Baulder Posted June 3, 2014 Share Posted June 3, 2014 have you considered swiftclaws as a biomancy runepriest delivery system with a WG that has a powerfist? same points per wound for basic swiftclaws vs. TWC and the ability to turboboost/jink granted they don't have as good a strength or staying power in combat as the TWC alone but if you are looking for extra wounds to deliver the runepriests into combat this could be a cheaper option. Link to comment https://bolterandchainsword.com/topic/291806-thunderwolf-cavalry-as-individual-units/page/2/#findComment-3705830 Share on other sites More sharing options...
skeletoro Posted June 3, 2014 Share Posted June 3, 2014 Unfortunately I think the limit on only attempting each power once is once per unit rather than once per pskyer, weirdly!! Link to comment https://bolterandchainsword.com/topic/291806-thunderwolf-cavalry-as-individual-units/page/2/#findComment-3705834 Share on other sites More sharing options...
tjdudey Posted June 3, 2014 Author Share Posted June 3, 2014 Unfortunately I think the limit on only attempting each power once is once per unit rather than once per pskyer, weirdly!! Thats a real shame, If RPs are together, they should be like the Zoanthropes for nids, each can attempt to cast. Link to comment https://bolterandchainsword.com/topic/291806-thunderwolf-cavalry-as-individual-units/page/2/#findComment-3705837 Share on other sites More sharing options...
skeletoro Posted June 3, 2014 Share Posted June 3, 2014 Yeah, swift claws are actually a pretty good unit. You're getting 14 attacks of various kinds on the charge, for the amount a single thunder wolf would set you back. Of course, you're lacking the +1 strength, rending, and you're hit by WS4 on a 3+. Note, however, that biomancy shores up these weaknesses rather well: enfeeblement makes the unit only wounded on a 6+ by strength 4 (now 3) attacks - halving incoming wounds (which, against that baseline marine test case is better than a boost to WS4, which would only reduce incoming wounds by one quarter). Enfeeblement also reduces target toughness by 1, making up for the lack of TWC strength 5. Endurance grants the unit feel no pain(4+), which is pretty decent because it stacks with what they've already got - a 3+ armour save and a 4+ jink (or better) if they choose to use it. This would also be nice to compensate for swiftclaw's difficulties in taking a beating in close combat. Link to comment https://bolterandchainsword.com/topic/291806-thunderwolf-cavalry-as-individual-units/page/2/#findComment-3705842 Share on other sites More sharing options...
tjdudey Posted June 3, 2014 Author Share Posted June 3, 2014 ok then, what do I buy now, Bikes or TWC? Wife: 'Whats this REALLY BIG charge on the credit card?' Me: EDIT: Someone needs to open an online Warhammer store called 'Gifts for your wife' So it shows up on the statement as such and she waits in expectation of a nice surprise. Link to comment https://bolterandchainsword.com/topic/291806-thunderwolf-cavalry-as-individual-units/page/2/#findComment-3705854 Share on other sites More sharing options...
skeletoro Posted June 3, 2014 Share Posted June 3, 2014 And then replace one rune priest (in each squad) with a space marine librarian for a points discount, and chapter tactics. White scars grants hit and run (arguably awesome for swift claws - they have twin linked bolter overwatch and counter attack when charged, and TL bolters, HOW and a bonus two attacks when charging... they DON'T want to get locked in combat!) and astral claws grant Skilled Rider (automatically pass dangerous terrain, +1 to jink cover saves). Link to comment https://bolterandchainsword.com/topic/291806-thunderwolf-cavalry-as-individual-units/page/2/#findComment-3705861 Share on other sites More sharing options...
Torin Posted June 3, 2014 Share Posted June 3, 2014 hard to choose huh!!! :) Link to comment https://bolterandchainsword.com/topic/291806-thunderwolf-cavalry-as-individual-units/page/2/#findComment-3705922 Share on other sites More sharing options...
skeletoro Posted June 3, 2014 Share Posted June 3, 2014 Oh, umm, I forgot. Technically all runic weapons are str: user ap3. No access to the staff statline unfortunately . They really need to amend that! Link to comment https://bolterandchainsword.com/topic/291806-thunderwolf-cavalry-as-individual-units/page/2/#findComment-3705969 Share on other sites More sharing options...
tjdudey Posted June 3, 2014 Author Share Posted June 3, 2014 Oh, umm, I forgot. Technically all runic weapons are str: user ap3. No access to the staff statline unfortunately . They really need to amend that! Where does it specify that. If they count as Force weapons, surely they use the profile of Force weapons in the rulebook? Either an axe, sword or staff? Link to comment https://bolterandchainsword.com/topic/291806-thunderwolf-cavalry-as-individual-units/page/2/#findComment-3705976 Share on other sites More sharing options...
tjdudey Posted June 3, 2014 Author Share Posted June 3, 2014 From the codex: Runic Weapon: Runic weapons are the signature tools ofthe Rune Priests, often taking the form of staffs or wickedlybladed axes. Carved with protective sigils and canticles ofbanishment, the weapon affords excellent protection againstthe powers of the Warp. A runic weapon is a force weapon.Furthermore, whenever an enemy model succeeds on aPsychic test within 24" of the bearer, roll a dice - on the rollof a 4+ that power is nullified. A runic weapon alwayswounds Daemon models on the roll of a 2+. This specialability has no effect on vehicle models. Link to comment https://bolterandchainsword.com/topic/291806-thunderwolf-cavalry-as-individual-units/page/2/#findComment-3705979 Share on other sites More sharing options...
tjdudey Posted June 3, 2014 Author Share Posted June 3, 2014 The only comment on RUnic weapons in the FAQ is this: Page 36-Runic WeaponsThe fourth sentence of the Runic Weapons rule shouldbe replaced with the following:'Furthermore, a model with a runic weapon adds 1 toDeny the Witch rolls.' Link to comment https://bolterandchainsword.com/topic/291806-thunderwolf-cavalry-as-individual-units/page/2/#findComment-3705983 Share on other sites More sharing options...
Baulder Posted June 3, 2014 Share Posted June 3, 2014 my understanding was that they (as you say tjdudey, being force weapons) take the profile of the respective weapon they are modelled after. e.g. power staff, power axe, power sword etc.. or did this change and I missed it? Link to comment https://bolterandchainsword.com/topic/291806-thunderwolf-cavalry-as-individual-units/page/2/#findComment-3705986 Share on other sites More sharing options...
Marshall Bretton Posted June 3, 2014 Share Posted June 3, 2014 they count as unusual force weapons as they have their own special cc rules, therefore use the default profile of str user ap 3 Link to comment https://bolterandchainsword.com/topic/291806-thunderwolf-cavalry-as-individual-units/page/2/#findComment-3706003 Share on other sites More sharing options...
tjdudey Posted June 3, 2014 Author Share Posted June 3, 2014 they count as unusual force weapons as they have their own special cc rules, therefore use the default profile of str user ap 3 What are the 'special CC rules' that qualify them as unusual force weapons? oh...I guess you mean the Wounding Daemons on 2+. That cheeses me off as I never play anyone with Daemons, as no one in my gaming group has them... I will speak to my group and agree we can play as I have been. Link to comment https://bolterandchainsword.com/topic/291806-thunderwolf-cavalry-as-individual-units/page/2/#findComment-3706010 Share on other sites More sharing options...
Marshall Bretton Posted June 3, 2014 Share Posted June 3, 2014 yeah thats what i was referring to. It very rarely comes into play though, i have fought deamons once and forgot the damn thing as well. I expect that will change when we get a new dex so that the weapon type has a purpose, right now you can have a runic axe with the same effects as a runic banana which is pointless Link to comment https://bolterandchainsword.com/topic/291806-thunderwolf-cavalry-as-individual-units/page/2/#findComment-3706016 Share on other sites More sharing options...
DanPesci Posted June 3, 2014 Share Posted June 3, 2014 there was a big debate about the RP force weapon a while back, cant find the link, and as far as i remember there was no official ruling on it, however people were generally in one of two camps 1. it takes the profile of what it is modelled after, as power weapons do 2. it counts as an unusual force weapon (as it is a force weapon with extra special rules) and so always counts as S:user AP3 dont know how either of those arguments fall in rulings for force weapons/unusual force weapons in 7th. But hey, anyway, back on topic, And then replace one rune priest (in each squad) with a space marine librarian for a points discount, and chapter tactics. White scars grants hit and run (arguably awesome for swift claws - they have twin linked bolter overwatch and counter attack when charged, and TL bolters, HOW and a bonus two attacks when charging... they DON'T want to get locked in combat!) and astral claws grant Skilled Rider (automatically pass dangerous terrain, +1 to jink cover saves). hold on...so your saying if i take an IC with certain chapter tactics, and attach him to a unit from the space wolves codex, then that unit also benefits from his chapter tactics??? Surely not? (otherwise, hello grey hunters with sons of terra tactics in drop pods) Link to comment https://bolterandchainsword.com/topic/291806-thunderwolf-cavalry-as-individual-units/page/2/#findComment-3706021 Share on other sites More sharing options...
tjdudey Posted June 3, 2014 Author Share Posted June 3, 2014 Runic Banana S User AP4 Auto wounds the stupid Grey Knight Orangutan thing Link to comment https://bolterandchainsword.com/topic/291806-thunderwolf-cavalry-as-individual-units/page/2/#findComment-3706023 Share on other sites More sharing options...
Marshall Bretton Posted June 3, 2014 Share Posted June 3, 2014 no, chapter tactics only benefit units with the chapter tactics special rule, and even then only from the same detachment. otherwise you could do all sort of crazy Link to comment https://bolterandchainsword.com/topic/291806-thunderwolf-cavalry-as-individual-units/page/2/#findComment-3706028 Share on other sites More sharing options...
Baulder Posted June 3, 2014 Share Posted June 3, 2014 no, chapter tactics only benefit units with the chapter tactics special rule, and even then only from the same detachment. otherwise you could do all sort of crazy indeed, I think that is exactly why the limitation was put on the chapter tactics rules. Link to comment https://bolterandchainsword.com/topic/291806-thunderwolf-cavalry-as-individual-units/page/2/#findComment-3706067 Share on other sites More sharing options...
DanPesci Posted June 3, 2014 Share Posted June 3, 2014 no, chapter tactics only benefit units with the chapter tactics special rule, and even then only from the same detachment. otherwise you could do all sort of crazy indeed, I think that is exactly why the limitation was put on the chapter tactics rules. hahah phew, that makes all sorts of sense! Link to comment https://bolterandchainsword.com/topic/291806-thunderwolf-cavalry-as-individual-units/page/2/#findComment-3706143 Share on other sites More sharing options...
Valerian Posted June 3, 2014 Share Posted June 3, 2014 Unfortunately I think the limit on only attempting each power once is once per unit rather than once per pskyer, weirdly!! The rules states: "To manifest a psychic power, you will need to select on of your Psyker units....Then, select a psychic power known to the selected unit that the unit has not already attempted to manifest in this Psychic phase." Clearly, two Rune Priests are distinct "Psyker units" originally; one might question how this plays out if they both attach to the same unit, such as these Swift Claws. I think FAQ clarification is in order here. there was a big debate about the RP force weapon a while back, cant find the link, and as far as i remember there was no official ruling on it, however people were generally in one of two camps 1. it takes the profile of what it is modelled after, as power weapons do 2. it counts as an unusual force weapon (as it is a force weapon with extra special rules) and so always counts as S:user AP3 dont know how either of those arguments fall in rulings for force weapons/unusual force weapons in 7th. That's the gist of it. I've asked the FAQ team to address this issue, but for now the RAQ on this is clear - Runic Weapons do have a special close combat ability, thus must be catagorized as Unusual Force Weapons until GW provides an Amendment/Errata/FAQ telling us to do otherwise. This doesn't prevent anyone, however, from working out a different way to play them against their opponent, or within their group of adversaries. If your opponents are cool with you treating them as distinct weapon types (as modelled) then have at it. And then replace one rune priest (in each squad) with a space marine librarian for a points discount, and chapter tactics. White scars grants hit and run (arguably awesome for swift claws - they have twin linked bolter overwatch and counter attack when charged, and TL bolters, HOW and a bonus two attacks when charging... they DON'T want to get locked in combat!) and astral claws grant Skilled Rider (automatically pass dangerous terrain, +1 to jink cover saves). hold on...so your saying if i take an IC with certain chapter tactics, and attach him to a unit from the space wolves codex, then that unit also benefits from his chapter tactics??? Surely not? (otherwise, hello grey hunters with sons of terra tactics in drop pods) Thankfully, Chapter Tactics aren't shared in that way. Neither are several of our abilities (i.e. Ragnar's War Howl only works on Space Wolves Faction units, etc.). no, chapter tactics only benefit units with the chapter tactics special rule, and even then only from the same detachment. otherwise you could do all sort of crazy Yep. Link to comment https://bolterandchainsword.com/topic/291806-thunderwolf-cavalry-as-individual-units/page/2/#findComment-3706492 Share on other sites More sharing options...
Valerian Posted June 3, 2014 Share Posted June 3, 2014 I hope like hell rune priests get access to TWM in our next codex. Man, imagine biomancy-cav! I don't think they are likely to, for the same reason that Rune Priests and Wolf Priests didn't get access in the 5e (current) codex, and that is that it would violate the fluff for Thunderwolves as developed when this unit was introduced in this current dex. The Thunderwolf Cavalry are a subset of Wolf Guard - they're the elite of the Wolf Guard that take on the challenge to go out and master the apex predator of Asaheim. It makes sense that Wolf Guard Battle Leaders (who are still technically Wolf Guard in the fluff) and Wolf Lords (who all are selected from among the Wolf Guard when the previous Lord is killed) can have access. The fluff justification is that they were among the Thunderwolf Cavalry in their previous back-story capacity, and continue to operate in this way in their new role in the Great Company. Wolf Priests and Rune Priests, however, are not selected from the Wolf Guard, so they would have never had the opportunity to be Thunderwolf Cavalry riders previous to their current positions. We get on shaky ground, now, with Iron Priests, who also wouldn't have ever been among the Wolf Guard, yet were given access to Thunderwolf Mounts. I can only assume that they were because of some justification that they're the ones that help care for the Thunderwolves, and do the bionics/cybernetics work to repair injuries. As some sort of default "kennel-masters" perhaps is why they get them. V Link to comment https://bolterandchainsword.com/topic/291806-thunderwolf-cavalry-as-individual-units/page/2/#findComment-3706506 Share on other sites More sharing options...
tjdudey Posted June 3, 2014 Author Share Posted June 3, 2014 interesting point... Link to comment https://bolterandchainsword.com/topic/291806-thunderwolf-cavalry-as-individual-units/page/2/#findComment-3706629 Share on other sites More sharing options...
skeletoro Posted June 3, 2014 Share Posted June 3, 2014 Hit and run, as well as skilled rider, grant a bonus to any unit containing one or more models with the special rule. Link to comment https://bolterandchainsword.com/topic/291806-thunderwolf-cavalry-as-individual-units/page/2/#findComment-3706632 Share on other sites More sharing options...
Valerian Posted June 3, 2014 Share Posted June 3, 2014 Hit and run, as well as skilled rider, grant a bonus to any unit containing one or more models with the special rule. Hmm. Indeed they do. Those two might, in fact, work then. I'll look at wording in SM Codex later to see if there are any other factors at play. V Link to comment https://bolterandchainsword.com/topic/291806-thunderwolf-cavalry-as-individual-units/page/2/#findComment-3706641 Share on other sites More sharing options...
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