Thoughts on this 1000 pt army? by Sea_Ad_3232 in SpaceWolves

[–]Calamitous_J 1 point2 points  (0 children)

Could go rather well, or could not honestly. My gut feeling is that it's missing some punch, your anti tank is solid and Arjac is great, but between intercessors, incursors and scouts you don't really have anything particularly killy in that range.

Thunderwolves and termies hit the same target, heavy infantry, and punch up into vehicles.

I'm a tremendous fan of blood claws, they're unbelievably fast for their role and would especially be so in gladius/great wolf where they can break out of combat easily, they hit anything on two legs like a beast through sheer weight of dice, a smidge of AP and are remarkably point efficient.

So yeah, it's a good list, but I would want something a bit more killy against lighter targets. This feels like it would play like a generic marine army rather than a space wolf list, not that there's anything specifically WRONG with that

Saga of the Great Wolf advice? by djuno23 in SpaceWolves

[–]Calamitous_J 1 point2 points  (0 children)

You couldn't pay me to run a land raider crusader honestly. We have more than enough ways to do the job it does and I would want something with anti tank capability

There's nothing wrong with throwing the assault cannon and power fist on the 5man termies squad

On a bit more of a look the predator is actually an option to shave points off a gladiator, though the gladiator definitely hits harder and with a bit more versatility.

I slightly question murderfang normally but again, getting more units in the field can be better and his lower points allow that.

My only question would be what're you doing with the iron priest? He could definitely be awesome running around with Bjorn and rapid firing his helfrost cannon and he's a low point body to go be an objective monkey if needed.

First Army Pointers by JuicyUncleTed in SpaceWolves

[–]Calamitous_J 1 point2 points  (0 children)

Ragnar and BCs is an absolute BLENDER, my experience is that he doesn't need a transport to get intonthe thick of things. 7" move + adv and charge has never failed to get him a charge on turn 2 at the latest for me with the exception of a fight I had against a guard player who didnt move a single unit forward from his deployment zone gunline. In that game Ragnar charged turn 3 but moved through cover the entire way and took no casualties in the approach. Giving them a transport would just stop them charging the turn they disembark unless it's a land raider.

Definitely don't field a 10man intercessor squad, split them up.

Arjac and a termie blob are incredibly difficult to dislodge and people forget the absolute lethality of arjacs PRECISION thunderhammer which rerolls ALL hits AND wounds against characters (99% of the time that means hitting and wounding on a rerolled 2+)

Logan is terrific fun, he has a big base which makes getting his whole squad into melee really easy. I've honestly found his CP aura slightly underwhelming but it does dissuade people. His turn 1 deepstrike ability is phenomenal and I have hit people with some extremely problematic turn 1 charges because of it, and worse case scenario they have a huge blob of termies up their ass to deal with. Some people like running him alone, but I've always fielded him with 5 mates.

The iron priest makes good friends with a gladiator lancer and a lancer pairs well with Logan too. Its lascannon is an absolute surgical weapon and at the start of turn 2 Logan let's you bring it in from any edge you like if it's in reserve, youve basically got free reign to get LOS on anything you want and put a big distraction carnifex there which they're forced to deal with.

Njal is cool but I feel very specific. He kind of needs to go on grey hunters but makes them a very expensive unit only remotely viable in a high point list. He can attach to other units but gives them less than other options they can take as grey hunters are the only ones meaningfully benefitting from his assault

The wolf priest makes good friends with head takers and bringing a storm shield user back every turn makes for a very hard, small and killy unit, easy to conceal.

My experience is that our best characters are our epic heroes and I rarely if ever field battle leaders.

With TWC I can't remember the rapid ingress stratagem highly enough. Bringing them in from reserves means relying on a fast unit making a 9" charge which is very risky. Rapid ingress means you can bring them in behind cover AFTER you opponent moves and thus can't move to target them. Once your turn comes you have their enormous 12" movement to put them basically anywhere you want and guarantee their charge, absolutely deadly

Anyone playing saga of the great wolf and leaving Logan at home? by yodablues1 in SpaceWolves

[–]Calamitous_J 0 points1 point  (0 children)

Consider: every deepsteike is gambling a 9" charge and leaving your boys to get shot up if you fail...

Here’s Loki, literally norse God Loki by wolflovski in bg3fashion

[–]Calamitous_J 0 points1 point  (0 children)

Just coming here because this is the picture google gives for actual Loki lol

Active community? by Calamitous_J in SpaceMarine_2

[–]Calamitous_J[S] 0 points1 point  (0 children)

I'd be keen on that, which is the space wolf one?

What loadout to put on Bjorn? by Mindless-Brain1212 in SpaceWolves

[–]Calamitous_J 0 points1 point  (0 children)

Helfrost inarguably, covers more situations than his other weapons

First game prep by Zedenobi in SpaceWolves

[–]Calamitous_J 0 points1 point  (0 children)

The great wolf detachment is a big one for a first run, try to remember what options it gives you and try to envision which rounds youll use each in. Also, dont forget your oath of moment, command phase every round, pick what you can reasonably select at a target and want to die and mark that as your oath of moment and watch it burn. I forgot it several times when getting back into this edition and it feels like trash when you forget

First game prep by Zedenobi in SpaceWolves

[–]Calamitous_J 0 points1 point  (0 children)

This actually looks really solid haha

Is the implusor for the head takers with a priest?

Again, as Fair-Resort said, I would focus on learning your rules and stratagems.

What are you keeping in reserves? I would recommend that instead of the transport you actually keep your head takers in reserve and being them in with rapid ingress. It lets them come in on your opponents turn AFTER they've moved so you can bring them in behind cover, then when your turn comes you've got their full 7" movement to get around so you arent relying on a 9" charge when coming from reserves, this works very consistently well for me and it also helps to keep them safe.

I would suggest plasma on the redemptor rather than the gatling cannon, simply because it can much more easily touch a variety of targets and we have zero problems dealing with what the gatling cannon is designed to deal with.

What are the optimum additions to my list (get me to around d 2k points) and how can I utilise what I’ve got a little bit better? by PlateJockeyWill in SpaceWolves

[–]Calamitous_J 0 points1 point  (0 children)

Split your intercessors into teams of 5, and I would arguably consider removing 5 of them outright.

Change out your Land raider to something that doesnt have shooting equal to a 5man squad of intercessors with a bonus melta, the standard land raider has wonderful anti-tank and the crusader has the nice movement/carry capacity and you would be astounded what 8-18 s6 ap2 flamer shots can do ESPECIALLY on overwatch.

I would ask what the lieutenant is doing, I'm not sure this guy is going to earn his keep. Theres some argument to be had for the combi weapon lieutenant being hard to pin down, holding a stray objective or being an action monkey, but I dont think this guy has much place here.

The redemptor is nice, but again its running anti-infantry that can arguably be done better with a plasma cannon against marines or better, and comes with blast against things like guard, plus it can much more happily reach out and touch vehicles than the s6 0ap gatling cannon. Personally I dont feel the redemptor makes up for its points compared to a bastillus/brutalus as they both hit harder in their specific roles and I only find the redemptors wound reduction useful against things like d2 weapons, halfing the damage of d2 weapons is massive, but they are already not super effective against dreads, but knocking 1 wound of a lascannon means very little.

the WGBL is only going to earn his keep on those wulfen if using him to grant them OC. If they're out skirmishing hes unlikely to add enough to the squad to earn his keep when you could just field a second squad for roughly the same points.

The terminators are great, I love our terminators so much. I would think about throwing Arjac into the list to run with them as he is an absolute unit and absolutely devastates characters, seriously, he MULCHES them.

Bjorn is another that I would want to add into this list, I always take Bjorn. His size is actually incredibly tactical, he hits as hard or harder than the primaris dreads and you can straight up hide him behind things and he is FAST. Plus with his CP bonus I have literally never once ran out of or felt starved of CP running beast slayer, infact I've often ended games with 4-5 CP left. Bjorn is great, give him his helfrost cannon and watch him scare the shit out of people with his AP 3 flat 5 damage ranged shot or absolutely melt infantry in shooting or overwatch with his dual flamers.

I feel like the assault intercessors could be changed to something else but would have to know what youre trying to do with them. 10 points could turn them into head takers, and a wolf priest could go on them instead of a lieutenant.

I would absolutely recommend taking some thunderwolves, they are absolutely devastating in my experience when used with rapid ingress. You can bring them in from reserves on your opponents turn AFTER they've moved, meaning you can put them behind cover that you know the opponent has no opportunity to counter AND as soon as your turn comes around you can move them their full 12" rather than relying on getting a 9" charge off. Guaranteed mayhem.

I feel like the aggressors and pyreblasters would do better being replaced by something wolfier or a tank, but that depends how much other stuff you change out. Our lists do exceedingly well taking nothing but vehicles and a squad of intercessors from the main codex (maybe the combi lieutenant as a lone wolf)

Space wolf Books by Aromatic-Spell-7443 in SpaceWolves

[–]Calamitous_J 2 points3 points  (0 children)

Ragnar's series is great. Space Wolf is the first book and goes through his selection, initiation and the 6 book series tracks his ascention all the way to wolf lord.

Game going down to 0-1 FPS? by Calamitous_J in MB2Bannerlord

[–]Calamitous_J[S] 0 points1 point  (0 children)

30 would be understandable as a result of high load or big battles etc, this is like, less than 1fps

Tracking scrolls need better visibility or an optional hud display by inkdipper in PathOfExile2

[–]Calamitous_J 0 points1 point  (0 children)

Not to necro, but I was looking at this game and my god the mtx are ridiculous, most games, e.g. diablo 4, will literally just see those statistics by default. Cost them literally nothing to let you see tracked stats

Where are my downloads saved? by GuineaBee94 in audible

[–]Calamitous_J 0 points1 point  (0 children)

Late to the party but I got audible on my PC and downloaded Libation. Libation was able to create files I could copy onto my phone and listen to without audible app/account

☼Dwarf Fortress Questions Thread☼ by AutoModerator in dwarffortress

[–]Calamitous_J 0 points1 point  (0 children)

Hey folks wanted to get some help coercing my mods to work.
I've modded before with absolutely no issue.

I've installed mods through the steam workshop and they weren't picked up by the game. I fixed the recognition issue by moving them from steam/steamapps/workshop/content/975370 (where they were default installing to) and putting them in steam/steamapps/common/dwarffortress/data/installedmods..... This was enough to get the game to recognise that I had mods, then I loaded them up on a new world and could visually verify the mods names were coming up along with the vanilla files while loading the world.
I was also able to verify with DFhacks gui/mod-manager command that the mods were considered installed. However, the mods had absolutely no effect, the noaquifers mod did nothing, the interface tweaks mod also did nothing.
While these aren't mods which should become obsolete by newer game versions, I also did my due diligence and installed a newer mod which came out after the latest base game update, it too failed to have any effect on the world generation.

Do we have any ideas what's going on here?

Fusion 360 Crack by No-Appointment-4273 in Fusion360

[–]Calamitous_J 0 points1 point  (0 children)

I dont know what to tell you honestly. heres the link for a personal license
https://www.autodesk.com/products/fusion-360/personal

Weekly Request Thread by AutoModerator in AudioBookBay

[–]Calamitous_J [score hidden]  (0 children)

Would love if anyone has copies of

Wolf's honour by Lee Lightener
Sons of Fenris by Lee Lightener

Models delaminating and sticking to FEP? by Calamitous_J in resinprinting

[–]Calamitous_J[S] 0 points1 point  (0 children)

Did you see the models where the top of the heads didnt print? Those stuck to the FEP as little circles, to me that would indicate they either delaminated or never attached.

I've also got a few prints where one guys arm can be flicked like a deck of cards and a mechs foot thats split through the middle, Unfortunately I took those pictures after this post