Friday, February 5, 2010
Sunday, October 11, 2009
Space Wolves Codex Breakdown TROOPS
Time for a new post! And what a time it is. We both have our Space Wolves Codexes (Codeci?) in hand and I have read through it and want to share my thoughts on it with a break down of all the units compared to the previous codex and the inevitable vanilla comparison. Lets start with the meat and potatoes.
Special Rules:
We still have ATSKNF. Counter attack army wide got a buff with the new USR, allowing you to basically charge when charged, giving you and extra attack. I was hoping we would have kept no matter the odds, giving us stubborn too, but I guess that would have been too much.
The main weakness of this army is that squads do not automatically have a sgt upgrade included. The attaching of a wolf guard covers that and allows for two power weapons in most squads (cheaply too), but due to transport limitations in drop pods, rhinos and land raiders means you have to give up the free special weapon in your squad to add the wolf guard in the squad and be able to move. We lost the Leman Russ, which I just thought looked cool, and no land speeder storm, ironclad dread, or thunderfire cannons (all of which I had already).
But I am not complaining one bit, everything that has been added more than makes up for it.
TROOPS:
Gray Hunters: These guys are the backbone of this army and its true strength in my opinion. They went down in points and added Uber Grit and free grenades!!! They get one special weapon at 5 men, and get a free one at 10. Only one power weapon, down from two, at a higher price too. You may buy one mark of the wolven, and one wolf standard per squad and one plasma pistol (down from two). MoW gives you base 1d6 + 1 Rending attack. Standard lets you re-roll ALL ones in one assault phase per game. If you roll like I do, then it is priceless. Due to all the options you do have a little more play with wound allocations, a running theme throughout the army.
Definitely, a big improvement over 3rd ed. Cheaper, more attacks on charge and receiving charges (3 each), shootier, and some new goodies in assault. Big win over last codex. Only loss was extra power weapon and plasma pistol, which I don’t trust due to getting hot.
Compared to Vanilla, I prefer these guys. The only advantages smurfs have are the heavy weapon and combat squads. GH are cheaper, can have more special weapons, MoW, plasma pistols, and standard. Adding a WG can get you an extra fist, or other goodies, and you could even add a Termie if you want to
Blood Claws:
These are your assault specialist troops. They get two extra attacks on the charge. They have space marine scout stats, but space marine armor. You can run up to 15 in one squad. Same upgrade options as GH except for standard. They cannot shoot at targets inside of charge range due to getting so excited about the charge unless a WG or IC is attached. The lower weapon skill doesn’t affect them much too hit, but they will be hit more often.
These guys lost a lot compared to previous edition. I don’t see myself using these guys as troops. More expensive points wise, lose two power weapons, pay more for the one they have, the only upside is the free special weapon but you have to have 15!
The only real comparison is the nilla scout, but the roles are completely different.
DEDICATED Transports:
Rhino: Got much cheaper, identical to vanilla Marines. Great for dual melta squad drive-by shootings. I will run at least one of these.
Razorback: Ditto on points, I love these but will keep them to my long fangs, since I can’t combat squaud now. Great for a cheap mobile H Bolter.
Drop Pod: Ditto, can also drop terminators.
I will add more during the next week and break down the other wolves.
Special Rules:
We still have ATSKNF. Counter attack army wide got a buff with the new USR, allowing you to basically charge when charged, giving you and extra attack. I was hoping we would have kept no matter the odds, giving us stubborn too, but I guess that would have been too much.
The main weakness of this army is that squads do not automatically have a sgt upgrade included. The attaching of a wolf guard covers that and allows for two power weapons in most squads (cheaply too), but due to transport limitations in drop pods, rhinos and land raiders means you have to give up the free special weapon in your squad to add the wolf guard in the squad and be able to move. We lost the Leman Russ, which I just thought looked cool, and no land speeder storm, ironclad dread, or thunderfire cannons (all of which I had already).
But I am not complaining one bit, everything that has been added more than makes up for it.
TROOPS:
Gray Hunters: These guys are the backbone of this army and its true strength in my opinion. They went down in points and added Uber Grit and free grenades!!! They get one special weapon at 5 men, and get a free one at 10. Only one power weapon, down from two, at a higher price too. You may buy one mark of the wolven, and one wolf standard per squad and one plasma pistol (down from two). MoW gives you base 1d6 + 1 Rending attack. Standard lets you re-roll ALL ones in one assault phase per game. If you roll like I do, then it is priceless. Due to all the options you do have a little more play with wound allocations, a running theme throughout the army.
Definitely, a big improvement over 3rd ed. Cheaper, more attacks on charge and receiving charges (3 each), shootier, and some new goodies in assault. Big win over last codex. Only loss was extra power weapon and plasma pistol, which I don’t trust due to getting hot.
Compared to Vanilla, I prefer these guys. The only advantages smurfs have are the heavy weapon and combat squads. GH are cheaper, can have more special weapons, MoW, plasma pistols, and standard. Adding a WG can get you an extra fist, or other goodies, and you could even add a Termie if you want to
Blood Claws:
These are your assault specialist troops. They get two extra attacks on the charge. They have space marine scout stats, but space marine armor. You can run up to 15 in one squad. Same upgrade options as GH except for standard. They cannot shoot at targets inside of charge range due to getting so excited about the charge unless a WG or IC is attached. The lower weapon skill doesn’t affect them much too hit, but they will be hit more often.
These guys lost a lot compared to previous edition. I don’t see myself using these guys as troops. More expensive points wise, lose two power weapons, pay more for the one they have, the only upside is the free special weapon but you have to have 15!
The only real comparison is the nilla scout, but the roles are completely different.
DEDICATED Transports:
Rhino: Got much cheaper, identical to vanilla Marines. Great for dual melta squad drive-by shootings. I will run at least one of these.
Razorback: Ditto on points, I love these but will keep them to my long fangs, since I can’t combat squaud now. Great for a cheap mobile H Bolter.
Drop Pod: Ditto, can also drop terminators.
I will add more during the next week and break down the other wolves.
Monday, August 17, 2009
Friday, July 17, 2009
I am a Child of the Omnissiah, cultist of the Machine God. The rites of manifold operations, the liturgies of ignition and the songs of Engine-seeing are mine to know. I speak to the spirits of ancient tech-machines, from the warrior heart of a battle tank to the secret wisdom of the cogitator.

It's Coming!

It's Coming!
Sunday, June 28, 2009
Finally a 5th Edition Game
Well, I finally played my first 5th edition game, three actually. I played at a 1500pt tournament at my FLGS. Sunshine Gaming is the only place in Dade County that I know of, and they have a huge selection of GW stuff, as well as Flames of War and more board games than I ever thought existed, and its also the only place I know of that gives a discount!!! Now that the plug for Sunshine is done, lets get on to the important stuff.
I brought a vanilla space marine army that breaks down this way:
HQ:
Pedro Kantor
Elite:
6 Sternguard, one PF, two Combi-melta, Razorback with HB
1 Dreadnaught Assault Cannon, Heavy Flamer
5 Allied Grey Knight Terminators Psychic hood, and auspex on brother captain
Troops:
10 man Tac Squad split into combat squads Multi-melta / Melta gun, PF sgt
5 Scouts sniper rifles, HB
Heavy:
LR Redeemer with extra armor, Multi-melta
Vindicator
My first battle was against a Tyranid list with three carnifex nidzilla style, a Hive Tyrand, bunch of warriors, two gaunt troops without end, and a ripper swarm. We played a 5 objective game with spearhead deployment. I was seriously outnumbered, and those nidzillas sucked!!!!!!! I could not kill that carnifex, and it kept regenerating wounds!! I was able to wipe out the Hive Tyrant with my Termies with Pedro, after the LR softened it up. I had the Sternguard sacrifice themselves to the nidzilla Carni in order to keep him away from my objective. At the end of the fifth turn, I held one objective, two were clear and the third contensted. Unfortunately it went to an extra round. I forgot about my orbital bombardment (which wouldn't be the only time I did). That would have cleared out an objective and given me the win. I also forgot to run up my Razorbacks to contest his lone objective. Somehow a single gaunt stood up to a landraider full of termies and pedro to give him a minor victory.
MVP: LR, this thing is Sick!!! Took hit after hit and kept on going!!! I want a second one
My second battle was gainst IG, too many to count guardsmen (at least fifty) Straken with a priest and medic, a squad of two russes, a single russ, and a bassilisk (ouch!!!). This was a the mission where you hold oto your base and try to take his. His army was very immobile (good for me). I was able to steal the initiative and rushed in as fast as I could. My scouts were set up across from his base and soaked up all kinds of fire, it turned out he forgot where my objective was, and when I realized it I did the non-sneaky thing and told him he was going after the wrong thing. He thanked me by dropping a pie plate from his basilisk on my objective!!! But the emporer was on my side, and my troops held. I dropped his two russ squad, and my Temies and Pedro tore up every troop and his HQ with a smile, lsoing one GK, which made him happy. I cleared his objective and my sternguard rode up to take it. My opponent had to leave after turn four, but the writing was on the wall and I got the points for a massacre. My LR showed its resilliance by taken at least one pen hit a round and never stopped fighting.
MVP: Pedro with the GK termies, don't leave home without them!!!
My third battle was really just a training exercise between two marine chapters (That's my story and I'm sticking to it). He had three tac squads with lascannons, assault squad led by a chaplain, three dreads, three rhinos, cant remember what else. It was a four objective game with dawn of war deployment. I shot up his chappy (Chaplain Bill) and assault squad by my LR, then charged in with my Termie/Pedro squad. I also spent the rest of the game shooting the squads in the terrain to clear the objectives, and realized what a pain shooting at 3+ saves really is. I was able to whittle down both squads to just one LC marine each. One of which (after 5 pen hits on my LR blew it up) held an objective at the very end. He deep striked a squad of termies with an asault cannon behind my troops at an objective, so I tied them up with my dread for the rest of the game. He was able to charge one of my objectives with a dread, but was just outside the 3" range to contest it. My other objective was held by my scouts without a unit in sight. My GK and Pedro squad cleared one of his objectives, and the sternguard were running in after their Razorback was blown up to shoot up his lone objective when turn 5 ended. This timeI needed turn 6 for the win, and of course the game ended a draw. My opponent had a question about the placement of his dread due to the terrain, saying it should have been closer but because of placing it on it would have toppled it. I told him he was right, and he went ant told the tourney coordinator and told him, so he got a minor victory instead.
MVP: GK Termies with Pedro.
Lessons Learned, don't forget your orbital Bombardment, it can clear an objective!!! GK Termies ae rock solid, and Pedro makes the tougher, with more points, I'd add Cassius. The power of the machine spirit and extra armor make the LR a true beast, and the redeemer cannons just kill anything and everything short of 2+ saves. I wish my sternguard would have gotten off a few more shots to earn some points, but keeping them rolling in a razor makes the opponentforget that they can score, and the GKs keep them distracted.
In the future I'd like to add some more speed maybe bikes, ass marines, or even a LS Storm to steal an objective in the end. It was a long and fun afternoon. Thinking about getting 2500 pts ready dor the 'Ard Boys tourney in two weeks, lets see how it goes.
I brought a vanilla space marine army that breaks down this way:
HQ:
Pedro Kantor
Elite:
6 Sternguard, one PF, two Combi-melta, Razorback with HB
1 Dreadnaught Assault Cannon, Heavy Flamer
5 Allied Grey Knight Terminators Psychic hood, and auspex on brother captain
Troops:
10 man Tac Squad split into combat squads Multi-melta / Melta gun, PF sgt
5 Scouts sniper rifles, HB
Heavy:
LR Redeemer with extra armor, Multi-melta
Vindicator
My first battle was against a Tyranid list with three carnifex nidzilla style, a Hive Tyrand, bunch of warriors, two gaunt troops without end, and a ripper swarm. We played a 5 objective game with spearhead deployment. I was seriously outnumbered, and those nidzillas sucked!!!!!!! I could not kill that carnifex, and it kept regenerating wounds!! I was able to wipe out the Hive Tyrant with my Termies with Pedro, after the LR softened it up. I had the Sternguard sacrifice themselves to the nidzilla Carni in order to keep him away from my objective. At the end of the fifth turn, I held one objective, two were clear and the third contensted. Unfortunately it went to an extra round. I forgot about my orbital bombardment (which wouldn't be the only time I did). That would have cleared out an objective and given me the win. I also forgot to run up my Razorbacks to contest his lone objective. Somehow a single gaunt stood up to a landraider full of termies and pedro to give him a minor victory.
MVP: LR, this thing is Sick!!! Took hit after hit and kept on going!!! I want a second one
My second battle was gainst IG, too many to count guardsmen (at least fifty) Straken with a priest and medic, a squad of two russes, a single russ, and a bassilisk (ouch!!!). This was a the mission where you hold oto your base and try to take his. His army was very immobile (good for me). I was able to steal the initiative and rushed in as fast as I could. My scouts were set up across from his base and soaked up all kinds of fire, it turned out he forgot where my objective was, and when I realized it I did the non-sneaky thing and told him he was going after the wrong thing. He thanked me by dropping a pie plate from his basilisk on my objective!!! But the emporer was on my side, and my troops held. I dropped his two russ squad, and my Temies and Pedro tore up every troop and his HQ with a smile, lsoing one GK, which made him happy. I cleared his objective and my sternguard rode up to take it. My opponent had to leave after turn four, but the writing was on the wall and I got the points for a massacre. My LR showed its resilliance by taken at least one pen hit a round and never stopped fighting.
MVP: Pedro with the GK termies, don't leave home without them!!!
My third battle was really just a training exercise between two marine chapters (That's my story and I'm sticking to it). He had three tac squads with lascannons, assault squad led by a chaplain, three dreads, three rhinos, cant remember what else. It was a four objective game with dawn of war deployment. I shot up his chappy (Chaplain Bill) and assault squad by my LR, then charged in with my Termie/Pedro squad. I also spent the rest of the game shooting the squads in the terrain to clear the objectives, and realized what a pain shooting at 3+ saves really is. I was able to whittle down both squads to just one LC marine each. One of which (after 5 pen hits on my LR blew it up) held an objective at the very end. He deep striked a squad of termies with an asault cannon behind my troops at an objective, so I tied them up with my dread for the rest of the game. He was able to charge one of my objectives with a dread, but was just outside the 3" range to contest it. My other objective was held by my scouts without a unit in sight. My GK and Pedro squad cleared one of his objectives, and the sternguard were running in after their Razorback was blown up to shoot up his lone objective when turn 5 ended. This timeI needed turn 6 for the win, and of course the game ended a draw. My opponent had a question about the placement of his dread due to the terrain, saying it should have been closer but because of placing it on it would have toppled it. I told him he was right, and he went ant told the tourney coordinator and told him, so he got a minor victory instead.
MVP: GK Termies with Pedro.
Lessons Learned, don't forget your orbital Bombardment, it can clear an objective!!! GK Termies ae rock solid, and Pedro makes the tougher, with more points, I'd add Cassius. The power of the machine spirit and extra armor make the LR a true beast, and the redeemer cannons just kill anything and everything short of 2+ saves. I wish my sternguard would have gotten off a few more shots to earn some points, but keeping them rolling in a razor makes the opponentforget that they can score, and the GKs keep them distracted.
In the future I'd like to add some more speed maybe bikes, ass marines, or even a LS Storm to steal an objective in the end. It was a long and fun afternoon. Thinking about getting 2500 pts ready dor the 'Ard Boys tourney in two weeks, lets see how it goes.
Wednesday, January 14, 2009
Tuesday, January 6, 2009
My 1850 List
Well, I have slacked enough over the last few days. I haven't done much 40K related other than declaring my liver a heretic and punishing it severely.
Thanks to Army Builder I put together my 1850 list to be used at a Silver Dragon Square tournament. They use 1850 point games.
I uploaded them to our Goggle Groups page.
1850 pts pdf or 1850 html.
It's a work in progress. Let me know what you guys think.
Until next time! Mojitos!
Thanks to Army Builder I put together my 1850 list to be used at a Silver Dragon Square tournament. They use 1850 point games.
I uploaded them to our Goggle Groups page.
1850 pts pdf or 1850 html.
It's a work in progress. Let me know what you guys think.
Until next time! Mojitos!
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