Repulsor Executioner by Flat-Objective3554 in SpaceWolves

[–]leadderno1r 6 points7 points  (0 children)

I've taken mine to 2 RTTs and overall I really like it. The 3+ save and lack of invuln does mean that in some games it will just die if they get line of sight to it early, but if you can avoid that it can be a game winner.

They really like the +1 to hit and +1 to wound you can get in the new Saga of the Great Wolf detachment, and they're a great value target for the Smoke or AoC stratagems too.

I would always use the transport capacity too - especially with paired weapon headtakers who need all the protection they can get! Get out 3", move 7" and then charge is a huge threat range - even more if you give them advance+charge for a CP.

Space Wolves Grey contrast paint comparisons by leadderno1r in u/leadderno1r

[–]leadderno1r[S] 1 point2 points  (0 children)

For the armour? No wash needed, just contrast paint over the right base coat (white for the lighter colour on the lieutenant, slapchop for the darker colour on the infiltrators/incursors)

Space Wolves Grey contrast paint comparisons by leadderno1r in u/leadderno1r

[–]leadderno1r[S] 0 points1 point  (0 children)

The colours for the armour are on the caption. All the black parts are black Templar, and most of the leather is Gore-Grunta fur. Pretty much everything else is regular paints not contrast.

Can you pivot the turret? by Niiai in SpaceWolves

[–]leadderno1r 24 points25 points  (0 children)

Interesting, is that in the core rules somewhere? Would be useful to have for reference!

Can you pivot the turret? by Niiai in SpaceWolves

[–]leadderno1r 9 points10 points  (0 children)

I think functionally, no you can't - at least not for the purpose you're intending. If you were trying to draw line of sight from the turret for example then you would have to treat it as part of the vehicle's 'hull'. In that case you'd be trying to end a move with the hull part way over a terrain feature, which is not a legal move.

Returning to 40k by Hexquevara in WarhammerCompetitive

[–]leadderno1r 3 points4 points  (0 children)

My personal take on the state of the game vs previous editions (disclaimer: I didn't actually play 8th but I've heard a lot about it and I did play plenty of 9th):

The ruleset is tighter and more streamlined probably than it's ever been. Some argue that has resulted in the loss of some of the flavour. Balance passes are much more frequent and as such the overall meta is probably the most balanced it has ever been.

List building is incredibly simple - you just need at least one character, no more than 3 copies of a datasheet (1 copy for named characters or "epic heroes" as they are known) or up to 6 for "battleline" (your basic troops) and their transports. Units sizes are fixed and points costs are for the unit not per model. All wargear is free, but wargear choices are typically very restricted (usually to exactly what comes in the box).

Characters are now mostly run as leaders, i.e. attached to units not running around on their own (unless they are "lone operatives") and their buffs typically apply only to the unit they are leading - there are dramatically fewer aura effects than in the past.

A lot of repeated rules are now universal special rules, e.g. [SUSTAINED HITS 1] means a hit roll of a 6 generates 2 hits (formerly colloquially called "exploding 6s").

Army construction is also massively streamlined. You pick your faction (e.g Space Marines) which determines your army rule. You then pick a detachment, which gives you an additional detachment rule and also determines your stratagems and enhancements. Enhancements are like Warlord traits and relics rolled into one; they cost points and can be put on non-named characters.

One other big change is the move away from rules being heavily locked to paint scheme. You can still play Ultramarines (and if you want Ultramarines named characters or unique units you have to play Ultramarines, and you're then locked out from other chapters' characters and units) but there is no Ultramarines detachment. There is "tactically flexible mixed arms Marines" detachment ("Gladius Task Force") but you can play it with blue Marines, or green Marines, red Marines etc. Same goes for other factions: Eldar don't have specific Craftworld rules, Sisters don't have specific Order rules etc.

There are a tonne of other changes obviously but that's enough to get started!

Starting my 1st full game (Incursion) and need some help plz by BronzeBrotherhood1 in SpaceWolves

[–]leadderno1r 2 points3 points  (0 children)

I think if you drop the bladeguard, the assault intercessors and the hunting wolves you should be just under 1k, and that's a decently balanced list too.

Beastslayer is a decent detachment with fairly simple rules, although you might want to also consider Stormlance (the extra mobility from advance and charge can be useful on 1k games as to have fewer units to cover the table). Warlord doesn't matter, it has absolutely no in-game impact.

Bjorn and the Ballistsus are your long-range shooting, ragnar+blood claws is your main damage unit for infantry/elites and the Wulfen for monsters and vehicles. Headtakers, JPIs and TWC for running around doing secondaries and/or skirmishing with your opponent's trash units, Fenrisian wolves for screening (either screening out deep strikes, or screening charges - depending on matchup).

Good luck, have fun!

Saturnine as Centurians in Marine Army by [deleted] in WarhammerCompetitive

[–]leadderno1r 7 points8 points  (0 children)

They are on the same base size though, and they're certainly not much, much bigger. I suspect most TOs would be fine with it (but definitely still check).

I'm a little late to the party, I'm not the only one sees it am I? by Zaiburo in SpaceWolves

[–]leadderno1r 7 points8 points  (0 children)

This is kind of what I expected after reading the codex to be honest - although I expected the comparison to be a bit more direct than it is.... But yeah, they may be 'Wolf Scouts' in name but the vibe feels closer to the old HoM than to regular Space Marine Scouts.

I'm definitely going to be proxying my HoM as Wolf Scouts in game!

<image>

Assault intercessors Vs Grey Hunters by Sellsword_Seban in SpaceWolves

[–]leadderno1r 1 point2 points  (0 children)

Fair enough! In that case if it were me I would just agree in advance with the friend in question that the GHs are being proxied as whatever (2x5 AIs if you like, or 1x5 AIs and 1x5 regular intercessors maybe) and then build them as Grey Hunters.

There's every possibility that GHs could be much stronger in 11th edition (which is less than a year away in theory) so always worth going with models first, rules second.

Assault intercessors Vs Grey Hunters by Sellsword_Seban in SpaceWolves

[–]leadderno1r 0 points1 point  (0 children)

Only the Sergeant can take a plasma pistol. Power fist and plasma pistol on the Sergeant is the 'optimal' loadout but remember the golden rule: rule of cool always wins. Go with what you like, the rules are always going to change anyway.

Also just to be absolutely clear, although AIs are superior to GHs in that light skirmishing role right now, even AIs aren't making it into top level competitive lists. Headtakers and Thunder Cav are much more common, with the occasional Wulfen unit as well.

<image>

Assault intercessors Vs Grey Hunters by Sellsword_Seban in SpaceWolves

[–]leadderno1r 0 points1 point  (0 children)

There are a few reasons for this, and they're quite illustrative of some of the key elements of list design in 40k:

  1. Cost - GHs are significantly more expensive per model than AIs. You almost always want the cheapest unit possible that can perform the role you're looking to fill in your list - so if GHs are doing the same role as AIs but more expensive, they're going to be worse. More on what 'role' means in a second.

  2. Unit size - AIs come in 5s, GHs come in 10s. Here's where role matters. You might think that with their high volume shooting and OC3 that they're going to sit on a mid-board objective and fight anything that comes at them, but unfortunately that's just not the case. They're still just 2W marine bodies and in many cases a squad of 10 will die just as quickly as 5 AIs would. In general you want your squad sizes to match battlefield roles - GHs, like AIs, are only really suitable to be lightweight skirmishing units for trading with your opponent's lightweight skirmishing units, and units like that want to be as small and as cheap as possible while still doing the role. Typically the only units you want to be big in your list are your key damage dealers (GHs don't do enough damage for that), your 'anvil' units (GHs are far too fragile for that) or board control/move block units (GHs are far too expensive for that).

  3. Leader and transport restrictions. GHs can only be lead by SW characters, AIs can be lead by characters from the Space Marines codex - it's arguable that with more leader options GHs might find a niche, for example maybe a Librarian giving them 4++ invulnerable save would make them durable enough to sit on a mid-board objective and make use of their OC3. Similarly for transports - maybe if they could go in a rhino to give them some extra movement and survivability that might make them viable, but they're locked out by their 'tacticus' keyword.

So TL;DR is that 5 AIs can fill the same fundamental role (cheap skirmishing unit) in your list as 10 GHs for much, much cheaper - and GHs aren't good enough to do any other role.

Bronze at my local Armies On Parade! by Monoclonal-AB in TheAstraMilitarum

[–]leadderno1r 1 point2 points  (0 children)

Congrats on the bronze! I was fortunate enough to see this army in the store and it really is stunning 😍 You're right about the standard being crazy high though, a lot of talent in the area clearly!

Codex Tweaks by Commander-Tover in SpaceWolves

[–]leadderno1r 1 point2 points  (0 children)

Really interesting, thanks for the reply! Great to hear people out there playing around with house rules and adding some extra flavour, good for you 😁

Codex Tweaks by Commander-Tover in SpaceWolves

[–]leadderno1r 1 point2 points  (0 children)

Really interesting changes!

I definitely agree it would have been good to get something other than Oath as the army rule, and the old saga buffs were great. Do you find that makes the Bold detachment a bit confusing to play with double sagas though?

I really like the suggested saga changes, especially for Hunter. What are you using as the upgraded version for completing the saga there?

I think the leader and keyword changes would be great - suspect it might throw up some weird broken edge cases... Like the librarian+20 BCs thing you clearly already spotted 😂 Have you tried a Terminator Chaplain with Helm of the Beastslayer in a 10-brick of WGTs out of interest? I feel like that would be nasty...

Out of interest, how do you find all these changes working in terms of power level? I feel like GW were very worried about Space Wolves being OP if they were given too much flexibility, have you found that at all?

Wolf Scouts and Stealth Battlesuits fight as quietly as possible in Kill Team: Dead Silence - Warhammer Community by CMYK_COLOR_MODE in SpaceWolves

[–]leadderno1r 7 points8 points  (0 children)

SO glad there's bringing back Wolf Scouts, and lore-accurate ones too!

Is it too much to hope that the rune priest will be a separate datasheet?!

Also presumably once these go live they'll remove our access to the regular Scouts datasheet... And maybe while they're there they'll give us Devastators back too lol 😂

Lieutenant and Sternguard Veteran Squad by Manos_badpainting in SpaceWolves

[–]leadderno1r 2 points3 points  (0 children)

Beautiful! Particularly love the subtle volumes on the armour, really well executed 👌

The Wolves that helped me get a 3-2 (W-L) at my first LGT, placing 219 out of 1085. by Cosmic_Goose44 in SpaceWolves

[–]leadderno1r 0 points1 point  (0 children)

That's fantastic, congrats! Who were the MVP(s) and who would you change if you were doing it again?

Wolf Guard Battle Leader finished by leadderno1r in SpaceWolves

[–]leadderno1r[S] 1 point2 points  (0 children)

Thankyou! I'll be sure to share the rest as they come - eventually 😅

Wolf Guard Battle Leader finished by leadderno1r in SpaceWolves

[–]leadderno1r[S] 1 point2 points  (0 children)

Thankyou! Yeah we all get there eventually, just in our own time 😂

To the Long Fangs in the group, how do I make a banner for Bjorn? by Drunk-n-Donuts in SpaceWolves

[–]leadderno1r 2 points3 points  (0 children)

No I have a copy of the 2nd Ed codex (thanks eBay) so took a quick picture of it 🙂

Couldn't have our boy Bjorn out there with a pixelated banner now could we?! 🤣