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Hey all, I'm just wondering what you'd change in Codex: Space Wolves, I was going to post a few of my ideas but won't until others start doing so.
All replies welcome.
Here's my two suggestions:
1) Put 13th Company in the next book. I would like to have all the Space Wolves together in one place. They don't have to be able to mingle units or anything, but I really don't like having to refer to Eye of Terror and the SW Codex during one game just to utilize their rules correctly.
2) Let Long Fangs have more than 5 guys. If you lose even one model in a Long Fang pack, then you are down by either a good special ability or some major firepower. A good choice would be 3-10 models instead of 3-5
Those are really all the suggestions I have for this army, because it is really very well balanced as far as SM lists go.
I agree. I was mainly concerned around the over pricing of many units, like Jump Packs.If 13th Company was in the same codex, GW would make less money. They wouldn't like that at all. :p :lol:Originally Posted by H0urg1ass
Slightly cheaper Terminators perhaps they seem a little steep.
More flexibility like furious charge for Wolf Guard, infiltrate on select squads of Grey Hunters (wolves are sneaky).
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and bringing the Wolfpriest, Runepriest and Iron Priest more in line with their equavelant in the SM codex.
Hopefully they keep the Venerable dreadnought as it is now and let them also keep the LR exterminator and perhaps the option of having the option of having both types of terminators in the army.
Some minor tweaking to the rules should make them fully capable as they where one the more balanced armies in 3rd.
Longs fangs should get meat but not too much, say 2-3, as they are the few old grizzled veterans that are too old for CC action ^_^
the wolfguard system should be simplefied and wolf guard battle leaders whould be cheaper, at 30 pts naked they tend to be very expensive for mere sergeants.
Also the wolfguard used as retenues should have access to veteran skill, just like a command squad.
They should be able to DS via drop pods the whole army for free, as it is there best and most used attack pattern. (still apply restrcition on DSing troops)
Keep the Venerable dread as he his.
Have decent fast attack bikers or assault squads.
Fenrisian wolves as fast attack would solve the problem IMO.
The retenue rule should ready like this: for every 750 pts rounding to the closest fraction instead of simply rounding up.
Cheapen the wolfguard to be more in line with sergeants
Add a termie assault squad option - SW luv hand-to-hand
Bring back the LR Exterminator
Give the long fangs some meat shields, split fire does you no good if just 1 shot takes out a heavy weapon.
Put the 13th company info in the book for completeness.
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I agree that the Long Fangs should be able to take a bit more meat mostly because of the fact that (as has been stated) it REALLY hurts to take a wound in either a heavy weapon or Pack Leader. Other than that, the only real thing I greatly desire to see (although I know it wont happen in interests of balance) would be for the Wolf Priest to get Litanies of Hate. Can you imagine??? WP with Blood Claws...the claws rerolling the misses from the 40+ dice they just threw???? Putting the 13th company in there would probably also qualify as a good thing just to simplify the options. Oh, and making the Blood Claws jump units a bit more similar pointswise to a regular assault squad.
A few points though. First, Wolf Guard pack leaders are ALREADY in the normal price range for veteran sargeants. They cost 30 points base, and come with terminator honors. So does a veteran sergeant in a codex chapter. Second, since when has the Leman Russ Exterminator been eliminated from the codex??? I have the most recent edition of the codex and its still listed as a HS choice. In fact, I know 4 other wolf players who use one. (One of the most effective tanks available to any SM army IMHO). Finally, not just the wolfguard, but ALL the full blown wolves have access to veteran skills.....its called true grit.
Would go against the fluff of the army and that is one thing that the Space Wolf Codex has over every other Codex IMHO is that it actually goes in line with the fluff.Originally Posted by Lord_WallaceThey cost more because they're better on the charge. They can take more power weapons and powerfists and get more attacks with them on the charge. They are also limited because of fluff. The Space Wolves are a "feet on the ground" kinda army.Oh, and making the Blood Claws jump units a bit more similar pointswise to a regular assault squad.Wolf Guard also have True Grit, counter-charge and acute senses for free.A few points though. First, Wolf Guard pack leaders are ALREADY in the normal price range for veteran sargeants. They cost 30 points base, and come with terminator honors. So does a veteran sergeant in a codex chapter.Still there, though it is gone from the IG list. I thnk it is CA in WD 296 though I don't have that issue handy right now. Either way, it's still usable by the Wolves.Second, since when has the Leman Russ Exterminator been eliminated from the codex??? I have the most recent edition of the codex and its still listed as a HS choice. In fact, I know 4 other wolf players who use one. (One of the most effective tanks available to any SM army IMHO).Space Wolf bikers are cheaper than their basic counterparts, have more weapon upgrades and more attacks on the charge. I'd say that they already have a pretty good assault unit.Originally Posted by Wolf_Pack
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Not quite. Add up the cost of a Wolf Guard Terminator with a Storm Bolter and a Power Fist. We pay for those abilities in every single unit in our army, and it annoys me. We don't get ANY free abilities, to be truthful. BA have FC, DA have Intractable and the BT, who I still say are the most cheese-tastic army in G-Dub history, have RZ. We have jack that we don't pay for.. And unless i'm actually making use of True Grit, I shouldn't be paying for it.Originally Posted by helotaxi
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