With the decision to shelve the Eldar for the time being it has
allowed me to use a different army for the next few games before the new codex
is released. I have several armies, all in different states of repair and
painting, but i decided that i would use the army i haven’t really used since 4th
edition (bar a game vs thousand sons). The space wolves are here for the time
being...
Now not including the time i was asked to use them when the new chaos
codex came out it has been a very long time since i used them, 4th
edition in fact. That still used the old 3rd edition codex, so
really, the army was just the same as when I started it back in 2000, 13 long
years ago. So the models i have for the army originate from 3rd
edition, back when the rhino rush was powerful (apparently, i was a kid back
then and didn’t know what i was doing) and most armies only had about 3 choices
per section. It was a simpler time you could say, special characters were
permission only (though in the club i was playing in allowed it) and most
missions used victory points.
When the 5th edition codex came out i did buy it, but i
never really got time to use it as i mainly used Eldar, so i never got round to
buying new models to update my army. That was left me with an army which
probably isn’t very competitive, probably, so i have decided to just use an old
3rd edition style army in 6th edition and see how it
does. Before i get into the army list i am going to have a look over my old 3rd
edition codex and explain why i picked the units i did.
Space wolves 3rd edition
Now i remember when this codex came out in 3rd edition, i
got the white dwarf issue they were released in and instantly fell in love with
the idea. Space Vikings! Who wouldn’t? They drank, got into heated arguments
with any one and didn’t care, they could be considered one of the most ‘good’
chapters in 40k as unlike some of the other marines, and they care about the
regular humans. While even ultramarines might not stand up for humans when the
inquisition gets involved good old Logan Grimnar isn’t afraid to, he’s quite a
decent chap. Now when your 11 that’s all quite awesome, and so i picked up yet
another army (i think i had about 3 at this point).
For those of you who didn’t play 13 years ago (damn i feel old) the
codex was quite different to how it is today. First of all it was only £4... Granted
if you wanted to use dreadnaughts or tanks you had to get the regular marine
codex, but that’s by the by. A lot has changed since i last made a proper army,
and i will tell you how...
Special rules
Way back when the space wolves had very similar special rules, they
still had ‘and they shall know no fear’ and ‘counter attack’, even though that
was totally different. Counter attack let you move your models closer to the enemy
after you got charged which was quite an advantage back then, as if you were on
the receiving end of a charge you couldn’t pile in till the end of combat.
Acute senses were still there but it let you re-roll the distance you can see
in a night fighting game, yes back then night fight was you could only see 3D6
x 2 (or 2D6 x 3, i can’t remember) and you could see double for your sentries
(some missions used sentries!). They never took negative modifiers to
leadership thanks to ‘No matter the odds’ a rule i wish they kept and could use
bolters as bolt pistols in combat (no needed any more). One big thing that has
changed is that instead of buying drop pods, they could deploy using ‘drop pods’
as a rule, allowing certain units to deep strike in, but your army could only contain
those units. We didn’t have a model for a drop pod back then, or rules, so you
just deep strike in. I never used that, i wish i did.
HQ choices
While in today’s rules space wolves can take up to 2 HQ units per
force organisation slot back in 3rd you didn’t even use that part of
the force organisation chart, the space wolves were different. They had a rule
called ‘Retinues’ which meant that for every 750 points in your army you had to
take a HQ, as that part of the army followed that particular character. So lets
say you were playing a game of 1000 points, you would have to take 2 HQ
choices, 1 for the first 750 points, then another to lead the other 250. Same
if you played 1500 points and you would have to take 3 in a 2000 point game! I
feel that the old system was a little better than the 2 for 1 of today’s rules,
but that’s just my personal preference.
Another difference is that we, the space wolf players were the first
to get venerable dreadnaughts, with it only being a 0 – 1 choice and it could
be either a HQ or Elites choice, HQ dreadnaught any one? Well not now but back
then it was awesome. The other Hq
choices were pretty much the same as they are today except that Wolf priests could
take healing balms and act like an apothecaries, which if they could still do
that today, would be a minor boost i would greatly enjoy using. Alas it’s not
the case.
Elites
These looks much like it does today except we didn’t have lone wolves,
and the wolf guard acted slightly differently. While today wolf guard are a
unit in there own right, and you can take several units of them if you wish,
back in 3rd edition it was totally different. You had a maximum
number of models (20 to be exact) and that was it, you could take less but no
matter how many you took it was a single elites choice. Sounds crazy doesn’t it?
Well no, you see you could use the wolf guard in two ways, and only two ways,
either as a squad leader, or as a body guard for your Hqs, they could not be
part of a unit in their own right. So you either had to take a deathstar HQ or
just boost your squads, no wolf wing, nothing fancy like that.
Troops
Exactly the same as today, bar the grey hunters were 17 point! 18 if
you wanted to give them a bolter. You could still take wolf totems but they
just let you re-roll leadership, nothing great. Blood claws haven’t changed much,
bar they have gone up in points, they used to be 14, now they are 15. I can’t
think of any other unit which has done that with out a rules boost, poor blood
claws.
Fast attack
Now this is the big one, the most changes have happened here, with the
introduction of the thunder wolf cavalry and packs of fenrisian wolves. Ha if
you could use those back in 3rd edition every one would have
screamed cheese, how times have changed. The rest is the same apart from bikes
have reduced in points. Looking closer at bikes i have realised that attack
bikes where a separate section, and couldn’t be used in blood claw bikes packs,
so they would have been BS 4, damn i wish i had realised that back then, i would
have picked up a squad.
Heavy support
Now this makes me sad, back in the old days the space wolves had
something you might not expect, they had a tank that no other space marine
force could take. They no longer have it unfortunately, but another army does
still, care to take a guess? Go on guess. Well the answer is the Leman Russ
Exterminator! Why in gods name they had an exterminator i will never know, the
story is that the space wolves got given a hand full of them in recognition of
their primarch, personally i would have preferred a regular battle tank. But
its a shame they got taken away, especially if you took the time to convert
one, that would certainly have pissed you off. The rest is the same, bar the
land raiders, you only had access to the regular land raider until the crusader
came out during hte 3rd war of Armageddon in a white dwarf article.
Then and only then could you use it. The redeemer hadn’t been though up then.
And that’s if for the differences between 3rd edition and 5th
edition codex. Quite a bit really, now onto making a new army list with the 3rd
edition models that i have lying around.
So the limits i have set:
So the limits i have set:
- No thunder wolves or fenrision wolf packs or lone wolves
- I should have 2 Hqs but its not major if i don't
- If i have wolf guard they have to be either a bodyguard for my HQ or to lead my squads
- No Redeemer (i don't have one, so that's easy)
1499 space wolf army
Ragnar Blackmane – 240 (warlord) w/ 10 man hunters
10 Grey hunters – 185
Power fist, standard
9 Grey hunters – 155
Melta gun, power axe
Rhino - 35
9 Grey hunters – 165
Melta gun, power fist
Rhino - 35
3 Wolf guard – 99 (1 in each hunter squad)
3 x melta bomb, 2 x power axe, power sword
Dreadnaught – 105
Assault cannon
Land speeder – 60
Multi-melta
Land Raider crusader – 260
Multi-melta
6 Long fangs – 155
Lascannon, 4 x missile launcher
So that is the list that i have come up with, 3 troops, only 1 Hq (i
really should have 2 for the 3rd edition feel, but he’s so
expensive) 2 heavy, 2 elites and a single fast attack. I have gone for 3 units
of grey hunters as i don’t think blood claws are worth the 15 points,
especially since they can’t charge out of a transport. The grey hunters are
going to jump out of transports, double tap their bolters and receive and
charge that comes their way. If they don’t get charged they will assault some
one else and break face. Ragnar Blackmane and his squad should charge out of
the land raider and kill what ever they touch with the sheer number of ap 2 and
3 weapons, only assault terminators will stand a chance against them. Even then
the number of attacks they can put it should be scary. The fangs and land
speeder pop any vehicles and the dread is there because i had 100 points left
over.
Now that’s the 3rd edition army right there, hopefully it should
work, but who knows. My next few games will be using this list, wish me luck
and tell me what you think, i will listen to suggestions but i probably can’t
change the list much due to model restrictions.
Hope you enjoyed.
Cool! Excited to see these guys in action.
ReplyDeleteSo am I, my first game with them is against imperial guard so wish me luck
DeleteIf the Dreadnought doesn't pan out for you, you can get your second HQ fix by swapping him out for a Rune Priest. If you're tired of the same ol', same ol' Living Lightning/Jaws combo, pick some of the older powers that are still around (if actually applicable). I've always wanted to load up a LR Crusader with a Saga of the Hunter Wolf Priest and 15 Blood Claws, then infiltrate them uncomfortably closeor even try Outflanking.
ReplyDeleteAnyways, looking forward to any batreps!
Trogdor