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- THE FIREHOWLERS
1 Wolf Lord or Battale Leader
1 Wolf Guard
2-4 Skyclaws or Swiftclaws
2-4 Grey Hunters, Landspeeders
0-1 Long Fangs
0-1 Scouts
0-2 Lone Wolves

Restrictions: Wolf Lord, Battle Leader and Wolf Guard have to purchase a jump pack or a bike.

Special rules:
Reroll failed charge distances
If an enemiy unit wants to overwatch has to pass L test. Fear when charging
If roll to charge is 10 or more, the unit get Furious charge transp.gif

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THE DRAKESLAYERS
1 Krom or Battle Leader
1-2 Wolf Guard, Terminators
2-3 Blood Claws
2-4 Grey Hunters, Land Speeders
1-2 Long Fangs
0-1 Scouts
0-2 Lone Wolfes

Restrictions: None

Special Rules:
Monster hunter, Stubborn
Characters in this formation have preferred enemy (Characters). If one unit charges successfully, rest of the formation reroll charge distances this turn.
If the formation includes Krom, formation units get Furious charge

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https://www.youtube.com/watch?v=ETz_CwqJpKU

Slow the video down to 0.25 and you can pause and see 8 out of 10 of the formations.

Khorne
1 Herald
8 units of either Bloodletters, Bloodcrushers or Fleshhounds

All units gain +1 attack while within 6" of one another.

All units benefit from the Heralds loci if they are within 12" of him.

Another formation:
3 Skull Cannons, squadron, may fire as one with an Apocolyptic Blast with AP3 and still Ignores cover, ouch.

Tzeentch
Herald
9 units of either Pink Horrors, Flamers or Exalted Flamers.

+1 Strength to all Warpflame attacks.

All units within 12" of the Herald benefit from his Loci.

Another formation:
1 Herald
9 units of either Screamers of Tzeentch or Burning Chariots

Chariots can do Slash attacks, inflicting D6 str 5 ap 4 hits on a unit they move over. Screamers get +1 hit.

All units within 12" of the Herald gain his Loci.

Nurgle
1 Herald
7 units of either Plaguebearers or Nurglings.

Enemies may not fire overwatch at units from this formation.

All units gain the Heralds Loci while within 12".

Another formation:
1 Herald
7 units of either Plague Drones or Beasts

All units gain Hammer of Wrath with poison 4+

1 unit within 12" of the herald may take a leadership test if they pass they can reroll failed charges and gain +3 attacks. If failed they must attempt to charge the nearest enemy.

Slaanesh

1 Herald
6 units of either Fiends of Slaanesh or Daemonettes.

Any enemy units in combat suffer -1 WS and -1I

All units within 12" of the herald benefit from its loci.

Another formation:
1 Herald
6 units from either Seekers, Hellflayer, Seeker Calvacade.

All units move 6" when running or moving flat out.



Not to steal your thunder Luchiban but thought this might save you some typing.

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Nurgle Powers:
Primaris: Same as Daemon Codex
1. Malediction.24". Target unit cannot run, Sweeping advances or Overwatch. WC 1
2. Same as 1-2 of Daemon Codex
3. Same as 3-4 of Daemon Codex
4. Same as 5-6 of Daemon Codex
5. Focussed witch fire. 12" AP2, Assault 1, Ignore cover, Instand Death.Instead of Rolling to wound, target must pass a "remaining wound test". If failed, suffers a wound. WC2
6. Blessing. 24". WC1-3. Add +1T for every WC to target unit.

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And the last one:

Slaanesh Artifacts:

Soulstealer (20 points): AP3, Combat, When killing an enemy model, bearer recovers a wound.

Silver shard (30 points): AP3, Combat, +2 attacks

Lazy Claw (10 points): When attacking in CC, roll one attack separetly. It gets +2S, AP2, Rending, Specialist

Forbidden Gem (15 points): When fighting in a challenge, enemy rolls 3D6 - L. Enemy suffers a penalty to WS and I equal to the result. Mínimum 1.

Agony whip (15 points): AP5, Combat, Reroll to wound. If enemy suffers an unsaved wound, does not attack this turn.

Mark of excess (15 points): 1 A at the end of the game after killing a monster or Character for the rest of the game.


Powers:

Primaris: Same as daemon codex
1. Same as 1-2 of daemon codex
2. Same as 3-4 of daemon codex
3. Blessing, 24", Unit suffers D6 S3 AP- hits but get: Furious charge, Rage and Zealot
4. WC1. Malediction. 18", Unit must pass a L test if they want to do anything.
5. Witch fire. 24", S4, AP4, Assault 1 5" blast, Any unit cover by the template suffer must pass L test or suffer D6 S4, AP4 hits.
6. Same as 5-6 daemon codex.

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Models that are able to purchase Rewards, can purchase an (and only one) Artifact as well for the point cost.

Daemon Decurión is:
Basic 1+
Command:0-4
Aux: 1+

Basic: Murderhorde, Warpflame host, Tallyband, Flayertroupe
Command: 1 Daemon Lord (Great Daemons or DP), Infernal Tetrad
Aux: The rest of the formations

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Greatpack:

1 Wolf Lord/WGBL

0-1 WG/WG Terminators/TWC

1-3 BC/Swift Claws/Sky Claws

0-1 Lukas

3-5 GH/Land Speeder

1-2 LF

0-1 Scouts

0-2 Lone Wolves

Cunning of the Wolf, Jarl of Russ

Spear of Russ:

1-3 Iron Priests

1-3 Predators/Wirlwinds/Vindicators

1-3 Land Raiders

Units within 12 inches of a Land Raider gets POTMS, one vehicle within 6 inches of an Iron Priests chooses one of the following: Monster Hunter, Precision Shots, Tank Hunter, Preferred enemy

WYRDSTORM RUNEPRIESTS
2-5 Runepriests
Harness Warp Charges with 3+ when using Tempestas discipline.
Every turn choose a Rune Priest of the formation. That one gets the following power:

– Livinstorm (WC3)
24″, S7, AP– Assault 2D6, Shock (For every 6 you get +2 hits). Add +1D6 attacks to the power for every Runepriest in the formation beyond the 1st.

THE BLACKMANES
Ragnar Blackmane or Wolf Guard Battle Leader
1 unit of Wolf guard, Terminators or Thunderwolves
3-5 units of Blood Claws, Skyclaws or Swiftclaws
0-1 Lukas
4-6 Grey Hunters, Land Speeders
1-2 Long Fangs
1 Wolf scouts
0-2 Lone Wolves

Units disembarking from a Drop Pod get Fearless and FnP6+ that turn.
If Ragnar is on the battlefield, all “Claw” units reroll to hit in combat
All unit that normally can purchase a Drop Pod, can get it for free. Have to pay the upgrades. All Drop Pods of this formation enter the battlefield in turn 1.

Wulfen murderpack:
2-5 units of Wulfen
Add +1 to the curse of the wulfen roll for every unit on the battlefield.
There is a 7+ result.
– Hunt: Affected units can move twice this turn. (THAT ONE IS GOOD)
– Kill: Affected units get +1A

The Wulfen units that get an additional attack for every 6 to hit in combat – (is that an additional hit or an additional attack?) 1 additional A for every 6 to hit. (does that proc off of secondary hits?) – Yes, as long as you roll 6’s to hit…

Ancients of the Fang

1 Iron Priest

2-? Dreadnoughts (not sure if it includes Contemptors)

All Dreads within 6 inches of Iron Priest gets IWND

Counts as a squadron, 3 or more Dreads re-roll hits in close combat

and another rule I can't read

HERALDS OF THE GREAT WOLF

Wolf, Iron and Rune Priest

Counts as a single unit, they lose IC.

The unit gains a benefit as long as the corresponding model is alive:

Wolf Priest - IWND
Rune Priest - enemies who shoot at the unit get BS -1
Iron Priest - ignore the first failed saving throw each phase

And another rule I can't read

WOLFKIN

2-5 Fenrisian Wolves

Monster Hunter, Outflank

All Wolves may be merged into a single alpha pack. All Wolves gain +1A in CC if there are 20 or more in the alpha pack
If Wolfkin is within 12 inches of left or right table edge any outflanking SW unit may deploy there (not sure if you roll for reserves or not)

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IRONWOLVES

1 Wolf Lord/WGBL

0-1 WG/WGTermis

2-3 BC

3-5 GH/Land Speeders

1-2 Long Fangs

0-1 Scouts

0-2 Lone Wolves

All units can disembark even if the vehicle moved 12 inches

All weapons and wargear is free baf5f2e54c6b17d5c5d39aecadfa1272.gif

All vehicles move 6 inches more when moving flat out, enemies tankshocked get a -2 penalty on their leadership

Can't read Drakeslayers or Deathwolves, sorry

CHAMPIONS OF FENRIS

Logan Grimnar or WGBL

0-1 Arjac

2-3 WG/WGTermis/TWC

3-6 Blood/Sky/Swift Claws

4-8 GH/Land Speeders

2-3 Long Fangs

Fearless

Can't read the rest

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BONUS (ONE REAL GOOD FORMATION)

The Ironwolves formation:

1 Wolf Lord or Battle leader.

0-1 Wolf Guard or Termintors

2-3 Blood Claws

2-4 Grey Hunters Land Speeders

1-2 Long Fangs

0-1 Wolf Scouts

0-2 Lone Wolfs

 

Restrictions: The formation have to include enough dedicated transport to embark all non-vehicle model.

 

Special Rules:

Units of of this detachment may disembark from transport moving up to 12"

Vehicles may move additional 6" when moving flat out.-

Vehicles of this formation may get all upgrades they want for free (weapons and wargear)

transp.gif transp.gif  

 

Sweet. I knew I made the right choice whenI went for the IronWolves! Kind of curious about how that restriction works with Scouts and Lone Wolves tho.

 

Scouts do not appear in the book, so they remain 100% the same.

 

Predators, Whirwinds and Vindicators get same treatment as space marine codex.

 

Dreadnoughts do not appear. So they dont have 4 attacks.

That's just crap, tho. Wolf Scouts are badly overpriced, and the SW CC specialist Dreads are unimpressive compared to even a basic SM Dread.

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Sweet. I knew I made the right choice whenI went for the IronWolves! Kind of curious about how that restriction works with Scouts and Lone Wolves tho.

It's probably a cut and paste problem. All of the company formations have the same allowances and this one is the same. Basically, you won't be able to take them.

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Spoilers for new SW Novel

 

 

via Weyrell from the Faeit 212 inbox
Just read the novel and wow ... a very brief, summary:

·         Wulfen return in a bow wave of daemonic incursions within the Fenrisian systems.

·         SWs track the incursions and dispatch all but one of the great companies to bring their lost brothers home. Grey Knights track them all too.

·         Hints at their return being pre-ordained before the 13th went missing and their return being a precursor to the "end times" and the return of Russ.

·         The pattern of incursions is in the shape of a sigil used by the sorcerers of Prospero meaning "Vengeance"

·         Dark Angel scouts are slaughtered during the first incursion and vid-caps of Wulfen retained, investigations and suspicions of heresy and mutation within the Wolves abound

·         Flames are fanned by the Changeling and eventually the bulk of the Dark Angels fleet including THE ROCK arrive supported by a dozen other chapters including the Ultramarines and Iron Hands.


·         Book ends with the bombardment of Fenris commencing



There is a fairly quick escalation to it within the story but not as instantaneous as I fear I made it look. The DA, spurred on by the Changeling, believe that the Fenrisian systems have fallen to a daemonic incursion brought about by the fall of the Wolves. The implication is that they and their allies are rocking up to purge everyone, not just the Wolves. 


The Wolves don't do themselves any favours by treating the Wulfen with the same secrecy as the Dark angels treat the Fallen. The hypocrisy is not lost on me. The Grey Knights, well Stern really, seem to be the arbiters of reason is this. 

Bjorn is mentioned a fair bit but in the end Ulrik simply says he can not be roused

Alpha Legion is indeed there but in a smaller role than I would have thought.

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Sweet. I knew I made the right choice whenI went for the IronWolves! Kind of curious about how that restriction works with Scouts and Lone Wolves tho.

 

Don't you just need enough space in your Dedicated Transports to fit them? For example, if I have a 5-man Blood Claw squad with a dedicated Land Raider Crusader, they are only using 5 out of 16 transport capacity. The extra 11 transport capacity could be used for Wolf Scouts or Lone Wolves. Just a thought anyway, I have no idea if that's how it works.

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