Ulrik_Ironfist Posted December 12, 2014 Share Posted December 12, 2014 So I was inspired by Bladewolf, to post the homegrown lore for my own great company. I went a different direction, and built a background centred around my play style. I don't use Blood Claws very much, instead preferring to focus on shooting units, since there are a bunch of close combat armies in my community right now (We have a ton of Ork Players, and that's all I seem to play against right now.) My theme is that my Great Company, the Wylfings (The Wolf Clan of Old Norse tradition, mentioned in Beowulf), are a Quick Response Force of elite troops (Like the US Army Rangers). They are mostly fleet based, and built around men who fought with Logan Grimnar during the 1st war of Armageddon. My theme is Air Assault, using drop pods, deep strike, and lots of Fliers. I don't use tanks a lot, but when I do, they're usually rhino chassis. This is because of how easy they are to prepare for combat, and the fact that a Thunderhawk transporter can carry 2 at a time, so they can deploy easily to a beach head. I run the Astartes storm wing, with iron hands chapter tactics, so I can regain hull points, and I wrote this into my lore, as they recovered and repaired a small fleet of damaged iron hands stormtalons and stormravens (and are able to build more due to them having found a manufactorum embedded in a space hulk. Also thus allowing them to build more of everything...) We had a campaign at one point in which my friend who was GM'ing, came up with rules for Fenrisian Ice trolls, which I took. I have since written all of my lore to include the taking of beasts in my armies, because drop podding trolls is hilarious. I include Thunderwolf cavalry instead of bikes, to reflect the relative lack of certain equipment, either due to it not fitting in the Company TO&E (Table of Organization and Equipment) or through attrition (maintenance/combat losses). My Great Company is also willing to ally with any faction in order to fight the forces of disorder (chaos, tyranids, dark eldar), as long as is needed until the enemy is vanquished (I play Tau, and Necrons as well, so this is the line of reasoning I use for campaigns that I use more than one army in). Background for the Wylfings has them trapped in a warp storm for 500 years, during which time they battle chaos almost constantly, until they are all but out of ammo, and forced to fight hand to hand and use ammo from fallen chaos marines. But ultimately emerging victorious, though the warp has taken it's toll. They have a high incidence of psychic latency, and many latent psykers bloomed into full blown rune priests. Some of them had their thirst for battle all but consume them, and their bodies mutate to specialize in it (sharpened teeth, growing of claws). To represent the elite nature of the Wylfings, they have few blood claws, and a large number of wolf guard. Skyclaw packs that left with the Company, are now wolf guard with jump packs, having not lost their urge to leap headlong into battle. Others became Grey Hunters and simply stayed as such, preferring to be the backbone of the army. Others became long fangs, specializing in killing vehicles and monstrosities with accurate ranged fire. While the rest became Wolf Guard, becoming their Lord's trusted hands. I have some background that I'm still working on, let me know what you think of my concept so far... Link to comment https://bolterandchainsword.com/topic/300305-wylfings-great-company/ Share on other sites More sharing options...
Lord Blackwood Posted December 12, 2014 Share Posted December 12, 2014 because drop podding trolls is hilarious. The Truest thing ever written on this forum Imagine if we got Fenrisan Ice Trolls as a unit - and it was one or two per drop pods cc beasts WS 6 BS 2 S5 T6 W4 I2 A4 LD7 S3+ 5++ Rage , Furious Charge , Stubborn and likely some other Special Rule about them occasionally attacking space wolves for some reason. I mean hell taming thunderwolves is cool , but imagine trapping Ice Trolls and being like O - O We can throw them at the enemy Logan: .... ... ... ITS BRILLIANT This is some pretty cool stuff ! Very interesting Read Narrative is always cool! Beginning of Line. Link to comment https://bolterandchainsword.com/topic/300305-wylfings-great-company/#findComment-3887418 Share on other sites More sharing options...
Ulrik_Ironfist Posted December 13, 2014 Author Share Posted December 13, 2014 So we actually made them max 3 (beasts) to a unit, WS5 BS5 S5 T5 W3 A3 I3 Ld7 Sv4+ Feel no pain (5+), Rage And allowed them a drop pod as dedicated transports. We also made them an elites choice. They could move 12 inches at a time, and throw crap, literally random debris was their shooting attack at S5, something like 12 inches. We made them accurate to account for throwing gigantic undodgeable objects. They were terrifying. I want more trolls to put in there (right now, I only have the original 3 river trolls, since my friend is the only one who will play against them). I have a few other Ideas, modelling wise, that I want to incorporate. Since I like taking rune priests, and because I wrote a fluffy reason for them to be included so frequently, I want to use Malefic Daemonology occasionally. But in order to avoid being called a traitor and a heretic, and because rune priests are more shamans than sorcerers, I want to make some Ancestral Spirit models, and spectral wolves and beasts, to use in place of the typical daemon models. So it's a spirit summoning rather than a daemonic summoning. I'd build some kitbashed pre-heresy style Space wolves (Fantasy Warriors of Chaos and SW Pack box) to make the warriors, and fenrisian wolves, and some other fantasy models, all of which would be painted like phantoms, to make my "daemons". I'd use the statlines of the daemons, like bloodletters for the warriors, and flesh hounds for the wolves, and bloodcrushers for thunderwolf cavalry. This way I can be fluffy, and still put some hurt on the table, and exercise some creativity. Link to comment https://bolterandchainsword.com/topic/300305-wylfings-great-company/#findComment-3888503 Share on other sites More sharing options...
Ulrik_Ironfist Posted December 13, 2014 Author Share Posted December 13, 2014 I took my forum name from the Character I created to be my wolf lord. A few quick words on Ulrik Ironfist, he is a mighty bear of a man, standing taller and broader than most of his brother wolves. He is quick-witted and ruthless in combat, He exudes an aura of confidence and lethality. He is a man of few words, rather letting his deeds speak for themselves, he is a man of integrity and honour, in all respects a professional warrior. But when at rest, he can be found singing loudly, feasting, drinking and brawling just as any son of Fenris, never one to boast and never one for pretense. He learned much of the ways of war from his namesake, Ulrik the Slayer. And though he has only scarcely seen 100 years of service to the Sky Warriors at the time he was chosen to become a Jarl, he quickly acquitted himself well in battle. He rose from the rank of blood claw swiftly, demonstrating an uncanny ability to blend the speed and fury of a blood claw with the level head of a grey hunter. Because of his steadying hand, his pack became grey hunters quickly, only losing 5 men in twice as many years. Soon after he and his men were elevated to the Great Wolf's Wolf Guard, and from there his legend only grew. On Armageddon his pack became separated, and rather than charge headlong into the enemy, he drew the forces of chaos into ambush after ambush, killing them by the scores with each engagement. He and five Sky Warriors slaughtered a hundred traitor marines, and one hundred times one hundred traitor guardsmen and cultists, in a 4 hour running gunfight as they made their way back to friendly lines. His exploits became the stuff of legend when he led ten of his brothers against the world eaters, crashing through their lines and pushing clear through to their command. Ulrik challenged and defeated the khornate champion in fierce single combat. He grappled with the nameless champion, for more than ten minutes, delivering a rain of punishing blows against his opponent, strike after strike landed with devastating precision, viscious kicks landed with crushing accuracy, destroying his foe's foundation. Ulrik was a flurry of movement, a blur of knees and elbows, contacting the chaos champion with such immense force that the Men surrounding the combat ceased as the thunderous melee, threatened to shake the heavens themselves. The combat lasted a mere ten minutes with the Khornate Champion barely able to fight back during that time. When Ulrik lifted his opponent's broken body above his head and hurled it into the seething throng of treasonous heretics, he let out a mighty roar, and then charged headlong into the mass. He swung his mighty axe around with the ease most men would swing a sword, sending the throng of traitors to their doom. With Ulrik at their head, ten wolf guard slaughtered more than ten times their number of traitors. But when Logan Grimnar Arrived with reinforcements, Ulrik told his king that it was not he who was to be commended, but his men, for they had given him the opening to strike. So impressed was the great wolf that he remembered Ulrik's name and considered him one of his most coveted men. That's what I have so far, his story is still evolving, but that's pretty much it. Link to comment https://bolterandchainsword.com/topic/300305-wylfings-great-company/#findComment-3888518 Share on other sites More sharing options...
Ulrik_Ironfist Posted December 25, 2014 Author Share Posted December 25, 2014 So, I picked a theme for my Army. And I'm realizing that it's a difficult concept to translate to the table, but I really what to give it a go. I'm building my army around the Air Assault. Using the Astartes Strom Wing, and drop pods to bring my Wolves into the fight. I use a minimal deployment, focused on long range units like las/plas long fangs and las/plas dreads. Then I back it up by reserve roll manipulation, with void claws, and Damocles command rhinos (which I can proxy since I cannot afford forge world). I also plan on adding two whirlwinds and a second vindicator to my motor pool, since those are always helpful options. I envisioned my wolves being like the US military special operations, the tip of the spear. Elite, and hard. I do need suggestions, so that my wolves don't become stale one trick ponies. Link to comment https://bolterandchainsword.com/topic/300305-wylfings-great-company/#findComment-3900177 Share on other sites More sharing options...
Ulrik_Ironfist Posted December 25, 2014 Author Share Posted December 25, 2014 I decided that my great company should have it's own unique touch, so I decided to rename a lot of things. Since I dislike the overuse of the word "wolf", I decided to use some more Norse flavour. Here goes: 1. Jarl (Wolf Lord) - The lord of the House, his advisors are included under him a. Karl (Wolf Guard Battle Leader)- He is the Jarl's champion, the Leader of his Huscarl. He will often lead the Huscarl in his Jarl's name. b. Seidhr (Rune Priests)- Keepers of the Sagas, and practitioners of the arcane arts c. Godi (Wolf Priest) - The Healers of the Clan, they oversee the choosing of new members of the clan. 2. Huskarl (Wolf Guard)- These are the Jarl's bodyguard, his most skilled and trusted warriors. They are entrusted with the best equipment that resides in the Clan's armory. a. Pansertruppen (Wolf Guard Terminators)- Those members of the Huskarl who don Tactical Dreadnought Armor and are used in a heavy assault role. Usually selected from among the Stottupp, and promoted to Sergeant, and usually don Power Armor, to lead the Stottrupp. i. Lojtnant (Terminator Leader)- A Terminator that specializes in leading other terminators, his rank is superior to a Sergeant. b. Stöttrupp (Wolf Guard)- Members of the Huskarl, that remain in a light infantry role, often used as shock troops. They often lead units of freemen as Korprals. i. Sergeant (Wolf Guard Pack Leader)- Members of the Huskarl that specialize in leading groups of power armored troops. c. Jakttruppen (Wolf Scouts)- A subset of the Huskarl, that excel in stealth operations. They are the scouts, and are often used as a quick, silent strike force. i. Jaktfurir (Scout leader)- Chosen on a mission by mission basis, to be the leader of the squad. He is usually an experienced scout, and a veteran of many battles. d. Drakoner (Thunderwolf Cavalry)- Another subset of the Huskarl, that employ the massive thunderwolves of Fenris as mounts which they ride into battle. They excel in fast hard hitting assaults, typically armed with melee weapons. i. Sergeant (Thunderwolf Cavalry Pack Leader)- Same as a sergeant for the Huskarl. e. Einherjar (Dreadnoughts)- Those who are interred in a dreadnought are inducted into the Huskarl, and are honored as mighty warriors, who despite their apparent death, continue to fight. 3. Freemen (Infantry) - These are the bulk of the Wolf Clan's might. They are all capable warriors, As is typical of any of the Sons of Russ. a. Berzerkers (Blood Claws)- These men excel in close combat, and are incapable of restraint in battle, they hunger for the close in fight. i. Korpral (Wolf Guard Pack Leader)- A memeber of the Huskarl that leads freemen troops. Usually armed in a similar fashion to the troops he commands.. b. Jagaere (Grey Hunters)- These men are the experienced hunters and warriors of the clan. They have not been invited into the Huskarl, but are by no means any less skilled. i. Korpral (Wolf Guard Pack Leader)- A memeber of the Huskarl that leads freemen troops. Usually armed in a similar fashion to the troops he commands.. c. Bagskyttar (Long Fangs)- They are masters of the long range kill, supporting their brothers as they advance. Like their brothers elsewhere in the Rout, they are the Old Veterans, long in the tooth, and see the closer range combat as the realm of the young. They have Sagas longer than many of the Huskarl, and deeds just as magnificent. Many have left the Huskarl to make room for the young and eager, and to pass along their knowledge to the up and coming warriors. i. Elder (Ancient) - His position is an honored and venerated one. It is he to whom many of the Huskarl come for guidance. He leads the other Bagskyttar, picking targets and directing fire. It is because of him the Bagskyttar are feared. 4. Vaeringjar (Chapter Serfs and Non astartes Allies)- Those who join the great company that cannot become astartes, are made Vaeringjar (sworn men) to the clan. This does not mean they become slaves, but are treated as freemen. Instead, those who ally with the clan swear an oath to the Jarl, either of fealty (chapter serfs) or of kinship (allies). The Vaeringjar perform a multitude of duties, including the maintenance of the astartes equipment, or by crewing the ships of the Clan's massive fleet. This also includes allies from the Astra Militarum, and Xenos allies that the Clan has made in its travels. The Vaeringjar also includes the Beast handlers, which allow the use of the varied beasts of Fenris to be used in battle. I felt this would add a bit more of myself to the army. The last entry opens up a whole slew of options for me to ally with my other armies, for campaign purposes, as well as letting me experiment with using homebrew units (like the trolls). I know there is no scout leader in the codex, but I felt that they needed a title, even though there's no scout armoured character in game. Link to comment https://bolterandchainsword.com/topic/300305-wylfings-great-company/#findComment-3900735 Share on other sites More sharing options...
Ulrik_Ironfist Posted December 25, 2014 Author Share Posted December 25, 2014 In keeping with my Company organization previously listed, I won't use more than one Wolf Lord or Wolf Guard battle leader in any one list. Since I'm going for a hierarchical structure, with a sort of feudal feel. Link to comment https://bolterandchainsword.com/topic/300305-wylfings-great-company/#findComment-3900748 Share on other sites More sharing options...
Ulrik_Ironfist Posted December 29, 2014 Author Share Posted December 29, 2014 I incorporated a rank structure, even though the Space Wolves don't really use ranks, They're really more like titles. Once you become a member of the Huskarl, you automatically become a korpral, and your first job will be serving as a Stottrupper. From there you will be attached to a squad of freemen, usually berzerkers or Jagaere. After that you will become a sergeant, serving in the pansertrupp, as a terminator. Then you will be called upon to lead a squad of Stottrupp. Once you have proven yourself adept enough to lead pansertrupp you will be granted the title Lojtnant. At that point you are one of the Karl's lieutenants, and in charge of leading an entire section of the Huskarl. I used military rank because it's merit based, but it's a sort of feudal feel to it. As you prove yourself worthy, you gain power and influence. The progression is the same as regular space wolves, you start as an angry viking, and gain range as you get older. I wanted one word titles, and to avoid the use of the word wolf as much as I could, Since it's already apparent from the name Wylfings (Wolf Clan). I also used ranks that would have been used in the Middle ages. Link to comment https://bolterandchainsword.com/topic/300305-wylfings-great-company/#findComment-3903525 Share on other sites More sharing options...
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