mactire Posted May 21, 2011 Share Posted May 21, 2011 :D just an idea i had when looking through the codex. when i decided to build erik morkai's great company i wanted to include plenty of scouts and very few rune priests if any ( because of brother). this got me thinking about the other " warlords of the fang ". phil kelly did a great job giving them background in the codex but then gw hyped up ragner to 245pts gave him extra wargear and special rules. the rest were left as a dearer version of wolf guard battle leaders. i put together this list which i think would give much more flexibility to sw armies and would show our individuality and lack of regard for guillimans rule book. first off increase cost to 200pts for all codex listed wolf lords (ragner can remain as the special one) bran redmaw - motw foc / motw foc for up to 3 wg, 2 gh, 1 bc & 1 gh pack can infiltrate as per scout rules engir krakendoom - swiftclaws, skyclaws & land raider squadrons count as troop choices erik morkai - scouts count as troop choices / immune to psychic powers on roll of 3+,all units in 12" immune on 4+ ( due to half twin of rune priest) gunnar red moon - long fangs count as troop choices, packs of ten allowed instead of 5, can reroll any 1&2 when assaulting eldar or dark eldar logan grimnar - needs a new model harald deathwolf - twc and fenrisians wolfs count as troop choices, fenrisian wolves upgrade to cyber wolves foc, always gets to reroll for set up and first move bjorn stormwolf - vindicators, whirlwinds, long fangs and predators count as troop choice, long fangs can run as packs of 10 egil iron wolf - land raiders, rhinos and razorbacks count as troop choices, can use leman russ tanks as heavy support krom dragongaze - wg count as troop choice but only in pa (to differ from great wolf), all units within 12" can reroll on 1 in assault and 5+ immune to psychic attacks sven bloodhowl - all wg foc for flamers, combi-flamers & heavy flamers(tda) all units immune to flame weapons on 5+ kjarl grimblood - free flamers, combi-flamers for gh up to 5 in packs of 10, gets to shoot first at enemy that infiltrate or deep strike all comments or ideas welcome ps. to any at gw will accept cash or cheque as payment :teehee: :lol: Link to comment https://bolterandchainsword.com/topic/230279-wolf-lord-upgrades/ Share on other sites More sharing options...
commander alexander Posted May 22, 2011 Share Posted May 22, 2011 For Kjarl Grimblood, Flamers are already free, but we only get two, so 5 is nice. :devil: But don't forget about heavy flamers, flamestorm cannons and such, cuz he got twelve redeemers. I think having a bonus to plasma or melta rather than flamer would be a better choice so as to keep it different from Sven. Or something to do with those 12 LR redeemers! Link to comment https://bolterandchainsword.com/topic/230279-wolf-lord-upgrades/#findComment-2766440 Share on other sites More sharing options...
mactire Posted May 22, 2011 Author Share Posted May 22, 2011 :tu: good idea on the plasma's or flamers wasnt sure what to do about the land raiders maybe allow as troop choice. but thats my point they each have great fluff but its not used at all because of the codex Link to comment https://bolterandchainsword.com/topic/230279-wolf-lord-upgrades/#findComment-2766612 Share on other sites More sharing options...
commander alexander Posted May 22, 2011 Share Posted May 22, 2011 I wouldn't say Redeemers for troops, that will just get us slapped. But they may get by as being dedicated transports for any infantry units, after all they are 240 pts! =Edit= I'm sorry, I love the Op's idea too much, and retract this information. You might see why in my post below :tu: Link to comment https://bolterandchainsword.com/topic/230279-wolf-lord-upgrades/#findComment-2766622 Share on other sites More sharing options...
Forté Posted May 22, 2011 Share Posted May 22, 2011 Not too sure on the Bran Redmaw bits. MotW on the man himself is pretty lame personally. His description describes a different look altogether. How about this for your extra 100 points: Mark of the Blooded Hunter. When caught up in the hunt, Bran goes through a slight change. +1S, +D6 attacks, stealth. Cannot take MotW, Saga of the Warrior Born or TDA. Tactics of the Blooded Hunter Half of total GH packs taken can outflank. Savagery of the Blooded Hunter MotW is increased to 'two pack members may take' for units with access to it but still with a points cost. Link to comment https://bolterandchainsword.com/topic/230279-wolf-lord-upgrades/#findComment-2766645 Share on other sites More sharing options...
hendrik Posted May 22, 2011 Share Posted May 22, 2011 erik morkai - scouts count as troop choices / immune to psychic powers on roll of 3+,all units in 12" immune on 4+ ( due to half twin of rune priest) wait? simply because your wolf lord has a twin brother who's a runepriest all your friends within 12" are able to ward of psychic powers too? i though you needed to be a psycker/wolf tail to do this gunnar red moon - long fangs count as troop choices, packs of ten allowed instead of 5, can reroll any 1&2 when assaulting eldar or dark eldar) so his long fangs don't die that much? no way pal, there's a reason their packs are so small, it's becausde of all the casualties they've suffered through the years to become a lkong fang in the first place. instead of increasing their packsizes maybe make them available as elites too?. Link to comment https://bolterandchainsword.com/topic/230279-wolf-lord-upgrades/#findComment-2766659 Share on other sites More sharing options...
commander alexander Posted May 22, 2011 Share Posted May 22, 2011 Good ideas forte, for a pup ;) .I think these could get form into some really cool rules, and would be excellent for Apoc games, to were homemade rules are a little more welcome. You may want to keep these in your head. As there is a Datasheet competition in the works here on the B&C. But you didn't hear that from me. :) Link to comment https://bolterandchainsword.com/topic/230279-wolf-lord-upgrades/#findComment-2766660 Share on other sites More sharing options...
commander alexander Posted May 22, 2011 Share Posted May 22, 2011 Erik Morkai has some bitterness towards his brother for leaving him to join the great wolf's, they do not fight together. I'm not sure what you should do about Redmoon.... Link to comment https://bolterandchainsword.com/topic/230279-wolf-lord-upgrades/#findComment-2766667 Share on other sites More sharing options...
mactire Posted May 22, 2011 Author Share Posted May 22, 2011 fair point about redmaw , red mmon also has one of the weaker fluff backgrounds ( fat and boastful - not sure how you represent that ) about morkai i was kind of suggesting he has latent psychic powers ... can protect against them but not control them for attack. this is the reason i posted the idea here i feel all the company lords are unique and rules like these could add a bit of difference to how sw are played by the way forte way to go thats much more detailed i just had rough ideas :D do people in general feel that the army lists are to restricted sw are supposed to operate on the edge of the rules Link to comment https://bolterandchainsword.com/topic/230279-wolf-lord-upgrades/#findComment-2766786 Share on other sites More sharing options...
Forté Posted May 22, 2011 Share Posted May 22, 2011 Good ideas forte, for a pup :P .I think these could get form into some really cool rules, and would be excellent for Apoc games, to were homemade rules are a little more welcome. You may want to keep these in your head. As there is a Datasheet competition in the works here on the B&C. But you didn't hear that from me. :) May be a pup but have been playing since Rogue Trader, play most GW systems and have more role playing years in me than that :huh: As for adding the extra detail. I think its only what a proper Wolf Lord deserves. After all there is only one per GC. Just think of the details already given and go from there. But many thanks for the compliments. I'll try and think up others and bunch ideas off everyone. Link to comment https://bolterandchainsword.com/topic/230279-wolf-lord-upgrades/#findComment-2767050 Share on other sites More sharing options...
Kenmichi Posted May 23, 2011 Share Posted May 23, 2011 The thing to take note of, some of these Wolf Lord abilities need to come with a catch or drawback. For example, for my Wolf Company is based a few hundred years prior to the current era so I could make a new Wolf Lord instead of Egil (his description was not what I wanted in a Wolf Lord). As the Wolf Lord of a mechanized company all units that can take a transport MUST take a transport, only tanks/artillery are allowed to be taken as heavy support options, you must field at least 1 Dreadnought, and the Wolf Guard must take a Land Raider as a dedicated transport. This a) keeps your army completely legal and :lol: adds that flavor you're going for while not making your army overpowered. bran redmaw - motw foc / motw foc for up to 3 wg, 2 gh, 1 bc & 1 gh pack can infiltrate as per scout rulesI'm not sure what you're trying to say here? engir krakendoom - swiftclaws, skyclaws & land raider squadrons count as troop choices If taken as troop choices may not be taken as fast attack. erik morkai - scouts count as troop choices / immune to psychic powers on roll of 3+,all units in 12" immune on 4+ ( due to half twin of rune priest) No. Wolf Lord may take MotH, no Terminator armor, no vehicles. Dreadnoughts must drop pod in if taken. Units may start in cover. gunnar red moon - long fangs count as troop choices, packs of ten allowed instead of 5, can reroll any 1&2 when assaulting eldar or dark eldar If taken as troops may not be taken as heavy support. logan grimnar - needs a new model harald deathwolf - twc and fenrisians wolfs count as troop choices, fenrisian wolves upgrade to cyber wolves foc, always gets to reroll for set up and first move bjorn stormwolf - vindicators, whirlwinds, long fangs and predators count as troop choice, long fangs can run as packs of 10 Long Fangs as troops are fine here but not the tanks. No additional heavy weapon options but Long Fang packs of 10 here I think are OK. egil iron wolf - land raiders, rhinos and razorbacks count as troop choices, can use leman russ tanks as heavy support All units able to take a dedicated transport MUST take a dedicated transport is a much better way to word that, but not Land Raiders for normal troops. It's too expensive. krom dragongaze - wg count as troop choice but only in pa (to differ from great wolf), all units within 12" can reroll on 1 in assault and 5+ immune to psychic attacks sven bloodhowl - all wg foc for flamers, combi-flamers & heavy flamers(tda) all units immune to flame weapons on 5+ kjarl grimblood - free flamers, combi-flamers for gh up to 5 in packs of 10, gets to shoot first at enemy that infiltrate or deep strike I don't know what else to say right now, but it's a start! Just my opinion. Link to comment https://bolterandchainsword.com/topic/230279-wolf-lord-upgrades/#findComment-2768378 Share on other sites More sharing options...
Forté Posted May 23, 2011 Share Posted May 23, 2011 Couldn't agree more. I will get round to looking at the others although some of the fluff is useless. Link to comment https://bolterandchainsword.com/topic/230279-wolf-lord-upgrades/#findComment-2768425 Share on other sites More sharing options...
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