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Makari
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PostSubject: Space Wolves   Mon Oct 05, 2009 3:46 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 4:07 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 7:30 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   Mon Oct 05, 2009 9:50 pm

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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The footprints made in the sands of time are not made by sitting down... Unless your playing Warhammer WAAAGH!

New times calls for new Records:
Orcs & goblins (3-1-2)
Empire (0-0-0)
6th Edition
Orks (0-0)
Marines (3-1)
Imperial Guard (0-0)
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LupusGhost
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PostSubject: Re: Space Wolves   Tue Oct 06, 2009 12:06 am

well what if i wanted to use them for my landspeeders and/or skyclaws?
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kainthedragoonx
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PostSubject: Re: Space Wolves   Tue Oct 06, 2009 10:00 am

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 5:13 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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Dayth
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PostSubject: Re: Space Wolves   Sun Jan 03, 2010 7:43 pm

I'm new to wolves and was wondering where I could get my hands on something that would resemble those fenrisian wolves I haven't been able to find anything close yet.
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Mendin
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PostSubject: Re: Space Wolves   Sun Jan 03, 2010 9:52 pm

My best guess is to buy the WHFB Dire Wolves from the Vampire Counts armies. They look part-undead, so, um, convert or handwave at your leisure.
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wittdooley
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PostSubject: Re: Space Wolves   Sun Jan 03, 2010 11:30 pm

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CJ
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PostSubject: Re: Space Wolves   Mon Jan 04, 2010 6:09 pm

wittdooley wrote:
Here: http://www.games-workshop.com/gws/catalog/productDetail.jsp?catId=cat1300202&prodId=prod1290040


They really work the best of what's out so far.


You sir....are the man....LOL
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Dayth
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PostSubject: Re: Space Wolves   Mon Jan 04, 2010 6:45 pm

nice ty
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