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Goodbye SW army....


Grimtooth

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and hello new SW army! Hahahahahahaha!

 

So got rid of my entire SW army, including almost all my bits via Ebay. I kept my Gamesday Wolf Priest, my metal rune priest in power armor, my metal 13th Co Wulfen, some Fantasy bits for conversion, and a NIB shrink wrapped Venerable Dreadnought. Ordered up the new army from Ebay,

 

 

3x Grey Hunter Packs

3x SM Tactical Squads

 

5x Razorbacks

 

2x SM Devastator Squads

 

2x TWC Packs

 

Holding off on my WGTDA and LRC order until after the first army is painted and on the table. Always feels good to start up a new SW army!

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What are you doing differently with this army?

Will you be using the new generation of GW paints too?

A different Great Company?

Or basically your old force put with everything tweaked and honed from a growth of skills and inspiration?

 

I too had thought you had rage quit, or something dramatic. You got me. Scallywag. :P

What are you doing differently with this army?

Will you be using the new generation of GW paints too?

A different Great Company?

Or basically your old force put with everything tweaked and honed from a growth of skills and inspiration?

 

I too had thought you had rage quit, or something dramatic. You got me. Scallywag. :P

 

New paint scheme with the new generation of paints, and of course better skill.

 

I never did a Great Company as I was always more inclined to keep mine named in the manner of the heresy era Rout. Not sure if I will keep the Sepp or change numbers.

 

By the time I had finished my other army, I had thought of so many things I would have done differently that it just bugged me to no end.

 

No Blacksad

No Blacksad

No Blacksad

 

Anyway, I cleaned up my Blog here just leaving a couple of fluff stories and will get ot started up again once everything gets delivered and I can start in earnest.

I've long been pondering doing the same thing Ramses. (I really, want to do a 13th Co.)

 

I too have learned a lot over the years painting the literally hundreds of Space Wolves that I have.

 

I have just been hesitant, because I often wish I still had the older 2 Wolf armies that I sold before I built my most recent one. Maybe I will man, er wolf-up one day and jump in and do it myself.

 

Good luck, and make sure you post lots of pictures, I can't wait to see your new stuff!!!

I could never get it over my hart to sell my mini's, i'v spent to much time with all of them.

I gave one away once to a fund raise and it was painful to do so.

 

Not happening, no way no how, ill just get them new paint to look like the old, and if not to bad.

The number of RB's you bought makes me weep for the future, but I guess I'll watch your army progress anyway. :)

 

I only run one or two Razorbacks, specifically when I play one or two packs of Long Fangs. The rest will be Rhinos for the Grey Hunters again like last army, with the Razorback bits for just in case scenarios.

 

There might be few left, but I believe mech is still viable with adjustments made for the new rules.

SW battleforce is really a great buy

 

 

TONS of fun bits in there

 

Only if you want a droppod and Wolf Scouts, which I don't.

 

One of my hard rules for buying SW packs is for every SW pack, buy a SM tactical squad.

 

1. You get a meltagun and a flamer.

2. You get a missile launcher.

3. You can mix and match bodies with torsos with arms with shoulderpads from each box so you are not completely wolfed out to the extreme.

 

If I were to use the other components in the battleforce and thus bought it, I would still be adding an additional two SM tactical squads to the purchase.

don't forget a box of Khorne Berserkers. many of their bits can give your army a slightly "better" look due to even more differences, and the axes are extremely usefull. with 1 box you'd have enough poweraxes and frostaxes for your grey hunter packs, characters, and whatever else you fancy.
The number of RB's you bought makes me weep for the future, but I guess I'll watch your army progress anyway. ;)

 

I only run one or two Razorbacks, specifically when I play one or two packs of Long Fangs. The rest will be Rhinos for the Grey Hunters again like last army, with the Razorback bits for just in case scenarios.

 

There might be few left, but I believe mech is still viable with adjustments made for the new rules.

 

Well, that's better.

 

I have found my mech just gathering dust in favor of footslogging. Pods have gotten new use from me, and Dreads haven't gone away, but the rhino chassis is no longer in my army right now.

The number of RB's you bought makes me weep for the future, but I guess I'll watch your army progress anyway. ;)

 

I only run one or two Razorbacks, specifically when I play one or two packs of Long Fangs. The rest will be Rhinos for the Grey Hunters again like last army, with the Razorback bits for just in case scenarios.

 

There might be few left, but I believe mech is still viable with adjustments made for the new rules.

 

Well, that's better.

 

I have found my mech just gathering dust in favor of footslogging. Pods have gotten new use from me, and Dreads haven't gone away, but the rhino chassis is no longer in my army right now.

 

My tactics have changed with 6th edition, however they still include mech.

 

With 5th edition, transports were literally mobile bunkers due to the rules regarding disembarking, firing, and assaulting. With 6th and the changes to damage and speed, Rhinos have been bumped more towards a fast transport role and much, much less the mobile bunker. Whereas I used to be able to weather a storm of incoming small arms and light anti-armor fire, while slowly trekking to midfield to deliver my GH. I now need to be more aware of cover and speed my way to midfield to deliver my GH.

 

However, with the other changes in 6th, I also need to change how the rest of my army now works with those GH getting to midfield or to objectives. You can't over extend your GH now, letting the Rhinos keep them safe for a turn while the rest of the army plays catch-up anymore. Close support in the form of what I like to refer to as "heavy infantry" needs to be able to be in-line with that forward GH line or just slightly ahead of it as a blunting/turning shield wall. As the enemy extends it spear point forward into the "hardened infantry", GH the reverse roles and become the support element to said hardened infantry and move forward to engage the enemy thrust.

 

This is just part of my general tactic of what I call, "threat saturation". It includes putting forward a solid core of GH quickly with our faster transports, supported by TWC as fast hardened infantry, and long range support of Long Fangs/Razorbacks. In a large enough game, the addition of a small allied force of Death Company/Reclusiarch/Assault Marines played as 13th Co creates a very threat saturated battlefield that I see causing problems for my opponents.

Are you looking at allies, or not, and if so, why?

Will they be Wolfed ~ ie, those allied Hammernators are not Ultramarines, but actually proper Wolf Guard Hammernators, but for X pts, not X+23 pts, iIrc....?

 

My only allied plans are for campaign/fluff gaming. Specifically looking at adding in Blood Angels to represent 13th Co;

 

Reclusiarch (13th Co chaplain)

 

Death Company (13th Co Wulfen)

Assault Marines {Grey Slayers)

 

My Wolf Priest with Saga of the Hunter Joins the Reclusiarch and Death Company to represent the 13th Co mysteriously appearing on a board edge to assist their modern era brothers. The Assault Marines will represent the non-Wulfen 13th Co members and they will be deepstriking in via jump packs, again to represent coming in unexpectedly and where needed most.

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