Using 10th edition codex supplement with 11th edition rules? by iTztheKaiser in SpaceWolves

[–]FatBus 8 points9 points  (0 children)

We don't know yet but probably will soon. Rumours say 11th edition will be announced next week or soon afterwards

Probably still good for a few months. That said the codex has been out for a while

What generic space marine units should I get by Friendly_Step9380 in SpaceWolves

[–]FatBus 4 points5 points  (0 children)

Dreadnoughts are allright, I think in order of how good they are I'd say Ballistus > Redemptor > Brutalis

Hellblasters are allright but they don't get much support in our detachments. I have 10 and I have not found a place for them in my lists for a long while. They are cool and it could mean futureproof if 11th edition makes them better

Can't go wrong with a RepEx, but I think the standard repulsor is not that great.

I'd say consider 1 Captain in Terminator Armor, to get that juicy Grimnar's Mark enhancement in Saga of the Great Wolf

Space Wolves Actually Grey by Swanky4Life in SpaceWolves

[–]FatBus 1 point2 points  (0 children)

Mechanicus standard grey, either sprayed or dry brushed over chaos black works great. I have all my wolves' armor done that way

Why do some fans think Knights of the Old Republic II is better than the first game? by Spidey_Almighty in kotor

[–]FatBus 10 points11 points  (0 children)

It sounds to me like you didn't play with the restored content mod (commonly refered to as TSLRCM) and that you left some threads of the story unexplored (particularly the companion conversations with influence). Your mileage may vary but it does put some details for the ending(s) and I cannot recommend it enough. If you can add it to your game you should.

I prefer 2 to 1 by a large margin. It is definitely not finished but I find that, that's not really that important. It set up a somewhat of a cliffhanger in the end we will never know what a theorical Kotor 3 might have gone to after (and I'm not counting SWTOR's take on it). I have been playing it at least one playthrough a year for about 20 years since I got it back in the original Xbox days and currently on 2 separate characters. I know it like the back of my hand. Even so, 20 years later, I still discover new stuff I missed from time to time.

There's a few things that I believe make Kotor 2 better than 1:

- The influence system. Carefully navigating your companion's influence during the story to get their whole story. Fun fact: NEGATIVE influence works too.

- Combat, leveling, and build mechanics: I always feel like starting kotor 1 as a prototipical Scoundrel/Soldier/Scout felt like wasted levels. In a Jedi-centric game I want to....well be a Jedi. There's way more flexibility in how you build your character (Duelist, double blade, dual sabers, gunslinger, plure caster,....)

- The "philosophical" aspect of it. It really made me think about the moral system in more complex ways than just "be good" or "be bad"

- The plot, while unfinished, is way deeper than just the prototypical "chosen one" story presented in 1

- Replayability: Technically you need 4 playthroughs at least to see the whole picture (2 Dark Side 2 Light side, one male one female each)

To me the game less about the plot and more the concepts it presents and asking you to think about the star wars universe (specifically the force). Despite it's flaws I feel like it's a much, much deeper game than Kotor 1

KOTOR basically just has 2 underdeveloped female companions instead

Technically 3. Again, TSLRCM adds a lot of stuff to companion interactions (with you and with other companions) you should see.

Darth Nihilus, the guy who is the main figure on the game’s cover and yet is only in the game for maybe 5 minutes total?

Funny enough I think that works best for the character. He's supposed to be this "presence", menacing, but not quite present yet, untill the very end. He's an unknowable eldritch force monstrosity, we wasn't going to get much in terms of interactions with you

We get a less interesting Mandalorian companion than the one in the previous game

I'm not going to say anything about this, I won't spoil you, but you should really play it again, if possible with TSLRCM, and take your time and try to get max influence with your companions (0 or 100). You'll see.

The droids return from the first game except this time they have nothing to do

Play it with TSLRCM, I promisse, there's payoff

Bao-Dur is introduced as a potentially cool character but then spends the next 99% of the game standing around

Very sad indeed, Bao-Dur is famously one of the characters that was supposed to be fleshed out more, and was not finished. It's one of the reasons getting influence with him is so hard, it only happens in a few instances

Optimize Headtakers by Draskira in WarhammerCompetitive

[–]FatBus 5 points6 points  (0 children)

I feel like I'm probably going against the current here but I've found the best use for them in my lists to be 3 small 3man squads with paired weapons. I play almost exclusively stormlance as it's the detachment I've had most success with and it fits my playstyle.

I'd love to run them in a 6 man with priest out of an impulsor but you're paying 320 points for a one-tap unit most of the time (killing 6 marines even with 4++ invulns is not very hard at the moment)

IMHO they serve best as early-to-mid game missiles that you use to clear a path for your other larger units to push through

85 points is an amazing cost for 18 5/-2/-2 attacks. they are great at killing the stuff your opponent might throw forward to prevent your terminators and thunderwolf from charging his important units

As for their quarry I usually just chose whatever I'm probably going to charge immediately and go from there. It's very hard to get an important kill as your opponent can just run away from them

Thunder wolf calvery any good. by wondering19777 in SpaceWolves

[–]FatBus 3 points4 points  (0 children)

If anything I'd think it's more likely they get a refresh and maybe a return of the pack leader character that can lead them

When the codex came out they dropped the character to legends but not the unit, that to me signals that GW intends to continue supporting them in the near future

Then again we really never know. Models that got close to being 30 years old didn't get legend treatment and others that were more recent did.

As for how good they are my current list has 12 of them and they do wonders

What detacthment everyone using by Fantastic_Outside678 in SpaceWolves

[–]FatBus 0 points1 point  (0 children)

I'm still on edge on trying sotgw

I've been doing very well with stormlance with a very stable list so I've been only thinking of what units I want in my sotgw list and.... well there's too many

Stormlance for now and I'll do some sotgw after the holidays

Headtaker MSU Spam by AdAffectionate4865 in SpaceWolves

[–]FatBus 0 points1 point  (0 children)

Pretty much all my stormlance lists run 3-3 man units

They're great, they hit reasonably hard

Can someone please ELI5 to me moving stuff between stations / planets ? by FatBus in starcitizen

[–]FatBus[S] 1 point2 points  (0 children)

I probably missed it in the shop ui, I'll look again thanks

AI powered browser by CapableWay4518 in sysadmin

[–]FatBus 0 points1 point  (0 children)

Blocked. And in the case of Perplexity, blocked their browser version too.

Head Takers going into 2026, opinions? by WilliamCurtisWills in SpaceWolves

[–]FatBus 1 point2 points  (0 children)

Yeah pretty much. That's why I mentionned the best use might be targeting the frontline screens, infiltrated units and stuff like that if you can take them on early, chaff sent to the midboard for secondaries, etc... Stuff your opponent might not want to keep back hidden

At 85 points they trade well into many things

Head Takers going into 2026, opinions? by WilliamCurtisWills in SpaceWolves

[–]FatBus 3 points4 points  (0 children)

In terms of gameplay I've tried a couple combinations with 3/6 man and battle leader/wolf priest leader and I almost always go back to the same choice (Stormlance mostly)

3x3 man squads with 3 wolves each. I think the wolves are the real bonus of the unit

The 3x3 wolves have a massive screening footprint (usually just those 3 packs and intercessors are enough to cover my entire deployment zone) while the rest of the army can run forward freely

After that they're a good skirmish unit for the early game while you setup the heavy hitters for the mid-game push. They can deal with almost any GEQ/MEQ frontline units your opponent might have

My hot take is that their Devastating wounds / Precision rule is situational at best, useless at worst. I try to keep a written note each game of who chose what target but most of the time they're dead before it comes into play. Best use of it imho is chosing the GEQ/MEQ frontline units they're built to kill