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The ‘new’ codex.


kittenofdeath

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I love TWC

 

Fluff is one thing but more importantly is are the units fun to play with and TWC are

 

They are expensive but they strike fear into opponents my regular guard opponent is :angry: scared of them getting into close combat after they've butchered platoons before

 

Landspeeder storms would be amazing but overpowered certainly

Guys, all I see here is codex envy. If your that miffed about the Blood Angels dex then just roll them. Space Wolves are Space Wolves, their codex is fine if your actually interested in playing as Space Wolves.

 

You might want to get your eyes tested then. :angry:

 

The only thing that peeves me off is that we allegedly have incompetent medics, yet these are the people who choose worthy Fenrisians and save their lives, how are they subpar to other Imperial medics? I mean Guard have better doctors apparently. Blood Angels just took it to silly levels.

 

I love playing as the Wolves, have for six years but when they take away the only real thing hinting that a WP is in fact a medic I get upset, considering they are my favourite units. Saying they're fearless because they know the WP will administer to them is rubbish, Chaplains already do that!

 

Seriously, 35 extra points and we could be sorted, would almost buy one of those nasty Sanguinary Priests, without the bubble and FC, but that's the downside to not drinking blood (Or having a single wound IC)

I think the WP, if not stronger as one entry, then have it as two levels with an i, w and a increase. With an optional FNP upgrade.

Having a IC that can get punked by a Kroot hound is pretty sad.

 

Yeah, make the wizard weaker. But the cleric was always solid and cracked heads.

 

A difference between GH and BC would be nice ~ 16 pts for GH and 13/4 for BC. I think GH are good enough to take the increase and BC should lose the 'no shoot' thing. Compulsory charge sure, that makes sense. But they'd be squeezing the trigger too ;)

 

No one takes them, other than to de-power their list for friendly games or to have no vacant seats in a Raider. I think that is a shame of some guys who are actually great fun with regards to fluff.

 

With Mech being so strong, Skyclaws could have a WG to help them out. If they got to shoot, à la BC, that would help.

 

Venerables at XXpts is too much. But then UM suffer that anyway :D

 

It is in pretty good shape, but a few things need 'manipulating into place', so to speak.

Changes that I'd want

 

* Either make Beserk Charge able to fire before charge OR make transports able to carry 11/12

At present, 10 Blood Claws in a transport with a flamer are really useless - ~8" template which they can't use in 6" range of any enemy. You need to give then an IC to make the flamer usable, which means to fit into a rhino/drop pod you need to only take 9 blood claws

 

* Ability to have a leader for the Skyclaws. That seems to be an oversight to me, as it really cripples them...

 

Most other things I'm fine with in the codex. There are some things that I certainly wouldn't object to - Ven Dread as HQ, Lone Wolf as 1-3 in one slot, things like that. I'd even go as far as suggesting Lone Wolves don't take a slot at all - same as things like Daemons in the Chaos codex...

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.

 

Just like GW never considered that Chaos players would select 2 Daemon Princes with the Lash of Submission in their armies, I wasn't even thinking about anyone actually using all three Elite slots to get 9 Lone Wolves in an army list when I made my suggestion of having 1-3 in a single slot. You guys are right though, if a codex allows anything over-the-top some players will take advantage of it. Mostly I was just trying to figure out a good way to design the list such that you could still take a couple, while still having the ability to have some Wolf Guard, some Wolf Scouts, etc.

 

Perhaps a better design mechanic would be to allow a single Lone Wolf to be taken for every two Troops units in the list (I.e. Up to 3), but they wouldn't actually take up any FOC slots. Whatever, it's all daydreaming anyway, until I create another home-made Fandex and talk someone into letting me use it anyway (and priority for that goes to my Grey Knights fandex).

 

V

The TWC hate kind of boggles me. It seems silly that space marines ride on wolves? They're huge! Like bigger than bears, and more ferocious! Plus...we're space WOLVES. It makes sense to me, and personally I love the buggers. The only thing I've ever had make my TWC not get their points back has been a squad a genestealers...(bad baaaaaad against twc). The wolf priest could definately be given a bit more viability, but I never played C:SM so i don't know what other medics were like, quite frankly I don't normally take him over Rune Priest or Wolf Lord.

 

And to the feller that said all he saw was codex envy....what?........?

 

Comparison != jealousy.... .... i'm not really sure more needs to be said.

What games workshop needs to do..is get about 5 or 6 people for each codex...they find the sneakiest,most creative,underhanded bastiges ever to pick up a codex,and they say "Find the cheapest builds you can come up with" and after 2 months of that...go back through and edit the codex's to prevent or tone down the things that team comes up with.
What games workshop needs to do..is get about 5 or 6 people for each codex...they find the sneakiest,most creative,underhanded bastiges ever to pick up a codex,and they say "Find the cheapest builds you can come up with" and after 2 months of that...go back through and edit the codex's to prevent or tone down the things that team comes up with.

 

Although I agree that method would certainly help "beard-proof" the codices better than they are, I don't think GW has ever completely accepted that folks actually play their game that way. They've never envisioned 40k as something that was intended to be competitive. To them it has always been a "beer and pretzels" type of affair. Just look at the website and White Dwarf articles, the entry page to the Shrine of Knowledge where the errata and FAQ are, the rulebook itself. The tone is always "the number one rule is for everyone to have fun", and "if you don't like how a rule works, change it". Their philosophy is "why would anyone try to make a broken army list, where is the fun in that?". It isn't what's available in a codex that is the problem, so there isn't much use in forming a team as you suggested above Requiem; the problem is with some of the players who fail to grasp that a game should be just as enjoyable for the opponent as it is for you.

 

V

My toughts so far from the codex:

 

In my eyes we got a strong and balanced codex/army. Let the blood angels pay more points for just 1 theme " get the assault face " where we are able to get assaulted with counterattack. Counter attack is a verry strong tool for us. I play my space wolves like a small elite companny with 2 redeemers. I also like the 3 hq choices ( lord , rune and wolf ) and I use them always. There is in my eyes no need to spam more as 2 rune priests. Fluff and fun wise not good.

 

Things I like:

 

- HQ choices and the ability to create and convert your own lord. Saga's are nice too but maybe they could add more fluff to create your own saga's with a pro and litle contra like the 4th ED marine codex where we could create our own chapters.

 

- We have good troops ( greyhunters )

 

- I just like characters so I have a lot of wolf guard and lone wolves.

 

- The " barbaric " look and feeling we have. I enjoy to play with the wolves. Always outnumbered but I always hurt my opponent with my claws and fangs. We have great fluff. Blood angels just look silly.

 

My idea's

 

- Dreadnought as HQ with old and wise rule.

 

- More saga options for all the HQ choices.

 

- Blood claws cheaper, I use them cause I like their fluff but point wise they are not correct. Same point as a greyhunter with 1 less attack but with ws4. Give them 2 special close combat weapons.

 

- Lone wolves in 1 elite slot with a range from 1-3. And you also cannot have more as 3 lone wolves.

 

- thunder hammer/storm shield wolf guard are too expensive.

 

- I like to have attack bikes as 1-3 FA choice.

 

 

For me I also don't use the thunderwolf cavalry but for the guys who use them, WE need models. Also for fenrisian wolves.

I still think TWC are horrible and try my best to ignore they even exist.

 

I just miss MC plasma pistols -_-

And I do my best to make sure no one can ignore them. B)

I miss my master-crafted BS5 assault cannon, but only when I look at his mini.

Sorry it really annoys me when people say Thunderwolves or Canis don't fit the army. Thunderwolves, the greatest hunters on the planet, are obviously going to be sought out and tamed as the best companion anyone can have. Also oh no they havn't got models :angry: oh well use Juggernaughts of Khorne for TW or Wargs from LOTR for fenrisian wolves. sorted. And Canis? He is just a buffer and addition to a Thunderwolf Cavalry unit of 5, and perhaps with a thunderlord added. You complaina bout his Fluff, yet he has the same story as Russ. TBH, you sound like you are disowning and dishonouring Russ? You sure you want to do that?

I also agree with Valerian on the first page about his points, as that is also my ideas on the codex. Apart from what I just mentioned. Thankyou. :(

The Wolf Priest not granting FNP (if only to the squad he joins, not even a 6" bubble) and the WG for Skyclaws are my only complaints.

 

 

Thunderwolf Cavalry, I have come to appreciate. Being able to play the "Nob Biker Wound Allocation Game", but better... always fun.

My take:

 

The Good:

Thunderwolf Cavalry: Tough and Hard hitting, these guys are awesome. They have a huge threat range and while they're not as maneuverable as Bikes or Jump Infantry they have a 12" charge range, which is really nice for doing things on your own terms and denying furious charge if something nasty is breaking through. I also just love the concept and a lot of the models made by 3rd parties are quite nice. They're badass, look it and peform very well. However the points investment is a bit steep.

 

Wolf Lords: Just plain beasts. Even better than their stat line would suggest. There is very little that wants to get caught in CC by them, and quite a few things that really don't. Flexible and have access to great rules via Sagas. Points investment is a bit steep.

 

Wolf Priest: Preferred enemy is a very nice rule that plays well with counter-attack, even if it is somewhat limited in scope. You get a good return on investment and the investment isn't huge. My biggest complaint is that he only has options that let him ride with the spaztastic "Claw Units" I'd love nothing more to put this guy on a TWM and run him with the cavalry. *sigh* it wasn't meant to be I suppose.

 

Wolf Guard: They make for great Sgts. and can play pretend Sternguard pretty well. The tactical guys in TDA are nice and open up some nice options, however their assault configurations are just too bloody expensive.

 

Lone Wolves: Tough and Hard hitting, they work really well at the very least slowing down big things. You get a lot of out of a low points value. Their biggest problems is that they're slow with no way to get fast, and you only get one in the highly competitive elites slot.

 

The Bad:

 

Blood/Swift/SkyClaws: Yeah, they've got some nice points sometimes. Yeah, they can earn their keep in some lists. However they've got an extremely narrow focus and pretty much demand expensive babysitters. You need to really work at getting these guys to work, and that's a big minus in my book. So many things in the codex just do more with less cajoling and at a better points value. I love the concept but such unwieldy WS3 assault units leave a sour taste in my mouth.

 

Iron Priests: Why aren't you an independent character? Grrrrr. Nitpick. Really though, they aren't terrible but there are much better elites choices in the vast majority of cases. These only fill a role in very niche lists, and that doesn't make for a good unit.

 

The Awesome:

 

Grey Hunters: Flexible, powerful, and a great value. These guys would be viable at 18 or maybe even 20 points per model. They're a steal at 15. They can do a lot of things and do them pretty well. They work in a variety of configurations from 5 man razorback squads to 10 in a pod. They've got a coherent role and special weapons that play nice with each other. Just about the only thing they won't do is stand up against dedicated assault unit. All in all an A+ unit.

 

Rune Priests: Flexible, powerful and a great value. They can play at long range firepower or defensive support. They can disrupt the enemies plans and keep yours on track. They have top notch-psychic defense and chooser of the slain can really be useful in keeping the enemy from messing with your deployments.

 

Long Fangs: Flexible, powerful and a great value. They can bust transports, fry infantry, even do respectably against enemy armor. Split Fire lets them do two of these jobs at once, or just do the same job in two different places. They've got better weapon density than anything in any 5th ED Marine Codex, and those weapons are aggressively costed. While some configurations are certainly more coherent than others, it's hard to blunder into a configuration for these guys that doesn't work and thats a huge plus for me.

 

Wolf Scouts: These guys are great. I don't get much opportunity to use them, but they've really paid of the few times I have. They go where you want pretty reliably and are good enough on the attack to disrupt the kinds of units the enemy leaves in the back. It'd be great if they didn't compete for the stuffed to the brim elites slot.

 

Everything Else

I honestly don't know waht to make of Fenrsisian Wolves. Special characters are mostly worth the investments but those investments are huge. The rest is just standard space marine stuff.

The notion that wolf obsessed, fur wearing, bare headed fighting, barbarians in a universe of space elves, green monsters, hell demons, and a guy who magically appeared and lived for 10k years, would not take to a very large wolf borne monster who would tear all kinds of new holes in their enemies is very perplexing to me.

I'm perfectly fine with the new codex ...

 

 

Not too impressed with the whole "mounted on wolves" thing. Sure, they get good stats, but I think its cheesy.

 

 

I love it when players compare Blood Claws to Grey Hunters ...

 

 

Blood Claws - Into CC on turn 2 (hopefully), then smashing faces with a brick. I'm still trying to stretch past my current 30 - 40 BC count :)

 

Grey Hunters - Discounting the lack of heavy weapons, they are a good rounded pack used to support anti-troop/tank tactics. I personally use a small pack, in a razorback, to support a blood claw assault, or maybe to support LFs on their flank.

 

 

Apples and oranges, folks. You just can't compare two different things.

 

 

 

Swift claws can be led by a wolf guard, not the sky claws. I believe there was a mistake in the original posting.

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