pretre Posted February 6, 2016 Author Report Share Posted February 6, 2016 - THE FIREHOWLERS1 Wolf Lord or Battale Leader1 Wolf Guard2-4 Skyclaws or Swiftclaws2-4 Grey Hunters, Landspeeders0-1 Long Fangs0-1 Scouts0-2 Lone WolvesRestrictions: Wolf Lord, Battle Leader and Wolf Guard have to purchase a jump pack or a bike.Special rules:Reroll failed charge distancesIf an enemiy unit wants to overwatch has to pass L test. Fear when chargingIf roll to charge is 10 or more, the unit get Furious charge 1 Quote Link to comment Share on other sites More sharing options...
pretre Posted February 6, 2016 Author Report Share Posted February 6, 2016 THE DRAKESLAYERS1 Krom or Battle Leader1-2 Wolf Guard, Terminators2-3 Blood Claws2-4 Grey Hunters, Land Speeders1-2 Long Fangs0-1 Scouts0-2 Lone WolfesRestrictions: NoneSpecial Rules:Monster hunter, StubbornCharacters 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 1 Quote Link to comment Share on other sites More sharing options...
pretre Posted February 6, 2016 Author Report Share Posted February 6, 2016 https://www.youtube.com/watch?v=ETz_CwqJpKUSlow the video down to 0.25 and you can pause and see 8 out of 10 of the formations.Khorne1 Herald8 units of either Bloodletters, Bloodcrushers or FleshhoundsAll 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.TzeentchHerald9 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 Herald9 units of either Screamers of Tzeentch or Burning ChariotsChariots 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.Nurgle1 Herald7 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 Herald7 units of either Plague Drones or BeastsAll 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.Slaanesh1 Herald6 units of either Fiends of Slaanesh or Daemonettes.Any enemy units in combat suffer -1 WS and -1IAll units within 12" of the herald benefit from its loci.Another formation:1 Herald6 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. 1 Quote Link to comment Share on other sites More sharing options...
pretre Posted February 6, 2016 Author Report Share Posted February 6, 2016 Nurgle Powers:Primaris: Same as Daemon Codex1. Malediction.24". Target unit cannot run, Sweeping advances or Overwatch. WC 12. Same as 1-2 of Daemon Codex3. Same as 3-4 of Daemon Codex4. Same as 5-6 of Daemon Codex5. 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. WC26. Blessing. 24". WC1-3. Add +1T for every WC to target unit. 1 Quote Link to comment Share on other sites More sharing options...
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pretre Posted February 6, 2016 Author Report Share Posted February 6, 2016 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 attacksLazy Claw (10 points): When attacking in CC, roll one attack separetly. It gets +2S, AP2, Rending, SpecialistForbidden 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 codex1. Same as 1-2 of daemon codex2. Same as 3-4 of daemon codex3. Blessing, 24", Unit suffers D6 S3 AP- hits but get: Furious charge, Rage and Zealot4. 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. 1 Quote Link to comment Share on other sites More sharing options...
pretre Posted February 6, 2016 Author Report Share Posted February 6, 2016 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:0-4Aux: 1+Basic: Murderhorde, Warpflame host, Tallyband, FlayertroupeCommand: 1 Daemon Lord (Great Daemons or DP), Infernal TetradAux: The rest of the formations 1 Quote Link to comment Share on other sites More sharing options...
pretre Posted February 6, 2016 Author Report Share Posted February 6, 2016 Greatpack:1 Wolf Lord/WGBL0-1 WG/WG Terminators/TWC1-3 BC/Swift Claws/Sky Claws0-1 Lukas3-5 GH/Land Speeder1-2 LF0-1 Scouts0-2 Lone WolvesCunning of the Wolf, Jarl of RussSpear of Russ:1-3 Iron Priests1-3 Predators/Wirlwinds/Vindicators1-3 Land RaidersUnits 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 enemyWYRDSTORM RUNEPRIESTS2-5 RunepriestsHarness 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 BLACKMANESRagnar Blackmane or Wolf Guard Battle Leader1 unit of Wolf guard, Terminators or Thunderwolves3-5 units of Blood Claws, Skyclaws or Swiftclaws0-1 Lukas4-6 Grey Hunters, Land Speeders1-2 Long Fangs1 Wolf scouts0-2 Lone WolvesUnits disembarking from a Drop Pod get Fearless and FnP6+ that turn.If Ragnar is on the battlefield, all “Claw” units reroll to hit in combatAll 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 WulfenAdd +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 +1AThe 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 Fang1 Iron Priest2-? Dreadnoughts (not sure if it includes Contemptors)All Dreads within 6 inches of Iron Priest gets IWNDCounts as a squadron, 3 or more Dreads re-roll hits in close combatand another rule I can't readHERALDS OF THE GREAT WOLFWolf, Iron and Rune PriestCounts as a single unit, they lose IC.The unit gains a benefit as long as the corresponding model is alive:Wolf Priest - IWNDRune Priest - enemies who shoot at the unit get BS -1Iron Priest - ignore the first failed saving throw each phaseAnd another rule I can't readWOLFKIN2-5 Fenrisian WolvesMonster Hunter, OutflankAll Wolves may be merged into a single alpha pack. All Wolves gain +1A in CC if there are 20 or more in the alpha packIf 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) 1 Quote Link to comment Share on other sites More sharing options...
pretre Posted February 6, 2016 Author Report Share Posted February 6, 2016 IRONWOLVES1 Wolf Lord/WGBL0-1 WG/WGTermis2-3 BC3-5 GH/Land Speeders1-2 Long Fangs0-1 Scouts0-2 Lone WolvesAll units can disembark even if the vehicle moved 12 inchesAll weapons and wargear is free All vehicles move 6 inches more when moving flat out, enemies tankshocked get a -2 penalty on their leadershipCan't read Drakeslayers or Deathwolves, sorryCHAMPIONS OF FENRISLogan Grimnar or WGBL0-1 Arjac2-3 WG/WGTermis/TWC3-6 Blood/Sky/Swift Claws4-8 GH/Land Speeders2-3 Long FangsFearlessCan't read the rest 1 Quote Link to comment Share on other sites More sharing options...
WestRider Posted February 6, 2016 Report Share Posted February 6, 2016 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) 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. Quote Link to comment Share on other sites More sharing options...
pretre Posted February 6, 2016 Author Report Share Posted February 6, 2016 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. Quote Link to comment Share on other sites More sharing options...
WestRider Posted February 6, 2016 Report Share Posted February 6, 2016 Wasn't actually planning on it (since they didn't fix Scouts), just amused by the sloppy wording as much as anything. Altho it would be kind of cool to be able to get extra Razorbacks for Lone Wolves and/or get LS Storms added in. Have we seen the DeathWolves yet? Do they get extra TWC? Quote Link to comment Share on other sites More sharing options...
pretre Posted February 6, 2016 Author Report Share Posted February 6, 2016 No, some outflank thing. I was disappointed. 1 Quote Link to comment Share on other sites More sharing options...
Ser Warwick Posted February 7, 2016 Report Share Posted February 7, 2016 In the same vein as the Scouts and Dread, are our Claws still the most inept of the Astartes initiates? (WS BS 3) Quote Link to comment Share on other sites More sharing options...
BrainFireBob Posted February 7, 2016 Report Share Posted February 7, 2016 Looks like they are trying to make assault work again. Well, this rounds out the Wolf players pretty well. My Marines are solid, but holding a brighter and brighter hope for my Chaos. Quote Link to comment Share on other sites More sharing options...
pretre Posted February 7, 2016 Author Report Share Posted February 7, 2016 In the same vein as the Scouts and Dread, are our Claws still the most inept of the Astartes initiates? (WS BS 3)Yes, from what we've heard. Quote Link to comment Share on other sites More sharing options...
pretre Posted February 8, 2016 Author Report Share Posted February 8, 2016 Spoilers for new SW Novel via Weyrell from the Faeit 212 inboxJust 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 commencingThere 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 rousedAlpha Legion is indeed there but in a smaller role than I would have thought. Quote Link to comment Share on other sites More sharing options...
pretre Posted February 8, 2016 Author Report Share Posted February 8, 2016 from french warhammer forum Quote Link to comment Share on other sites More sharing options...
pretre Posted February 8, 2016 Author Report Share Posted February 8, 2016 $113.25 for the stuff in that set separately. So 28.25 discount or 25% off. You can get it for 25% off again from retailers which makes it 44% off (~63). 1 Quote Link to comment Share on other sites More sharing options...
pretre Posted February 8, 2016 Author Report Share Posted February 8, 2016 1 Quote Link to comment Share on other sites More sharing options...
pretre Posted February 8, 2016 Author Report Share Posted February 8, 2016 Krom re-release Quote Link to comment Share on other sites More sharing options...
Gorgosaurusrex Posted February 8, 2016 Report Share Posted February 8, 2016 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. Quote Link to comment Share on other sites More sharing options...
pretre Posted February 8, 2016 Author Report Share Posted February 8, 2016 One squad per transport. Quote Link to comment Share on other sites More sharing options...
InfestedKerrigan Posted February 8, 2016 Report Share Posted February 8, 2016 If it can't carry a squad and a dread, or two squads, I'm not interested. Quote Link to comment Share on other sites More sharing options...
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