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Updating the Army


Valerian

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Fellas,

 

I've been spending some time analyzing my army, and trying to figure out the implications of 6th Edition on what I have built over the years. For those that are interested, you can go here to my BnC blog to take a look. I have simply added notes in a blue font under the picture and description for each of my units, with my thoughts on how I might use them in 6e, and what I might be thinking about changing, if anything.

 

I am sincerely looking for your input and feedback, as I consider what direction to go toward next with my collection, and army list development. I'm especially interested in hearing from those who've already gotten a few 6e games under their belts. I welcome you to copy-n-paste from the blog into your own post in this thread for points of discussion.

 

Best regards,

 

Valerian

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Valerian,

 

A couple of comments about your updates:

 

I definitely could see myself giving Halfdan his Saga back, and using it to infiltrate a maxed-out Plasma Hunter pack, who would be more durable than the the Wolf Scouts.

Wow I never thought of this but I like it. Im sure it will be a smash if it stays RAW.

 

Although some of the new disciplines look really nice, I think I'll stick with the codex powers of Living Lightning plus one other (usually Tempest's Wrath) for now.

Ive played a few games using the new powers. They dont seem to be all that great, though obviously it will take some time. I used the primaris power for divination a number of times, which specifically helped my long fangs deal with flyers on numerous occasions.

 

I can really see this guy going the distance. If points allow, I might even have to give him a couple Fenrisian Wolves as escorts, too.

I had the same idea, after wrecking face with a lone wolf. This is a normality for them, and the new FNP and Challenges rules make them oh so sweet.

 

With the changes to Rapid Fire weapons in 6e, these guys can now move around, as needed, and still throw their firepower down-range 24".

After having tested this in a few games, it is amazing how much mobility the hunters have seemed to gain by being able to move and shoot their full distance. There are now hardly any reasons not to always be moving, which I feel completely changes the dynamic of Hunters. Also, having squads of 11 or 12 (with WG and/or IC's) I am going to be much more tempted to leave the rhinos behind (or swapping them out for a LR!).

 

Hammer of Wrath is a pretty cool additional ability, and, unlike Sky Claws, these guys won't lose it when they move 12".

Where in the BRB is this stated?

 

Unlike other vehicles in 6e, these guys really haven't taken the nerf bat.

What are the rules governing drop pods and models disembarking? Do they have to take dangerous terrain tests when they are placed in difficult like in 5th?

-----------

 

Thanks for sharing your thoughts and wisdom.

Go down to the bottom left of your screen with the drop down menu where it says BandCDefault, and change it to SpaceWolves.

 

Thanks. :)

 

Valerian, how for the Russ sake You get both CML and heavy flamer in the same WG TDA pack?

 

10 WG purchased, and 5 get sent away as pack leaders (with the CML and Flamer left behind).

The blue on black is a bit difficult to read.

 

 

Go down to the bottom left of your screen with the drop down menu where it says BandCDefault, and change it to SpaceWolves.

 

Yes, sorry, I've been using the Space Wolves skin for years, and didn't even think about the blue font for those who do not.

 

 

Valerian, how for the Russ sake You get both CML and heavy flamer in the same WG TDA pack?

 

10 WG purchased, and 5 get sent away as pack leaders (with the CML and Flamer left behind).

 

Exactly. I've actually got 12, or so, Wolf Guard models, with 5 in TDA, 6 in PA, and one on a Bike. The CML is magnetized, so if I don't bring a full pack of 10 WG, prior to splitting some off to lead other packs, then I can always leave the CML off.

 

V

Valerian,

 

A couple of comments about your updates:

 

I definitely could see myself giving Halfdan his Saga back, and using it to infiltrate a maxed-out Plasma Hunter pack, who would be more durable than the the Wolf Scouts.

Wow I never thought of this but I like it. Im sure it will be a smash if it stays RAW.

 

Yes, I think everyone will suddenly have a Saga of the Hunter Wolf Priest if everyone comes to the agreement that he can lead a unit into an Outflank. For me, personally, I can definitely see bringing on my full Plasma Hunter pack, with attached WG in TDA with the CML. Although the RAW seems to support it, I've always tried to be wary of those "too good to be true" combinations.

 

 

I can really see this guy going the distance. If points allow, I might even have to give him a couple Fenrisian Wolves as escorts, too.

I had the same idea, after wrecking face with a lone wolf. This is a normality for them, and the new FNP and Challenges rules make them oh so sweet.

 

I definitely think one or two Lone Wolves will become a staple in my future lists; I already had good success with them in 5e, so I'm sure that they won't disappoint in 6e.

 

Hammer of Wrath is a pretty cool additional ability, and, unlike Sky Claws, these guys won't lose it when they move 12".

Where in the BRB is this stated?

 

Page 47 of the BYB. Jump Units have to chose when they use their Jump Packs; it's either in Movement Phase (in which case they can move up to 12"), or in the Assault Phase (in which they get Hammer of Wrath and can re-roll its charge distance). You can't use it for both, however, so often that means going for range/distance and sacrificing HoW. Kind of a big let-down, as Swift Claws don't lose HoW. Luckily for me, I sold my old 2e Blood Claws with Jump Packs, and all I have are Swift Claws now, so no need to build a new unit, when the Bikers still should perform better.

 

Unlike other vehicles in 6e, these guys really haven't taken the nerf bat.

What are the rules governing drop pods and models disembarking? Do they have to take dangerous terrain tests when they are placed in difficult like in 5th?

 

Says on page 36 that models arriving by Deep Strike treat all difficult terrain as dangerous terrain, so I'd say it still works like 5th. However, you get your Armour Save now, so it is much, much less likely to kill yourself in this way (same odds as dying from a Plasma overheat).

-----------

Thanks for sharing your thoughts and wisdom.

 

My pleasure. Thank you for your comments.

 

V

  • 2 weeks later...

Wow, so I just completed re-built my Master List of all Space Wolves units that I have available in an excel document, and updated it somewhat for 6e. I typically build army lists for games by copy-and-pasting units from the Master List into a new tab, and building up towards the points limit that I'm going for at the time. After it was all complete, I discovered that I've got over 4,000 points worth of Space Wolves, fully painted, and ready to go (most of which are reflected in the pictures there in my blog). This doesn't even count the pack of Sky Claws, Wolf Guard Terminators, Grey Hunters, Wolf Scouts, and the Wolf Priest that I recently sold-off on eBay.

 

Promise to self: after this next batch of Wolves that I want to get finished (new Lone Wolf, Gunslinger Wolf Guard, and extra MotW Hunter), I really need to stop adding to this army.

 

V

  • 2 months later...

I know this is a necro of an old thread, but for any of those who were interested, I have updated several of the pictures in my Space Wolves Army blog to reflect the 6e additions and changes that I wanted to make.

 

Best,

 

Valerian

As always, you folks have been very informative. Several things here that I have not had the time to think through but after reading this, have got me to thinking about a little more closely. Have a friendly game this week end so I think I'll try Logan Wing via Drop Pod supported by my Contemptor in A Lucius pattern Drop Pod. Very fortunate that my local gaming club bit the bullet & allows Forge World. The bikes will get some consideration latter as well. Thanks again for all your efforts.

 

@ Valerian--you knw there will always be new models or conversions that will strike you as to good to resist so why fight it. An old Wolf always has tricks up their sleeve--besides--I like your work so don't stop.

Cheers, fellas, appreciate the feedback.

 

Welcome back, Corver, you old wolf, you.

 

Anaraion, if you haven't read through my Guide (link down in my signature block), then that might be helpful, too.

 

Regards,

 

 

V

Anaraion, if you haven't read through my Guide (link down in my signature block), then that might be helpful, too.

 

Thank you for the suggestion. You blog is very helpful and interesting!!

 

Honestly is just wonderful community and it is my honor and pleasure to be here.

 

Thank you to you Valerian and all the Rout!!

Hey Valerian, I read your entire army-building. Very fascinating theories. Tried and tested?

 

Volsung, fair question. I originally wrote the Guide several years ago under 5e to better explain my perspective on how units work for the broader audience at the Fang. I didn't play very often, admittedly, but I did win every 5e game that I played, so I suppose that counts as tried and tested. Many others have reported back to me over the years that using the techniques in the Guide had improved their gameplay, as well.

 

When 6e was released, once I had gained a good understanding of the new rules and the impacts of those rules, I did a revision to the original document. Most of the underlying theory, however, wasn't significantly impacted by 6e changes, though. However, I must admit that I have not yet personally played a 6e game. My personal and professional life have not afforded me very much free time, which is why I've been a much less active participant here at the Fang. Others, have continued to implement my recommendations, though, and so far I've continued to have good feedback with the newer version in the newer edition. Whenever I do get to finally go play a pickup game, though, I'll be sure to let y'all know how it goes.

 

Regards,

 

Valerian

One question. You mention for your Wolf Priest that you take Runic Armor and Saga of the Hunter. Isn't that not possible? I tried it and was called on it by my opponent.

 

Thanks,

 

bb

 

Nobody should care as Runic Armour is a type of Power Armour, and the requirement for the Saga is that a character be in PA. Clearly TDA is right out. Haven't been challenged on that one, personally.

 

Best,

 

V

One question. You mention for your Wolf Priest that you take Runic Armor and Saga of the Hunter. Isn't that not possible? I tried it and was called on it by my opponent.

 

Thanks,

 

bb

 

Nobody should care as Runic Armour is a type of Power Armour, and the requirement for the Saga is that a character be in PA. Clearly TDA is right out. Haven't been challenged on that one, personally.

 

 

Fluff =/= Rules

 

Only Power Armour is Power Armour.

One question. You mention for your Wolf Priest that you take Runic Armor and Saga of the Hunter. Isn't that not possible? I tried it and was called on it by my opponent.

 

Thanks,

 

bb

 

 

I don't quite understand what angle they are coming from on this. What is their reasoning?

One question. You mention for your Wolf Priest that you take Runic Armor and Saga of the Hunter. Isn't that not possible? I tried it and was called on it by my opponent.

 

Thanks,

 

bb

 

 

I don't quite understand what angle they are coming from on this. What is their reasoning?

 

I don't have my codex with me, but I think it says something like: "A Wolf Priest may exchange his Power Armor for Runic Armor." So, although they are based on the same equipment, they are not the same thing. And the footnote for Saga of the Hunter says it can only be taken by a character in Power Armor. As much as I hated to admit it, it made sense to me.

 

bb

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