Dewi Sant Posted July 19, 2014 Share Posted July 19, 2014 Right, I've had the box set for 4 days now but only just came across this little gem! You heard it here first brothers! "Terminator Armour Also know as Tactical Dreadnought Armour, Terminator armour is the best protective equipment in the arsenal of the Space Marines, its adamantium exoskeleton capable of withstanding almost any attack. Each suit in the Space Wolves' armouries is a treasured relic, sporting engraved runic scrips, golden filigree or icons honouring the wearers' famous deeds. Terminator armour confers a 2+ Armour Save and a 5+ invulnerable save. Furthermore, models in Terminator armour have the Bulky, DEEP STRIKE and Relentless spacial rules, and may not make Sweeping Advances." Russ be praised! One very nice reason to take this formation in my normal games! Link to comment https://bolterandchainsword.com/topic/293948-the-fierce-eyes-wolf-guard-and-deep-strike/ Share on other sites More sharing options...
Firepower Posted July 19, 2014 Share Posted July 19, 2014 Hm. What's the Fenrisian term for "HERESY!"? Break-lore-make? Link to comment https://bolterandchainsword.com/topic/293948-the-fierce-eyes-wolf-guard-and-deep-strike/#findComment-3749234 Share on other sites More sharing options...
skeletoro Posted July 19, 2014 Share Posted July 19, 2014 It doesn't really break lore though. All you need to do is RP your wolf guard as being reluctant. Fluff appeased. Link to comment https://bolterandchainsword.com/topic/293948-the-fierce-eyes-wolf-guard-and-deep-strike/#findComment-3749241 Share on other sites More sharing options...
Rune_Priest_Rhapsody Posted July 19, 2014 Share Posted July 19, 2014 Praise the Allfather indeed!! It's about time we get to DS our TDAWGs. I hope they don't take away the vast armory access to 'balance' it out!! Of course this is only the Stormclaw version of what units can and cannot do, not the new codex rules at all. End of Line Link to comment https://bolterandchainsword.com/topic/293948-the-fierce-eyes-wolf-guard-and-deep-strike/#findComment-3749261 Share on other sites More sharing options...
Valerian Posted July 19, 2014 Share Posted July 19, 2014 Meh, Drop Pods are safer and allow first turn deployment for half; I much prefer our way of using those to Teleporting. Link to comment https://bolterandchainsword.com/topic/293948-the-fierce-eyes-wolf-guard-and-deep-strike/#findComment-3749266 Share on other sites More sharing options...
Captain Coolpants Posted July 19, 2014 Share Posted July 19, 2014 I don't get it? Terminators have always been able to deepstrike? It's to make up for the lack of transports I'd assume. Or just to make them cooler. lol But as valerian said, I'd rather spend a messily 35 points on a nice safe and effective drop pod Link to comment https://bolterandchainsword.com/topic/293948-the-fierce-eyes-wolf-guard-and-deep-strike/#findComment-3749297 Share on other sites More sharing options...
Jarl Kjaran Coldheart Posted July 19, 2014 Share Posted July 19, 2014 @Jbat360: Wolf terminators have not been allowed to deep strike since 2nd edition. WLK Link to comment https://bolterandchainsword.com/topic/293948-the-fierce-eyes-wolf-guard-and-deep-strike/#findComment-3749299 Share on other sites More sharing options...
Captain Coolpants Posted July 19, 2014 Share Posted July 19, 2014 Oh wow Lmao. I thought Terminator armour had that rule by default for all Marines! Silly meeee haha Link to comment https://bolterandchainsword.com/topic/293948-the-fierce-eyes-wolf-guard-and-deep-strike/#findComment-3749472 Share on other sites More sharing options...
Dewi Sant Posted July 19, 2014 Author Share Posted July 19, 2014 The big thing that is does give though is increased threat range, area denial capability and some extra mobility to a formation that can't take drop pods or buy vehicles. Purely from a formation point of view this is a good thing. Link to comment https://bolterandchainsword.com/topic/293948-the-fierce-eyes-wolf-guard-and-deep-strike/#findComment-3749485 Share on other sites More sharing options...
Bulldogging Posted July 19, 2014 Share Posted July 19, 2014 The big thing that is does give though is increased threat range, area denial capability and some extra mobility to a formation that can't take drop pods or buy vehicles. Purely from a formation point of view this is a good thing. While it is a cool find, it doesn't help this weak formation. The bonuses of this formation rely on them being able to engage the same target. Without access to transports the other 2 units will have trouble reliably reaching the same target. Drop Pods are superior to teleporting for numerous reasons. Actually the only good thing about Deep Strike teleporting is it doesn't cost anything. I wish they had left the formations codex options open like almost all formations. It would have been a cool one to run. Sadly all it leaves us with is a poorly optioned Wolf Lord, and 2 out of 3 squads with no mobility, that are supposed to somehow fight together. Link to comment https://bolterandchainsword.com/topic/293948-the-fierce-eyes-wolf-guard-and-deep-strike/#findComment-3749649 Share on other sites More sharing options...
Nadir Posted July 19, 2014 Share Posted July 19, 2014 Well, in our latest codex, it's only the text: "Though the Terminators of other Space marines Chapters often teleport (...), SW have a deep mistrust of such arcane tactics and PREFER to fight with their feet on solid ground...". There is nothing, that we can not use teleporters. We just have other options like Drop Pods (with are better in mine opinion). In the previous codex there were a rule: "Will not teleport". Now there is nothing like this. We can not trust, but if we have to, we will use this technology, that can merge you with a stone or a brick wall... Link to comment https://bolterandchainsword.com/topic/293948-the-fierce-eyes-wolf-guard-and-deep-strike/#findComment-3749713 Share on other sites More sharing options...
Vash113 Posted July 19, 2014 Share Posted July 19, 2014 I wouldn't hold my breath that this means we'll get to deep strike our Terminators once the new codex comes out. All things considered now I have the actual rules in my hands it really seems like they kept the options in the formation limited for new players and cut down on extraneous rules. I believe that's why Krom doesn't have Runic Armor because it would have been another item requiring a description and rules with no space to put those rules. Link to comment https://bolterandchainsword.com/topic/293948-the-fierce-eyes-wolf-guard-and-deep-strike/#findComment-3749823 Share on other sites More sharing options...
Jarl Kjaran Coldheart Posted July 19, 2014 Share Posted July 19, 2014 Well, in our latest codex, it's only the text: "Though the Terminators of other Space marines Chapters often teleport (...), SW have a deep mistrust of such arcane tactics and PREFER to fight with their feet on solid ground...". There is nothing, that we can not use teleporters. We just have other options like Drop Pods (with are better in mine opinion). In the previous codex there were a rule: "Will not teleport". Now there is nothing like this. We can not trust, but if we have to, we will use this technology, that can merge you with a stone or a brick wall... there is nothing saying you cannot teleport like in the previous codex, but tell what part of the standalone 5th edition Wolf Codex states that terminator armor CAN teleport? Rules only, no fluff statement. WLK Link to comment https://bolterandchainsword.com/topic/293948-the-fierce-eyes-wolf-guard-and-deep-strike/#findComment-3749848 Share on other sites More sharing options...
Brother Amarel Posted July 19, 2014 Share Posted July 19, 2014 there is nothing saying you cannot teleport like in the previous codex, but tell what part of the standalone 5th edition Wolf Codex states that terminator armor CAN teleport? Rules only, no fluff statement. WLK They follow the normal rules for Terminator Armour in the main rulebook, unless specifically stated otherwise. Link to comment https://bolterandchainsword.com/topic/293948-the-fierce-eyes-wolf-guard-and-deep-strike/#findComment-3749858 Share on other sites More sharing options...
Sohail187 Posted July 19, 2014 Share Posted July 19, 2014 I dont understand, why you would want to deepstrike terminators... drop pods are WAY BETTER! -_- you can come down turn 1... and you can not deepstrike MH... and if you really want to be precise about where you land you choose not to scatter for 20 points. Link to comment https://bolterandchainsword.com/topic/293948-the-fierce-eyes-wolf-guard-and-deep-strike/#findComment-3749861 Share on other sites More sharing options...
Valerian Posted July 19, 2014 Share Posted July 19, 2014 there is nothing saying you cannot teleport like in the previous codex, but tell what part of the standalone 5th edition Wolf Codex states that terminator armor CAN teleport? Rules only, no fluff statement. WLK They follow the normal rules for Terminator Armour in the main rulebook,.. And what page, exactly is Terminator Armour described in the main rulebook? Link to comment https://bolterandchainsword.com/topic/293948-the-fierce-eyes-wolf-guard-and-deep-strike/#findComment-3749863 Share on other sites More sharing options...
Nadir Posted July 19, 2014 Share Posted July 19, 2014 Not in the main codex, but p. 126 in SM codex: "Futhermore, models in terminator armour have the Bulky, Deep Strike and relentless special rules (...)". Still, I like the whole idea of "will not teleport" idea, and yeah, DP are faaar better. Link to comment https://bolterandchainsword.com/topic/293948-the-fierce-eyes-wolf-guard-and-deep-strike/#findComment-3749869 Share on other sites More sharing options...
Valerian Posted July 19, 2014 Share Posted July 19, 2014 Not in the main codex, but p. 126 in SM codex: "Futhermore, models in terminator armour have the Bulky, Deep Strike and relentless special rules (...)". We don't use the Space Marine codex. We play Space Wolves. Look in the Space Wolves codex. V Link to comment https://bolterandchainsword.com/topic/293948-the-fierce-eyes-wolf-guard-and-deep-strike/#findComment-3749874 Share on other sites More sharing options...
Jarl Kjaran Coldheart Posted July 19, 2014 Share Posted July 19, 2014 Thanks Valerian, beat me to it. I thought me saying "standalone 5th edition Wolf Codex" would be enough of a tip off, but oh well. WLK Link to comment https://bolterandchainsword.com/topic/293948-the-fierce-eyes-wolf-guard-and-deep-strike/#findComment-3749942 Share on other sites More sharing options...
Sturm Moonwolf Posted July 19, 2014 Share Posted July 19, 2014 I'd still like a pack or 2 of TDAWG making use of my Damocles Rhino more viable... Link to comment https://bolterandchainsword.com/topic/293948-the-fierce-eyes-wolf-guard-and-deep-strike/#findComment-3749950 Share on other sites More sharing options...
Rift Blade Posted July 19, 2014 Share Posted July 19, 2014 Damacoles Rhino is not supposed to get near combat to make DS WGTDA more accurate..... but damn it's nice to have a way to get an orbital bombardment. Link to comment https://bolterandchainsword.com/topic/293948-the-fierce-eyes-wolf-guard-and-deep-strike/#findComment-3749957 Share on other sites More sharing options...
Sturm Moonwolf Posted July 20, 2014 Share Posted July 20, 2014 Damacoles Rhino is not supposed to get near combat to make DS WGTDA more accurate..... but damn it's nice to have a way to get an orbital bombardment. The way I want to use mine they do, haha. I only use them in apoc, but it would be sweet to start out 12" on the table and move flat out across the board and get the 12" extension for no scatter following turn in a regular game. Just because. Link to comment https://bolterandchainsword.com/topic/293948-the-fierce-eyes-wolf-guard-and-deep-strike/#findComment-3749983 Share on other sites More sharing options...
Grimtooth Posted July 20, 2014 Share Posted July 20, 2014 I am not getting my box set until later this week, but does this campaign set appear to allow you to play without the SW codex? I ask because this would just be more validation that the set supplies a set of rules to forge the narrative of the campaign and does not represent how the new SW codex will be. Link to comment https://bolterandchainsword.com/topic/293948-the-fierce-eyes-wolf-guard-and-deep-strike/#findComment-3750129 Share on other sites More sharing options...
Vash113 Posted July 20, 2014 Share Posted July 20, 2014 I am not getting my box set until later this week, but does this campaign set appear to allow you to play without the SW codex? I ask because this would just be more validation that the set supplies a set of rules to forge the narrative of the campaign and does not represent how the new SW codex will be. Indeed the campaign booklet includes a very cut-down list of wargear and rules for both factions so players do not require either codex to play the missions in the booklet. I would say that your right, this doesn't likely indicate what will or will not be in the next codex. The terminator armor entry was probably just copy/pasted from the Space Marine codex, while additional rules and wargear were largely cut down, including the bolt pistols and close combat weapons of the Grey Hunters and the lack of Runic Armor for Krom. Link to comment https://bolterandchainsword.com/topic/293948-the-fierce-eyes-wolf-guard-and-deep-strike/#findComment-3750133 Share on other sites More sharing options...
Grimtooth Posted July 20, 2014 Share Posted July 20, 2014 I am not getting my box set until later this week, but does this campaign set appear to allow you to play without the SW codex? I ask because this would just be more validation that the set supplies a set of rules to forge the narrative of the campaign and does not represent how the new SW codex will be. Indeed the campaign booklet includes a very cut-down list of wargear and rules for both factions so players do not require either codex to play the missions in the booklet. I would say that your right, this doesn't likely indicate what will or will not be in the next codex. The terminator armor entry was probably just copy/pasted from the Space Marine codex, while additional rules and wargear were largely cut down, including the bolt pistols and close combat weapons of the Grey Hunters and the lack of Runic Armor for Krom. This just further reinforces my opinion that the rules and loadouts are to forge the narrative in this campaign. WGTDA teleporting? Well during Sanctus Reach, the Wolves decided it was the best tactic course of action. Same applies to the packs and rules. They are meant to forge the Sanctus Reach narrative, not be a comp list or all comers list. Link to comment https://bolterandchainsword.com/topic/293948-the-fierce-eyes-wolf-guard-and-deep-strike/#findComment-3750139 Share on other sites More sharing options...
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