marine7312000 Posted June 7, 2014 Share Posted June 7, 2014 Over in this thread: http://www.bolterand...phase-finished/, Black Cohort is looking on some input for the key units and rules that identify the SWs. The thread is to re-build the CRB and 'dexes from the ground up. I'm looking for your input brothers. What units do you feel are key? Are there any rules that you feel are key to running a SW army? Link to comment https://bolterandchainsword.com/topic/292128-sw-identifying-units-and-rules/ Share on other sites More sharing options...
Rift Blade Posted June 7, 2014 Share Posted June 7, 2014 Wolf Guard, Gray Hunters & Long Fangs are probably the key/identifying packs of most SW forces. Due to last edition changes & not being familiar with 7 Ed yet & no new codex, fluff wise, Wolf Scouts are also a key unit. For me Wolf Guard are a key unit in any force I take as they bolster most other packs when I need it. Wether it's as veteran Sgt's for my Gray Hunters, a meat shield &/or extra fire power for my Long Fangs or even as an extra hard hitting unit on their own, the Wolf Guard give my force that extra edge it needs. My two cents anyways. Link to comment https://bolterandchainsword.com/topic/292128-sw-identifying-units-and-rules/#findComment-3711614 Share on other sites More sharing options...
The Rose Princes Posted June 8, 2014 Share Posted June 8, 2014 Key? Definitely Wolf Guard and Long Fangs. But for the iconic Space Wolf imagery, TWC! They are new, but really how are Thunderwolf Cavalry not iconic? Link to comment https://bolterandchainsword.com/topic/292128-sw-identifying-units-and-rules/#findComment-3712273 Share on other sites More sharing options...
Vykryl Posted June 8, 2014 Share Posted June 8, 2014 Getting Venerable Dreadnoughts as HQ's. Wolf Guard having access to near anything in the armory and being able to split into honor guard for HQ's or Sargent for squads, split as each task requires. Grey Hunters having load out of Bolter, Bolt Pistol & CCW. Scouts being veteran with assault troops being rookies. Fenrisian Wolves roaming in packs or 1-2 joining Wolf Lords, Wolf Guard Battle Leaders and Lone Wolves. Lone Wolves as vengeance seeking remnants of their packs, seeking a glorious end (to join their pack in the halls of Russ) or a heroic deed to welcome them into the Wolf Guard. Thunder Wolf Cavalry for over intoxicated Wolf Guard to try and conquer for use as mounts rather than motorcycles. I've only played a few games but this is what stands out to me from when I first looked at playing 40k in 3rd edition and what I'm seeing now with my 5th edition codex, with some reference to a 2nd edition scan I looked for out of curiosity. * Dreadnought HQ (Bjorn in 2 editions & Venerable in 1) * Wolf Guard with flexible load outs and deployment * Grey Hunters get all basic Space Marine weapons BG/BP/CCW/grenades * Veteran Scouts * Green assaults * Take their pets to war with them Lone Wolves and Thunder Wolf Cavalry are from the current codex. Lone Wolves fit their own fluff better than Thunder Wolves seem to. Link to comment https://bolterandchainsword.com/topic/292128-sw-identifying-units-and-rules/#findComment-3712304 Share on other sites More sharing options...
Leif Bearclaw Posted June 8, 2014 Share Posted June 8, 2014 But for the iconic Space Wolf imagery, TWC! They are new, but really how are Thunderwolf Cavalry not iconic? That, I just find depressing. But then, I've covered my objection to TWC before (in this thread http://www.bolterandchainsword.com/topic/291001-new-sw-codex-confirmation/). On topic, Vykryl has it about right, the really important thing would be the preservation of the Claw/Hunter/Fang system, with the Scout and WG elites, it really carries home how distinct the SW structure and feel is. Link to comment https://bolterandchainsword.com/topic/292128-sw-identifying-units-and-rules/#findComment-3712393 Share on other sites More sharing options...
SW1 Posted June 8, 2014 Share Posted June 8, 2014 Bah ... Young ones and their twc. Hate them in every way possible. GWS needed a new thing to bring in the cash so some bright spark decided that a fully armoured SM could be carried on the back of a giant wolf and they'll get away with it being fluffy with the amount of fur on it. If your happy to see BA's on the back of giant bats and RG on the back of giant birds, etc then twc are acceptable. I now just ignore any mention of them in the codex and will forever do so. Imo if you want to be a true son of Russ do the same!!! As mentioned in previous posts claw/hunter/fang and wolf guard are the main ones with scouts and lone wolves fleshing things out a little bit. Lol ... Must stop typing before I rage reg twc any more ... Link to comment https://bolterandchainsword.com/topic/292128-sw-identifying-units-and-rules/#findComment-3712679 Share on other sites More sharing options...
Vykryl Posted June 9, 2014 Share Posted June 9, 2014 Wrong place for this but I'd like TWC better if ridden by Scouts. I like the unit but not the riders. Other than role swap of assault units and scouts, Fenrisian Wolves seem to be the unique Space Wolves unit. I don't see them as very special but our faction seem to prefer hunting the enemy with "hounds". Lone Wolves would be the other special unit to show SW structure. Each pack starts as Blood Claws then moves on as they are tempered. Along the way pack members are lost hence BCs start at 15, GHs 10, LFs 6. If any of these packs gets reduced to 1, the last member becomes a suicidal berserker seeking to avenge his fallen pack before joining them in the Halls of Russ. If his deeds are truly heroic he may find himself a member of the Wolf Guard, body guard of his Wolf Lord. Link to comment https://bolterandchainsword.com/topic/292128-sw-identifying-units-and-rules/#findComment-3712826 Share on other sites More sharing options...
Vash113 Posted June 9, 2014 Share Posted June 9, 2014 Thunderwolves are definitely a no in my opinion, never liked them, still don't. Link to comment https://bolterandchainsword.com/topic/292128-sw-identifying-units-and-rules/#findComment-3712895 Share on other sites More sharing options...
SW1 Posted June 9, 2014 Share Posted June 9, 2014 If they lived up to the thunder title maybe they would be less hard to accept. But then the kit would need to be the size of the WHFB wooly mammoth thing the ogres have. I'll step away from that for now but it's got my creative juices going for a future project. ;) Link to comment https://bolterandchainsword.com/topic/292128-sw-identifying-units-and-rules/#findComment-3713813 Share on other sites More sharing options...
Squark Posted June 9, 2014 Share Posted June 9, 2014 Removing units from a codex, particularly if they have official models, seems like a spectacularly bad idea for a fan project. Capturing the idea of Space Wolves, though... -Army is Competent in Assault and Shooting phases, at the cost of having only a handful of long range options. -Emphasize Blood Claw-Grey Hunter-Long Fang progression (Perhaps increase Long Fangs price, but make them full fledged veterans? Would be tricky to balance giving them a veteran statline without underpricing them or spending points on things they don't need, though), with Wolf Guard drawn from all three groups -Scouts drawn from seasoned troops -Unique variants of other codex positions (Wolf Priests, Iron Priests, Rune Priests, Wolf Lords, and Wolf Guard Battle Leaders) -Non-standard approach to HQ slots (3rd edition had 1 HQ per 800 points, I believe, while 5th edition had HQs take up half a slot. One idea I toyed with was keeping the 5th edition half slots, but requiring characters of the same role to be in different slots (So, only 2 rune Priests, but could still take a Wolf Lord and a Wolf Priest) -Some rules to represent Feral Cunning and heightened senses Link to comment https://bolterandchainsword.com/topic/292128-sw-identifying-units-and-rules/#findComment-3713899 Share on other sites More sharing options...
Rune_Priest_Rhapsody Posted June 10, 2014 Share Posted June 10, 2014 I love TWC and cannot think of a unit in our dex that makes me think 'Space Wolves' more than they do. I would add Fenrisian wolves to my list as well. Long Fangs are just Devastators when it comes down to it and Grey Hunters, Tactical Marines. End of Line Link to comment https://bolterandchainsword.com/topic/292128-sw-identifying-units-and-rules/#findComment-3714887 Share on other sites More sharing options...
tjdudey Posted June 11, 2014 Share Posted June 11, 2014 I love TWC and cannot think of a unit in our dex that makes me think 'Space Wolves' more than they do. I would add Fenrisian wolves to my list as well. Long Fangs are just Devastators when it comes down to it and Grey Hunters, Tactical Marines. End of Line As I have never looked at a Vanilla Marine codex, could you tell me, do the Tac Marines get the same loadout as GH, as in Bolter, Bolt Pistol and CCW? Or are the GH unique in that respect? Link to comment https://bolterandchainsword.com/topic/292128-sw-identifying-units-and-rules/#findComment-3715356 Share on other sites More sharing options...
Vash113 Posted June 11, 2014 Share Posted June 11, 2014 As I have never looked at a Vanilla Marine codex, could you tell me, do the Tac Marines get the same loadout as GH, as in Bolter, Bolt Pistol and CCW? Or are the GH unique in that respect? No regular Tactical Marines do not have a close combat weapon, just the bolter and bolt pistol. Link to comment https://bolterandchainsword.com/topic/292128-sw-identifying-units-and-rules/#findComment-3715432 Share on other sites More sharing options...
Rune_Priest_Rhapsody Posted June 11, 2014 Share Posted June 11, 2014 My meaning was this: Grey Hunters are our Tactical Marines, a core unit in every single Marine force. And the same goes for Long Fangs. Don't get me wrong, both are certainly deeply rooted in the history and lore of the chapter, but with unique models and rules that come with the TWC there is a certain stand out quality for me. It's like Sanguinary Guard are the unit I think about for the Blood Angels, Deathwing for the Dark Angels... I also think that having Sagas and being able to choose which one you want to take is a really stylistic bit to our codex. It allows us to sculpt our Lords and heroes into the Bringers of Death they are!! End of Line Link to comment https://bolterandchainsword.com/topic/292128-sw-identifying-units-and-rules/#findComment-3715692 Share on other sites More sharing options...
tjdudey Posted June 11, 2014 Share Posted June 11, 2014 I realize you were not comparing them as such. I just had no knowledge of if the vanilla Tac marines were as hardcore as our fearsome Grey Hunters. When I first started the hobby just 4 or 5 months ago, I used to complain about my Nid friends MCs, and the stupid number of wounds etc. But actually, I would much rather have a really hardcore troop choice like we have. The choice of special weapons is (at the moment), excellent. Link to comment https://bolterandchainsword.com/topic/292128-sw-identifying-units-and-rules/#findComment-3715699 Share on other sites More sharing options...
Squark Posted June 11, 2014 Share Posted June 11, 2014 Eh, we pay the points for the privelage. Actually, once wargear prices are updated, I may find myself envying Codex Marines not having to pay for the close combat weapon. Link to comment https://bolterandchainsword.com/topic/292128-sw-identifying-units-and-rules/#findComment-3715751 Share on other sites More sharing options...
Vykryl Posted June 18, 2014 Share Posted June 18, 2014 I was looking through 2nd edition Space Wolves as they are compiling special characters for this project. There was one that seemed an early version of Arjac, named Ranulf. His description was a Wolf Guard more physically imposing than Leman Russ (not a better warrior just bigger). His piece of fluff had him killed and turned into an orc shrine. Did GW put dead characters in the codex very often back in the earlier rule sets? Link to comment https://bolterandchainsword.com/topic/292128-sw-identifying-units-and-rules/#findComment-3723038 Share on other sites More sharing options...
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