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More SW DIY Fluff Questions


The Smiling Bandit

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Bandit, it comes down to this: what do you want? With a game this big you are never going to please all the people all the time. Some people will look at your germanic tribesmen from "Gunterland" or wherever and wonder why they hadn't thought of such a cool concept. Others will look down their noses at you and snort in derision at your obvious lack of "fluffiness".

 

There isn't any army out there that I haven't lusted after in the 18 years I've been following this game. Space Wolves are definitely one of the cooler ones. If that's what you want to play, then play 'em. If you think a change in fluff will make 'em cooler then change it and to heck with what anyone says about 'em.

 

I predict that if you adopt this stance, you will reap much more reward from your army in the future.

Bandit, it comes down to this: what do you want? With a game this big you are never going to please all the people all the time. Some people will look at your germanic tribesmen from "Gunterland" or wherever and wonder why they hadn't thought of such a cool concept. Others will look down their noses at you and snort in derision at your obvious lack of "fluffiness".

 

There isn't any army out there that I haven't lusted after in the 18 years I've been following this game. Space Wolves are definitely one of the cooler ones. If that's what you want to play, then play 'em. If you think a change in fluff will make 'em cooler then change it and to heck with what anyone says about 'em.

 

I predict that if you adopt this stance, you will reap much more reward from your army in the future.

 

I agree with you. I'm not terribly worried about what OTHER people think, but I personally don't like molesting fluff to suit my own needs - hence why I'm trying to figure out a way to get what I want without violating it, because I'm not as familiar with it as a lot of the folks on this board.

 

I think a Lost Company that ends up recruiting from elsewhere would be the way to go with that, but you mentioned Lost Companies are done to death, so I was trying to work the, "Well, there's nothing anywhere that says all the Fenrisian tribes are Nordic," angle. Very, VERY lame circumstantial support for this position is, I think, Ulrik the Slayer - Ulrik being a Germanic rather than Norse name. :P

I've gone for a Celtic theme to my wolves, with wode and celtic patterns on the vehicles. I just wanted to separate my army from the generic 'space-viking' style a bit.

 

As far as fluff goes, by all means try what you like, it's your army after all. The fluff for my army is that it's made up of parts of 3 companies on cruisers. They got lost in the warp several centuries back and have just re-appeared from the warp. I'm currently writing a story about their return and current crusade against Hive Fleet Jormungar. I wasn't a big fan of the wolf lord descriptions in the codex, so I decided to make my own, with different style company symbols.

 

Sadly, I've misplaced my name list for my wolf lords and cant remember on the new names I'd come up with recently.

I'm doing my own alternative Space Wolf Company as well. I love Space Wolf rules, models and colour scheme but I just want to be slightly different and not constrained to pick one of the 12 current Wolf Lords. As is said in GWs "How to paint space marines", for many creating your own Chapter (Company for us) is the pinnacle of the hobby and personally I would agree with that sentiment.

 

The irony of SWs is that they are the most rebellious and least codex of the Marine Chapters and yet their fluff constrains alternative themes more than other chapters. However, there is enough room in the fluff to create other companies and, as has been said, if you spend time and effort in crafting your company's fluff then most reasonable players will applaud not deride you.

 

Some people may get sick of seeing lost companies but with so many people playing wolves this is to be expected and in my experience of tournies most SW players stick to the standard approach, so I'm not sure there's a huge % of SW lost companies across all SW players.

 

A friend of mine plays Black Templars and they are fleet based and nobody knows exactly how many Templars exist so I think its fine for SWs to have more than the 12 Great Companies.

 

Finally, I think I'd just reiterate that its worth spending time (as you are) developing your fluff but don't get too stressed- at the end of the day we are still talking about beers, mates, games and having a laugh.

I like the way the codex actually plays on the tabletop, and I like some aspects of the fluff. Not all, but some. As I have no inclination to simply replace "Wolf" with "Bear" or "Hamster" and call it an original creation, I'm trying to figure out how to make the SW Codex - and the fluff - work without simply copping out to, "Oh, yeah, these are my Space Weasels. They come from the planet Mustela, and this here is Ferret Weaselborn, the Chapter Master. He rides a War Weasel."

 

;) ;) :lol: :lol: :lol:

 

Warweasel ATTACK!

 

SQUEEEEEK!!!11!!!

 

Alright, so you don't buy the advice that Dakka gave me, then, in saying that there's nothing in the fluff suggesting that every tribe on Fenris has to be Nordic and composed solely of guys named Sven and Hrothgar, and that there could in fact be a more Germanic tribe that we just don't hear about?

 

Traditionally, 40K Worlds are made up of one people group. The Wolf fluff supports that they are all but the same, perhaps with one group being darker skinned, but still being Nordic.

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