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 Space Wolves

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makari
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PostSubject: Space Wolves   Mon Oct 05, 2009 7:46 pm

Ok so the Codex was released Saturday... Those who have looked at it what do ya think?

I'll post my thoughts later after I look at a few more things. But I do give it a big Thumbs up!

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wittdooley
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PostSubject: Re: Space Wolves   Mon Oct 05, 2009 8:07 pm

I think it's going to be able to be both really competetive and really fun. I'm putting together a list I'm calling "Tooth and Claw" that revolves around Ragnar, Blood Claw Packs, Canis, and Wolves.

It may have some trouble against heavy armour, but its gonna be fun as hell to play.

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LupusGhost
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PostSubject: Re: Space Wolves   Mon Oct 05, 2009 11:30 pm

i guess i'll weigh in with my 2 cents...I have to say, thy, there is alot of really neat stuff in this new codex, i was surprised that they retained alot of their ability to customize HQ's and wolf guard, loving that part...but part of me wonders how much they rushed this one out...the fact that a wolf lord in termie armor cant take a frost blade, but a wolf guard in termie armor can, and drop pods cant take locator beacons...i wonder if they just forgot this stuff, little things like that bother me.

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makari
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PostSubject: Re: Space Wolves   Tue Oct 06, 2009 1:50 am

LupusGhost wrote:
and drop pods cant take locater beacons...i wonder if they just forgot this stuff, little things like that bother me.


Well you don't need the beacon anyway you can't teleport into battle... and the drop pods don't have as many of the issues when they deepstrike.

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40K Orks (40-12-9) 1-0-2 at Ard Boyz Yippeee! 10th place
Space Marines (23-4-4) 1-1-2 @ Acme Tournament 5th place
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LupusGhost
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PostSubject: Re: Space Wolves   Tue Oct 06, 2009 4:06 am

well what if i wanted to use them for my landspeeders and/or skyclaws?

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Space Wolves 23-6 (old codex)
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kainthedragoonx
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PostSubject: Re: Space Wolves   Tue Oct 06, 2009 2:00 pm

I'm sure some of the rushed stuff is going to be FAQed soon enough.


The list looks pretty solid. Nothing over the top and I don't see a lot of people band-wagoning the Space Wolves as they are not super broken without thinking about it. Sure one physic power is pretty strong, but against plenty of armies it's not going to do tons of damage.

All in all, it's still Space Wolves. I can still have awesomely customized characters and mixed-n-matched units.

Going to be a fun list.

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Frank
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PostSubject: Re: Space Wolves   Tue Oct 20, 2009 9:13 pm

Has anybody else picked up the broken Arjac / Jaws of the worldwolf combo yet?

If you take a wound from a thunder hammer then your initiative is reduced to 1. Arjac can throw his hammer in the shooting phase for a wound, and then the rune priest can shoot the Jaws and make you take an initiative test. It's a bit broken, but it makes the power more effective against things like the Avatar and Nightbringer if you can get that wound off. Good luck passing the test on a 1!
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