wolf unit, but no camo cloaks, this I can live with, but the lack of shotguns, this I can not forgive, Pill Kelly is luck I didnt swear an oath of blood death and destruction to rain hell down upon him for that.

 

Heavy Support

 

Land raiders, why so little room? Find me an answer that doesn’t involve comedic references to kegs and or barbeques, I dare you.

 

 

That’s all for the bad, thankfully, now for…

 

The Meh

 

Troops

 

Blood Claws, there’s nothing that bad about them, and they can whip out one hell of an assault, but with Grey hunters as the alternative, for the same price, I’ll take then hunters.

 

Fast Attack

 

Land speeders, exactly the same as all the others, no complaints.

 

Fenrisian wolves, I can see uses, and it’s a cool unit, but it stays at meh.

 

Heavy Support

 

The tanks that don’t have transport issues, no comments about them what so ever.

 

 

 

Now the problem arises that there are things I need to comment on that aren’t in the codex, there are certain things that others get, that we don’t, Land speeder storms, thunderfire cannons, storm ravens, but this rant has gone on long enough, so I’ll keep that for a latter day.

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An awful lot of people who I voice my opinion to about what is missing from the Codex don't seem to understand why I would want to take a Land Speeder Storm.

 

I then proceed to backhand them into submission with reasons why Wolf Scouts SHOULD be able to have this brilliant vehicle.

 

1. Being able to get that extra bit of distance from ANY side of the table would be awesome.

 

2. You can jump out and assault in the same turn because it is open-topped.

 

3. It has a heavy weapon which can be used to soften up whatever unit you wish to assault in that turn.

 

4. Space Wolf players would actually use it. I am yet to see a Space Marine player who does use the Storm in his/her army.

 

5. Why not?

 

 

In the beginning I thought that Thunderwolf Cavalry were just a joke (Space Wolves riding around on giant wolves in space), I still refuse to play with them in my army because there are no GW models for them. I wouldn't ever want to field Canis in any of my army builds because A) I don't like him, :P I don't like his fluff and C) I play with Ragnar Blackmane's Company so he wouldn't fit in.

 

Personally I think Blood Claws should have been 2 points cheaper than Grey Hunters. The fact that they cost the same amount of base points to buy as Grey Hunters put an awful lot of people off playing with them. I also miss the ability to take up to 3 Power Weapons/Fists in 1 unit but I realise that is for balance over anything else.

 

I like what they did with Swiftclaws and Skyclaws, making them seperate units with better points values.

 

I would love to be able to take Attack Bike Squadrons.

 

Just my thoughts on the subject.

Now Drop Pods. Don't get me started on them. Although it's nice to see Blood Angels get stiffed on them too.

 

This one really gets me. I'd love to be able to take 10 BC + WGPL in a drop pod, but as it is if I want a pack leader with my blood claws I have to only take 9...

The transport capacity of 12 PA models in Rhinos and Drop Pods and even the increased capacity of various sorts of Land Raiders in Codex: Space Marines was a mistake. A mistake that was first repaired in our Codex. We are just more correct than anyone else.

 

Thank you, I wa about to write that myself. There is a legit reason that GW has publicly said amd what Vlk wrote is exactly it: C:SM space capacity was an error which they fixed with our 'dex.

 

Thunderwolf Cav I thought were a wee bit over the top at first, until I realize two things:

a). they're tough as nails and super brutal

:D. they provide some measure of levity to the army. Afterall, the Wolves are known for their sense of humor, as well as their skill in battle, and nothing is more humorous (or skillful in battle) than a Wolf Guard riding atop a giant wolf.

 

As for scouts, all I can say is: why would you ever give Scouts shotguns? Our scouts are best at sneaking up behind vehicles and taking them out. Moreover, being Wolves, they rock at CC. Meltagun, meltabombs, power weapon, MotW. You can pretty much take out anything hiding in the backfield with that set up.

The transport capacity of 12 PA models in Rhinos and Drop Pods and even the increased capacity of various sorts of Land Raiders in Codex: Space Marines was a mistake. A mistake that was first repaired in our Codex. We are just more correct than anyone else.

 

Yes, but they didnt errata it, hence the complaining.

 

An awful lot of people who I voice my opinion to about what is missing from the Codex don't seem to understand why I would want to take a Land Speeder Storm.

 

I then proceed to backhand them into submission with reasons why Wolf Scouts SHOULD be able to have this brilliant vehicle.

 

1. Being able to get that extra bit of distance from ANY side of the table would be awesome.

 

2. You can jump out and assault in the same turn because it is open-topped.

 

3. It has a heavy weapon which can be used to soften up whatever unit you wish to assault in that turn.

 

4. Space Wolf players would actually use it. I am yet to see a Space Marine player who does use the Storm in his/her army.

 

5. Why not?

 

 

In the beginning I thought that Thunderwolf Cavalry were just a joke (Space Wolves riding around on giant wolves in space), I still refuse to play with them in my army because there are no GW models for them. I wouldn't ever want to field Canis in any of my army builds because A) I don't like him, :D I don't like his fluff and C) I play with Ragnar Blackmane's Company so he wouldn't fit in.

 

Personally I think Blood Claws should have been 2 points cheaper than Grey Hunters. The fact that they cost the same amount of base points to buy as Grey Hunters put an awful lot of people off playing with them. I also miss the ability to take up to 3 Power Weapons/Fists in 1 unit but I realise that is for balance over anything else.

 

I like what they did with Swiftclaws and Skyclaws, making them seperate units with better points values.

 

I would love to be able to take Attack Bike Squadrons.

 

Just my thoughts on the subject.

 

That would make the blood claws too good though.

 

But I agree completely about the storm, and on that note, scout bikers, man I wish I could have me some scout bikers.

 

The transport capacity of 12 PA models in Rhinos and Drop Pods and even the increased capacity of various sorts of Land Raiders in Codex: Space Marines was a mistake. A mistake that was first repaired in our Codex. We are just more correct than anyone else.

 

Thank you, I wa about to write that myself. There is a legit reason that GW has publicly said amd what Vlk wrote is exactly it: C:SM space capacity was an error which they fixed with our 'dex.

 

Thunderwolf Cav I thought were a wee bit over the top at first, until I realize two things:

a). they're tough as nails and super brutal

:D. they provide some measure of levity to the army. Afterall, the Wolves are known for their sense of humor, as well as their skill in battle, and nothing is more humorous (or skillful in battle) than a Wolf Guard riding atop a giant wolf.

 

As for scouts, all I can say is: why would you ever give Scouts shotguns? Our scouts are best at sneaking up behind vehicles and taking them out. Moreover, being Wolves, they rock at CC. Meltagun, meltabombs, power weapon, MotW. You can pretty much take out anything hiding in the backfield with that set up.

 

Shotguns are cool, that is all.

To go in to a little more detail on the Wolf Preist though, they are also our apothicaries, they used to have the old issue apothicary gear, I dont know if its even mentioned that they are in the new codex, I want my FNP dammit!

 

Bestowing FNP would be too good on an IC.

 

Ah the Iron priest, why did they choose the iron priest of all models to give the thunder wolf option to? From the last codex he’s lost one point of initiative, leadership, weapon skill and ballistic skill, I would happily pay 30 points to get those back. Also, where’s our servo harness? Everyone else got one.

 

I don't remember, did the IP ever get one? You also forget to note that he lost a wound, as well. Added to that, he has no transport option. I love this guy, but he's essentially unusable currently.

 

Scouts, awesome, a contender for best Space Wolf unit, but no camo cloaks, this I can live with, but the lack of shotguns, this I can not forgive, Pill Kelly is luck I didnt swear an oath of blood death and destruction to rain hell down upon him for that.

 

I'd much rather have them CC capable, anyways.

 

Land raiders, why so little room? Find me an answer that doesn’t involve comedic references to kegs and or barbeques, I dare you.

 

Balance. The extra space in C:SM was found to be broken, so they fixed it in the next codex. Besides, it'd be even more broken in the SW 'dex. 10 GH, 2 specials, a WG, plus IC? GW has the capability to be that stupid, but fortunately they weren't (this time).

 

Blood Claws, there’s nothing that bad about them, and they can whip out one hell of an assault, but with Grey hunters as the alternative, for the same price, I’ll take then hunters.

 

True. They should be a point or two less, I feel. That or be able to take up to three special CC weapons again.

 

Now the problem arises that there are things I need to comment on that aren’t in the codex, there are certain things that others get, that we don’t, Land speeder storms, thunderfire cannons, storm ravens, but this rant has gone on long enough, so I’ll keep that for a latter day.

 

Landspeeder Storms aren't appropriate for how SW scouts operate, artillery likewise isn't appropriate for how SW fight, and storm ravens were invented after the SW 'dex came out.

 

 

Hope that answered some of your questions.

No russ tank , Blood claws (and otherclaws) cant do jack without a IC or wolf guard in shooting , Iron preist are waste of character , Not mention of us SW INVENTED the anniliator pred tank ? No apothcary side of wolf priests (and the nerf + not much gear options , i want my wolf claw wolf preist back please)

 

And that aside , no full unit of wulfens.........

Our vehicles, we have less space, why?

because if you could fit 11 or 12 models in a rhino ,all units would be 10 man 2 specials wg with combi HQ with combi . forcing you to play with only 10 dudes in a rhino you have to pick if you want to run a cheap 2 special MoTW power weapon unti with lowe Ld or a higher Ld unit with a fist inside , and a combi weapon and one special.

Land raiders, why so little room? Find me an answer that doesn’t involve comedic references to kegs and or barbeques, I dare you.

same as rhinos only now we would know it would always be 2 melt 2 combi melta per unit in any LR unit

Our vehicles, we have less space, why?

because if you could fit 11 or 12 models in a rhino ,all units would be 10 man 2 specials wg with combi HQ with combi . forcing you to play with only 10 dudes in a rhino you have to pick if you want to run a cheap 2 special MoTW power weapon unti with lowe Ld or a higher Ld unit with a fist inside , and a combi weapon and one special.

Yep, this one was pretty blatant- they want us to choose wich to take, to have it be a hard choice. To keep it from being an incredibly overly powerful tactic.

 

And you know what- I could have respected it if theyd said "game balance, we felt it was a bit over the top in some ways so we decided not to include it."

 

Instead, they gave us some junk about C:SM being an "error" but never fixing it- wich makes what they did with our book seem like a dirty lie. *shakes head*

Bestowing FNP would be too good on an IC.

 

Because a 50 point model giving that and furious charge as a 6 inch bubble, with being able to take three for one slot isn't too good? Space Marines can get FNP in their command squads. Are Wolf Priests actually incompetent medics who just kind of go: "You're going to die."? I'd happily pay another 35-40 points to grant that ability to the pack he joins.

 

Instead, they gave us some junk about C:SM being an "error" but never fixing it- wich makes what they did with our book seem like a dirty lie. *shakes head*

 

I seem to remember Ward writing about this in WD being intentional, so Codex players could get a full squad (so upgrades) and an IC in a vehicle, seems a little tricksy doesn't it? Especially since the BA are similar in concept.

'Fluffwise' the Transports for us are meant to fit the average pack size; ten. Fuff wise, Characters don't join units (at least, not the heroic ones ;)) and they monster hunting with their Wolf Guard in tow. That's fluffwise. Gamewise, it's limiting, but I think it's to do with balance.

 

As for the Priests, I do agree that they're not so good for Herohammer, but that's a good thing. IMO they're unit buffs (except an Iron Priest, he doesn't have IC *;)?!*) but the IP can run around in a five man Thunderwolf Unit which rocks!

I gotta say, I like our Dex -exactly- how it is. Sure, there are a few gimmicky things (Canis, most notably), but on the whole, it is fluffy, it is well-organized, it shows off the true wartime operation possibilities as a Space Wolf, it retains the flavor of the army, and most importantly, it retains a balanced level of power. There is -NO- way to "Break" a Space Wolf army. Every other army out there has "OMG THAT GUY"-type models or units (I'm looking at you, Mephy), but really, us Wolves don't want, need, or have access to that type of Character.

 

Even Ragnar, as good as he is, is oftentimes passed up in lieu of simply more fluffy or more flavorful options.

 

Our dex is, quite possibly, the absolute -best- Dex out there right now. Not because it's more powerful, but simply because it does absolutely everything right.

Shotguns are cool, that is all.

 

But that's the wonderful thing about them NOT giving us Shotguns! You can model on all the Shotguns you want, and then say that they 'count as' better weapons (bolters, bolt pistol + CCW, whatever). Otherwise, if you wanted to model on a Shotgun, you'd actually have to *use* a Shotgun.

 

As to our codex, I love it. It's powerful, it's flavorful, and it's relatively free of errors. I disagree with anybody who says Thunderwolves are unfluffy. In fact, they have very fluffy coats. Also, riding a giant cyborg wolf into battle is exactly the sort of stunt that the Space Wolves are known for.

 

There are a few things I am mildly disappointed by, such as:

 

-The choice to be very restrictive with certain Sagas. For instance, I feel it would be totally reasonable to let a Wolf Lord take Saga of the Iron Wolf or Saga of the Hunter - there are Wolf Lords in-fluff who most likely have these very sagas. Similarly, I see no reason that a Rune Priest couldn't take Saga of the Hunter or Saga of the Bear. Saga of Majesty is open to Venerable Dreadnoughts, but why not Saga of the Warrior born (it still wouldn't be as good as Blood Talons). Opening this up a bit more would be nice, just generally, since Sagas are suposed to be about individualization and customization.

 

-The restriction of the Belt of Russ to Wolf Lords only. Admittedly, this is comparable with the Iron Halo Space Marine Captains get (for free), but it'd be nice to be able to give it to a WGBL, at least.

 

-The Skyclaw Pack Leader oversight. I'd probably run a pack of Skyclaws if not for this.

 

-The crazy numerical superiority Grey Hunters have over basic Blood Claws. I've fielded Blood Claws a number of times since the new codex came out, and not once have they done anything that GHs couldn't have done. On top of that, there have been many, many occasions where I've said "Man, why aren't these guys Grey Hunters?" After quite a bit of frustration, my Blood Claw pack recieved a promotion to Grey Hunters, just so other marines wouldn't hit them on 3s anymore. They're still a bunch of unruly gits, though. Back in the days of True Grit, Grey Hunters had two less attacks on the charge than Blood Claws, and on top of that, Blood Claws could be making 8-12 Power Fist attacks. With Grey Hunters now benefitting from the charge and Power Fists becoming awkward AND 1 per squad, Blood Claws just don't have anything that really makes me want to use them. Even being 1 or 2 PPM cheaper would be nice. I know 15 of them are nice with a Wolf Priest in a Land Raider Crusader, but this seems situational to me, and they're supposed to be our bread-and-butter assault troops.

 

-Mark of the Wulfen, although *vastly* better than it was in the last codex, is still quite weak as Wargear. It's a decent GH or BC upgrade, but not even a particularly inspiring one at its cost. If I'm deciding between it and a special weapon, the special weapon will win every time.

 

-Finally, Fenrisian Wolves should have the Stealth rule. It makes sense, and would make them a slightly more viable choice for more than screening.

 

-Stormshrug

That would make the blood claws too good though.

 

I disagree, people would still take Grey Hunters more often than not but being able to have the option of Blood Claws for 13 or 14 points instead of 15 per model would make people not overlook them almost completely.

I did a similar thread to this right after the codex came out. Overall I am very happy with the codex, and have been able to build the kind of army that I like to play. I do have some issues with it, and would have done a few things differently to "perfect it" (all personal opinion, of course).

 

1. Make Venerable Dreads a HQ choice, just like before. We've got room in the HQ section, but Elites are more cramped than ever.

 

2. Give Bjorn his Initiative of 4, and fluff-be-damned give him access to a Drop Pod.

 

3. Wheras Hunters get up to 1 Special Close Combat Weapon and two Special Weapons, I would do the reverse for each type of Claw (Sky, Swift, and Blood). Their having 1 Special Weapon and 2 Special Close Combat Weapons would put them firmly in position as our primary Assault units.

 

4. Adjust Berserk Charge- not being able to fire weapons without an escort is a pretty harsh penalty in exchange for that extra attack on the charge. It can be overcome by adding an IC or WGL, but those are extra expensive with premium price of Jump Packs or Bikes. It should be viable to run them on their own, if you chose to.

 

5. Allow WGL for SkyClaws.

 

6. Increase the cost of a Wolf Priest and give him his Feel No Pain. Not nearly over the top given what you can do with a Sanguinary Priest or three (plus Initiate).

 

7. As someone else suggested, open up the Sagas, no real reason to only allow certain ones for specific entries.

 

8. Maybe make Lone Wolves a 1-3 choice in a single Elite Slot. They were a terrific addition, but are competing with Wolf Guard, Scouts, and Dreadnoughts.

 

9. Major revisions to the Iron Priest-won't go into details here.

 

10. Things I would have left out entirely: Lukas, Canis, Fenrisian Wolves, Thunderwolf Cavalry. It doesn't bother me too much that they are in there, as other people like them, use them, and I can ignore them if I wish, but if I had designed the codex I would not have gone that route.

 

 

That's probably enough for now. Just a few tweaks to make it perfect for me.

I did a similar thread to this right after the codex came out. Overall I am very happy with the codex, and have been able to build the kind of army that I like to play. I do have some issues with it, and would have done a few things differently to "perfect it" (all personal opinion, of course).

 

1. Make Venerable Dreads a HQ choice, just like before. We've got room in the HQ section, but Elites are more cramped than ever.

 

2. Give Bjorn his Initiative of 4, and fluff-be-damned give him access to a Drop Pod.

 

3. Wheras Hunters get up to 1 Special Close Combat Weapon and two Special Weapons, I would do the reverse for each type of Claw (Sky, Swift, and Blood). Their having 1 Special Weapon and 2 Special Close Combat Weapons would put them firmly in position as our primary Assault units.

 

4. Adjust Berserk Charge- not being able to fire weapons without an escort is a pretty harsh penalty in exchange for that extra attack on the charge. It can be overcome by adding an IC or WGL, but those are extra expensive with premium price of Jump Packs or Bikes. It should be viable to run them on their own, if you chose to.

 

5. Allow WGL for SkyClaws.

 

6. Increase the cost of a Wolf Priest and give him his Feel No Pain. Not nearly over the top given what you can do with a Sanguinary Priest or three (plus Initiate).

 

7. As someone else suggested, open up the Sagas, no real reason to only allow certain ones for specific entries.

 

8. Maybe make Lone Wolves a 1-3 choice in a single Elite Slot. They were a terrific addition, but are competing with Wolf Guard, Scouts, and Dreadnoughts.

 

9. Major revisions to the Iron Priest-won't go into details here.

 

10. Things I would have left out entirely: Lukas, Canis, Fenrisian Wolves, Thunderwolf Cavalry. It doesn't bother me too much that they are in there, as other people like them, use them, and I can ignore them if I wish, but if I had designed the codex I would not have gone that route.

 

 

That's probably enough for now. Just a few tweaks to make it perfect for me.

 

Valerian hit it right on. The Blood Claw vs Grey hunter debate is a no brainier, give them their special close combat weapons and they will pay enough points for them anyway. Wolf priests not having feel no pain is just bad. Lone wolves as a 1-3 choices makes perfect sense in light of the sanguinary priest, 9 Lone wolves could get weird. The only other thing I`m going to comment on is point 10.

 

Lukas is hilarious and has great fluff, his problem is that he isn't a special character and he cost the same as 10 more Blood Claws or as would be more practical 10 more Grey hunters. Now my playing group allows me to field him as a separate Hq choice and then he is worth his points. Canis is really just a gimmick if he actually had decent fluff and had a spear or a cavalry weapon instead of more wolf wolf I would be fine with it. I'm still on the fence about TWC its ridiculous but also quite fluffy and if that not what Space Wolves are all about I don't know what they are. Lastly Fenrisian Wolves are fine and perfectly fluffy.

Actually how is any of this codex envy? We're not asking for uber BA-type stats or complete game-breaking changes. In fact majority of the comments are things the new 'dex got right, and a few tweaks.

 

As for the comments, I find it's good the way it is, only minor changes would be:

 

- Priest give FNP

- BC's get 2 SCCW and 1 SW

- Skyclaws can get a Wolf Guard

 

TWC I have no issues with. While at first glance they seem...out of place...they actually fit in with the overall theme and concept of the wolves and are a hard as nails unit. I mean we tame Wolf Packs and have them fight along side us...it's a logical next step that we find and tame the biggest baddest Wolves on the planet and ride them.

 

LW are just right I feel, as they are already akin to a WGBL (and some may argue better in some cases), and I think having the ability to have 9 running around would be OP and quite unfluffy. I mean it is a rare thing indeed for a pack to be wiped out except for 1 man.

 

Lukas is just fun. I never use him, but I definitely think he has a good backstory and would be fun to throw in once in a while.

 

Canis, my only issue is rending...a completely useless upgrade seeing as he can't rend with his Wolf Claws. Even if they changed this, he'd still have limited use as a Thunderlord with a WC, WTN, SS, and Warrior Born is as, if not more, effective than he is.

Actually how is any of this codex envy? We're not asking for uber BA-type stats or complete game-breaking changes. In fact majority of the comments are things the new 'dex got right, and a few tweaks.

 

As for the comments, I find it's good the way it is, only minor changes would be:

 

- Priest give FNP

- BC's get 2 SCCW and 1 SW

- Skyclaws can get a Wolf Guard

 

TWC I have no issues with. While at first glance they seem...out of place...they actually fit in with the overall theme and concept of the wolves and are a hard as nails unit. I mean we tame Wolf Packs and have them fight along side us...it's a logical next step that we find and tame the biggest baddest Wolves on the planet and ride them.

 

LW are just right I feel, as they are already akin to a WGBL (and some may argue better in some cases), and I think having the ability to have 9 running around would be OP and quite unfluffy. I mean it is a rare thing indeed for a pack to be wiped out except for 1 man.

 

Lukas is just fun. I never use him, but I definitely think he has a good backstory and would be fun to throw in once in a while.

 

Canis, my only issue is rending...a completely useless upgrade seeing as he can't rend with his Wolf Claws. Even if they changed this, he'd still have limited use as a Thunderlord with a WC, WTN, SS, and Warrior Born is as, if not more, effective than he is.

I Would disagree about the packs losing all but one man. It happens to my scouts quite often..My Grey hunters have it happen semi often...even the occasional long fang pack gets reduced to one guy. While I could see the value of FNP...and I don't know about fourth...But 3rd and now 5th,we haven't had it and haven't needed it.

 

I was fairly sure that in erratta that Skyclaws can get a Wolfguard..

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