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Spear of Russ (LF3)


Brother Tyler

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SPEAR OF RUSS

Large Formation

 

POINTS: 300 + MODELS

 

"Look overhead for the Spear of Russ, for the battle is not truly joined until it is cast"

-Wolf Lord Bjorn Stormwolf, 9998999.M41

 

The Space Wolves are renowned for the sheer speed and ferocity of their planetary drops. During the 13nth Black Crusade many Wolf Lords used these sudden strikes to rip the throat out of enemy resistance before the presence of an Astartes force was even known. Entire Great Companies have been known to deploy from orbit in less than 15 minutes ship time, allowing the Wolves of Fenris to slip in amongst even the most traitorous of sheep.

 

Known as the Spear of Russ, this formation was used again and again to maximize the presence of Great Companies around the Eye of Terror.

 

FORMATION:

1 Wolf Lord

0-1 Wolf Priest

0-1 Rune Priest

0-1 Iron Priest

3+ Deathstorm Drop Pods

2-8 Grey Hunter Packs in Drop Pods

0-2 Bloodclaw Packs in Drop Pods

0-2 Long Fangs in Drop Pods

0-3 Dreadnaughts or Venerable Dreadnaughts in Drop Pods

0-3 Wolf Guard Packs in Drop Pods.

 

SPECIAL RULES:

Clear the Field!: Designate one Deathstorm Drop Pod as the lead pod. Place it on the field and scatter as normal and resolve its shooting. Then place each other Deathstorm Drop Pod in the formation within 24" of the first resolving their shooting in turn. Then place each other Drop pod within 12" of a Deathstorm Drop Pod as normal.

 

Every Boot on the Ground: Each Drop Pod, other than Deathstorm Drop Pods, in this formation increases its transport capacity to 12 models.

 

Masters of the Assault: A Drop Pod equipped with a Locator Beacon that is deployed as part of this formation count as having been on the table since the start of the turn for the purposes of allowing other drop pods in the formation to deploy without scattering.

 

Beachhead: The player who takes the Spear of Russ gains the Hold at all Costs strategic asset. This asset only applies to Space Wolf models.

 

Nowhere to Run: All units in this formation count as stubborn.

 

Deathstorm Drop Pod:

 

75pts

 

AV Front 12 | Side 12 | Rear 12 | BS 4

 

Vehicle, Immobile, Open topped, Deathstorm Assault.

 

Equipment: Each Deathstorm Drop Pod count as being equipped with a pintel mounted twin linked assault cannon.

 

Options: May purchase a Locator Beacon at +15pts.

 

Immobile: Deathstorm Drop Pods count as having suffered an Immobilized result that can never be repaired.

 

Deathstorm Assault: Each Deathstorm Drop Pod immediately fires after deployment as if they were armed with three Twin-linked Assault Cannons. In addition they may fire three times, and they must fire at the closest unit be it friend or foe. If forced to fire upon a friendly unit your opponent may opt to roll for you. Note that this occurs out of the normal turn sequence and in no way disallows other reserves or movement on a given turn.

 

DESIGNER’S NOTES: Actually the hardest part of this project was deciding what optional units would be available. There had to be enough to be a solid force but not so many that you couldn’t play it as a large multiplayer or smaller *3k* single side apocalypse game. My target for this force was a minimum of around 800pts, and expandable up to around 3k itself. 3 Deathstorms were considered mandatory for the function of the formation, and I removed a limit to their number to keep the whole thing expandable. The inclusion of a Wolf Lord seemed natural, as who else would be allowed to lead such an action in the fluff? And Grey Hunters being the veteran campaigners *as opposed to Blood Claws* needed to be included. I decided on 2 base to allow flexibility, and upwards of 8 to show a Great Companies greater numbers. A single Dreadnaught was decided as mandatory to bulk the formation up a little, and allow some additional firepower with two more optional for players who favor them.

 

Skyclaws *Blood Claw Jump Packers*, thunderwolves, Fenrisian wolves, and Lone Wolves I deemed incompatible with a DP assault, mostly because of their unit types. While the Lone Wolf might have been an option he doesn’t come with the option of taking a DP and is unable to join a unit.

 

Every Boot on the Ground: The size of a DPs carrying capacity was raised to 12 for 2 reasons: 1) To allow a spot for HQs to come in without sacrificing unit members or forcing a player to take Wolf Guard and 2) because many players at the apocalypse level use IA 2 update to keep the rules streamlined and simple. I also valued that increase at around 75pts, as it is an advantage space wolves were soon not to have.

 

Masters of the Assault: I wanted to show in the formation some of the fluff I’ve read on SWs being renowned for their drop pod assaults. It increases the price of the DSDPs, but the ability itself is powerful. It also resolves issues that could be caused by DPs being placed back in reserve- such as "is it still part of the formation?" and "what happens if there are no Deathstorms to deploy near, or no room near any of them because my opponent blew many of them up with hit titan?" I valued this ability around 50-75pts.

 

Beachhead: Hold at all Costs was given to the formation, and I valued this at around 50pts. In this kind of fight every brother would be concentrating on taking and holding the immediate area.

 

Nowhere to Run: Many assets in apocalypse *and CoD and PS for that matter* give a unit inspiration and grant counterattack to show their desperation/loyalty/motivation. SWs obviously would gain nothing from such an ability, and the aggressive nature of the formation *if used with say DA substitutes* seemed to be against it. However I felt something was needed to show their steely determination, and the simple fact that this was even more of a do-or-die situation than most Astartes actions. Stubborn seemed the best fit. I valued this ability to be worth about 100pts, as unlike codex marines Chapter Tactics they were giving nothing up for it.

 

Deathstorm Drop Pods:

I changed and clarified these because of the extensive arguments I’ve heard over the use of their FW rules again and again: when can it fire? does it count as a DP for DPA? etc. I mandated Assault Cannons as the base weapon for 2 reasons: 1) Firing blast templates into an area as your troops disembarked seemed suicidal and harder to swallow and 2) Playtesting against BT, CSMs, Tyranids, Orks and Guard showed that Whirlwind launchers, and in particular their pinning ability, was actually stronger and almost always got more hits *from 3 blasts* than 3 assault cannons, save when drift went absolutely horrible. *I decided that the outlying occurrence of rolling a 12" drift twice along with a 10" drift was less accurate for its cost than the normal 1 hit and two drifts of less than 8" before BS.*

 

Please discuss this datasheet by replying in this topic.

 

If you have any questions about the process, please refer to this discussion.

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I like it... Im not sure I like the changed to a Deathstorm pod, but I can understand it too. A good number of options, and it scales well- the minimum price is pretty large, but not bad for apocalypse at all... and I could see you making a huge list with this too.

I like it quite a bit, it seems balanced and very, very fluffy and the concepts are well thought out. The only troublesome part is the wording for the Deathstorm Drop Pods with their assault cannons. You say on the turn they arrive they count as having 3 Twin-Linked Assault Cannons then go on to say they can get 3 shots. I think that wording is a bit confusing, you'd be better off simply saying that the turn they arrive their Twin-Linked Assault Cannon counts as Heavy 12 instead of Heavy 4 so it's simple and straightforward.

 

Otherwise a nice and very well thought out datasheet. ;)

Great stuff but I don't agree on the Deathstorms and I have used a mix of assault cannon and whirlwind armed ones quite often.

 

The whirlwinds are great at dislocating parts of an enemy force and the assault cannons don't need the boost.

 

Agree that we must keep to the 10-marine capacity for DPs - there is just not the space!

 

I also can't see why Sky Claws are excluded - they would jump off Thunderhawk assault ramps in such a mission.

JUDGES’ COMMENTS:

 

Bannus:

BALANCE: Above Average. The expanding the capacity of the Drop pods to allow for full-sized SW units (with the options that allows) seems counter to the reason why the SW Codex was set up the way it was. This gives me pause as to its balance.

 

USABILITY: Excellent. Similar to its SM counterpart, its usability should also be comparable.

 

ADHERENCE TO THE BACKGROUND MATERIAL: Average. I don't recall the Space Wolves being particularly adept at drop pods assaults (unlike the Raven Guard), and see no real fluff to support it. Only that the Space wolves do things "differently" is the only justification - and may be enough.

 

Corpse.:

An interesting concept, and limiting in enough ways to promote loss for fielding this formation. To get the worth out of it all makes it hard, and challenging to bring it to the right occasion. With the added consensus that it may not kill its value.

 

Balance is outstanding. It would be a little higher, but the ability to shoot your own models puts a little red on the meter of safe use, including firing at your friend’s models and potentially doing something your opponent wishes for hidden bonuses in some way. Usability is excellent for having to dedicate a regular force, limited in many drop pods and drop pods for the Deathstorm with a limited selection of space wolves. Adherence to fluff is outstanding through and through.

 

Gillyfish:

Above Average… too potent. Stubborn makes up for the Wolves’ main weakness.

 

Honda:

Above Average. I have to think about this one a little bit, but right off the bat, the author changes core SW rules (increasing capacity of drop pods) which were designed for balancing reasons, but I need to look at this one a little more.

 

JamesI:

Outstanding. I don’t like the change to drop pod capacity, so it should go back to 10. Other than that, it looks like a good formation and very fitting the wolves.

On the issue of Drop Pod capacity, I think that you should stick with the rules in the Space Wolves codex.

 

The major problem I see with this datasheet is that it should have been a Space Wolves analogy to the standard Space Marine Skyhammer Orbital Strike Force. The Space Wolves, after all, are no more proficient at conducting drop pod assaults than any other Chapter of the Adeptus Astartes. As a result, their version of the orbital strike force should be no more potent. Since the Skyhammer Orbital Strike Force composition is geared towards the units in the Codex Chapters, it would have been no small thing to just adapt it for the Spear of Russ.

 

The Deathstorm Drop Pod was a mistake. The Space Wolves have Deathwind Drop Pods just like the other Chapters, and those should have been the version in the datasheet (assuming the datasheet isn't altered to be the Space Wolves equivalent to the Skyhammer Orbital Strike Force).

On the issue of Drop Pod capacity, I think that you should stick with the rules in the Space Wolves codex.

 

The major problem I see with this datasheet is that it should have been a Space Wolves analogy to the standard Space Marine Skyhammer Orbital Strike Force. The Space Wolves, after all, are no more proficient at conducting drop pod assaults than any other Chapter of the Adeptus Astartes. As a result, their version of the orbital strike force should be no more potent. Since the Skyhammer Orbital Strike Force composition is geared towards the units in the Codex Chapters, it would have been no small thing to just adapt it for the Spear of Russ.

 

The Deathstorm Drop Pod was a mistake. The Space Wolves have Deathwind Drop Pods just like the other Chapters, and those should have been the version in the datasheet (assuming the datasheet isn't altered to be the Space Wolves equivalent to the Skyhammer Orbital Strike Force).

I have a couple things to note on this one:

 

1) I didnt have C:SW (5th) edition at the time, only rumors and a three month old copy of IA 2 update to go by. Wich is why Im considering changing it now.

 

2) Deathstorm DP isnt in any way supposed to be an analogy to the Deathwind Missile Launcher on some pods. It is supposed to be an analogy to the old Deathwind Pods, now called Deathstorms in IA 2 due to *probably* confusion between the two.

 

3) The Deathstorm DP rules arent incredibly clear, and Ive seen rules lawyers argue it to heck and back because of the new DS rules that they cant shoot at all when they arrive, quite negating the point and spirit of the unit. Thats why I rewrote it... and Im open to changing those rules- but not to just "See IA 2".

 

4) Id hate to just copy the Skyhammer formation. Theres nothing wrong with the Skyhammer formation, and Ill note that it is similar in that its a large formation of SMs dropping into combat, with benefits in that they do not scatter- but the similarities end there. This formation was inspired by the Fluff from William Kings books, and by the fluff I read during the EOT campaign, and Id hate to abandone it.

 

5) If given a bit of time, I will find the exact quotes, but I must note that in Mr. Kings books, and in some of the EOT fluff it talks about DPing being a favored tactic of the SWs, and one in wich they excell. I dont know why you and Bannus say otherwise, but I can only assume your not familiar with that area of the fluff.

 

Does anyone have any other comments?

I would venture to say that the comments in Mr. King's novels about the Space Wolves excelling at Drop Pod tactics are more in line with the fact that Drop Pod assaults are the bread and butter of every Space Marine Chapter. It's the basic assault for which they exist. The really relevant background material, going back through all three versions of Codex: Space Wolves, the Index Astartes article on the Space Wolves, and a host of other articles in White Dwarf magazine attribute no special skills or preference for Drop Pod assaults beyond those of other Chapters. The one major Chapter for which any excellence at Drop Pod assaults is attributed is the Raven Guard, and I think that one of the minor Chapters mentioned in the new Codex: Space Marines is also given some credit for Drop Pod assaults. For the Space Wolves, though, they should be considered "average" at Drop Pod assaults (in comparison to the other Chapters).

 

To that end, the Skyhammer formation is the benchmark for the average Chapter of the Adeptus Astartes. There should definitely be some minor cosmetic differences in line with the character of the Space Wolves, but not so dramatic as to portray the Space Wolves as being better at it than the other Chapters.

 

Just my opinion.

Fair enough.

 

While I can see where your going with that, I cant say that Im going to be able to argue this one without bias, as 1) Im a SW player whos reading of the fluff simply disagrees with yours and 2) I want to make this datasheet, and thus invalidating it from the get-go would be counter productive.

 

So, Ill state this now: The working assumption of this datasheet is that the SWs, or atleast the Great Company in question excell at DP tactics compare to most any other chapter and have developed specific tactics to launch such an assault.

 

If at some point while Im looking through my old fluff I become convinced that I am entirely incorrect I may drop the project, but most likely I wont... itll just change.

Blackmane is a specialist in orbital drops apparently, which I find hilarious because he's also meant to have a high proportion of blood claws, which makes drop podding interesting to say the least.

 

He is often chosen to lead planetary invasions because he does it so well.

 

EDIT: For a Space Wolf at least.

Blackmane is a specialist in orbital drops apparently, which I find hilarious because he's also meant to have a high proportion of blood claws, which makes drop podding interesting to say the least.

 

He is often chosen to lead planetary invasions because he does it so well.

 

EDIT: For a Space Wolf at least.

That could make for a very intersting datasheet right there.

 

Something like:

 

1 Ragnar Blackmane

 

1 unit in 2 must be composed of Bloodclaws

 

Drop Pods

 

Special rules, point cost - job done.

I like the Spear of Russ but there should also be a spicific one for Ragnar Blackmane. I would favor a minimam of 4 BC packs and a special rule, like alowing the BC and Ragnar to Fleet and assult out of the DPs at the loss of the Berserk charge as the ground has knocked some sense in them... sort of.
  • 2 weeks later...

I know this contest is long over but I was thinking over the Deathstorm Drop Pods and it appears the idea was to have the initial Pods hit and lay down a curtain of heavy fire and then the Regular Drop Pods in that wave home in on those to assure a fairly tight dispersal pattern of your marines. Instead of the Heavy dose of Assault Cannon fire, which could be somewhat overwhelming, why not incorporate the idea of from the fluff of the Drop Pod Doors being blasted off by shaped explosive charges as your "ground clearing" tool. You could make it a bit more random and perhaps not as deadly by having the amount of shrapnel whickering through the air serving to have all parties close enough hitting the deck.

 

Maybe for each pod you roll 2D6 and that is the number of inches around that the shrapnel is dispersed with each squad that is touched taking D6 strength 3 hits with regular armor saves but all parties that are hit are automatically pinned. Sort of like massive Claymore mines that keeps heads down while the marines hit the deck and start mowing things down. I would also make the Homing Beacons specialized to only allow the Drop Pods from a particular wave to home in on them, thereby limiting the power of those while allwoing for multiple waves to make planetstrike in the appropriate places.

 

This was just a thought I had so I thought I would throw it out there for your consideration. The Data Sheet is excellent and I am going to give some thought to trying this out.

SPEAR OF RUSS

Large Formation

 

POINTS: 300 + MODELS

 

"Look overhead for the Spear of Russ, for the battle is not truly joined until it is cast"

-Wolf Lord Bjorn Stormwolf, 9998999.M41

 

The Space Wolves are renowned for the sheer speed and ferocity of their planetary drops. During the 13nth Black Crusade many Wolf Lords used these sudden strikes to rip the throat out of enemy resistance before the presence of an Astartes force was even known. Entire Great Companies have been known to deploy from orbit in less than 15 minutes ship time, allowing the Wolves of Fenris to slip in amongst even the most traitorous of sheep.

 

Known as the Spear of Russ, this formation was used again and again to maximize the presence of Great Companies around the Eye of Terror.

 

FORMATION:

1 Wolf Lord*

0-1 Wolf Priest*

0-1 Rune Priest*

3+ Deathstorm Drop Pods

2-8 Grey Hunter Packs in Drop Pods

0-2 Bloodclaw Packs in Drop Pods

0-2 Long Fangs in Drop Pods

0-3 Dreadnaughts or Venerable Dreadnaughts in Drop Pods

0-3 Wolf Guard Packs in Drop Pods.*

 

*Note, models chosen as part of this formation may not choose Jumppacks, thunderwolf mounts, or Bikes as wargear.

 

SPECIAL RULES:

Clear the Field!: Designate one Deathstorm Drop Pod as the lead pod. Place it on the field and scatter as normal and resolve its shooting. Then place each other Deathstorm Drop Pod in the formation within 24" of the first resolving their shooting in turn. Then place each other Drop pod within 12" of a Deathstorm Drop Pod as normal.

 

Well go back for the Ale: Independant Characters, not attached characters like Wolf Gaurd, who are part of this formation take up no space in a transport.

 

Masters of the Assault: A Deathstorm Drop Pod equipped with a Locator Beacon that is deployed as part of this formation count as having been on the table since the start of the turn for the purposes of allowing other drop pods in the formation to deploy without scattering.

 

Beachhead: The player who takes the Spear of Russ gains the Hold at all Costs strategic asset. This asset only applies to Space Wolf models who are part of this formation.

 

Nowhere to Run: All units in this formation count as stubborn while within 12" of a Drop Pod that is also part of this formation.

 

Deathstorm Drop Pod:

 

95pts

 

AV Front 12 | Side 12 | Rear 12 | BS 4

 

Vehicle, Immobile, Open topped, Deathstorm Assault.

 

Equipment: Each Deathstorm Drop Pod count as being equipped with a pintel mounted twin linked assault cannon.

 

Options: May purchase a Locator Beacon at +15pts.

 

Immobile: Deathstorm Drop Pods count as having suffered an Immobilized result that can never be repaired.

 

Deathstorm Assault: Each Deathstorm Drop Pod immediately fires after deployment as if they were armed with three Twin-linked Assault Cannons. In addition they may fire d3 times, and they must fire at the closest unit be it friend or foe. If forced to fire upon a friendly unit your opponent may opt to roll for you. Note that this occurs out of the normal turn sequence and in no way disallows other reserves or movement on a given turn.

 

 

Designers *new* Notes:

I dropped the Iron Priest, with the lack of IC status and his squads inability to take a DP I felt it was best to streamline the situation.

 

I increased the price of the Deathstorm DP to match that of an IA 2 with the AC upgrade.

 

I fixed an issue with the wording of Deathstorm assault- it was supposed to be D3 units, not 3.

 

Fixed a potential problem with Masters of the Assault- only Deathstorms count for the purposes of Locator beacons. That was part of my origional intention, it keeps the formation together.

 

Thunderwolves, fenrisian wolves, swiftclaws, and of course tanks are all out of this formation... its just not suitable. Im curious however what people think of the idea of allowing a Lone Wolf to take a DP as part of this formation... probly a 0-1 choice, but maybe a 0-3 depending on the feedback.

 

Thoughts?

Maybe, after all a DP can deploy 2 combat squads... but Im thinking that might clunk up the formation.

 

Maybe a smaller one called "Remant Hammer" that drops down a DP and deploys 3 Lone Wolves out.

 

Any other C+C Jonas?

 

Also, does anyone have thoughts on the Stubborn only being within 12" of a DP? Its limiting, but there were some comments that strait Stubborn was just to much. I always thought it was like the old 3rd ed ruling, never outnumbered and all.

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