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Saga of the Beast: Rules


Iain_Stormeyes

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Id go so far as to say hes guaranteed to know TWO litanies plus our chapter one and the generic one

 

 

Is this what named chaplains get in other dexes?

 

Would be ace if he could chant 2 rather than know an extra, but then the issue with ulrik is that hes gonna struggle keeping up if you are using that +2 charge (e.g. JPWP is gonna be better anyway)

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Id go so far as to say hes guaranteed to know TWO litanies plus our chapter one and the generic one

 

Is this what named chaplains get in other dexes?

 

Would be ace if he could chant 2 rather than know an extra, but then the issue with ulrik is that hes gonna struggle keeping up if you are using that +2 charge (e.g. JPWP is gonna be better anyway)

They definitely know an extra one. Not sure if they can chant an extra one, worth checking other named chaplains datasheets to check that

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Id go so far as to say hes guaranteed to know TWO litanies plus our chapter one and the generic one

Is this what named chaplains get in other dexes?

 

That is the pattern so far.

 

Would be ace if he could chant 2 rather than know an extra, but then the issue with ulrik is that hes gonna struggle keeping up if you are using that +2 charge (e.g. JPWP is gonna be better anyway)

This has always been the issue with named characters. You often get improved abilities but at the loss of flexibility. I agree it matters more now since Chaplains/Wolf Priests need to be on the table at the start of the battle round which tends to make transports of Reserves awkward for them.

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You could have him in a transport Turn 1 and a JP wolf priest on the board for the important litany you want turn 1 (maybe the 5+ feel no pain or +1 to hit). You then get him out and advance him so he gets an extra 3" of "free" movement. Turn 2 he chants and advances again ideally to a point where you can drop your reserves. Or if you opponent is close enough as they came at you he just moved and chants. It's not ideal but any means but there are some cheeky work arounds if you can pull them off.
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I am contemplating a Wolf Priest on Bike, would be a fun Hobby Project, added survivability and speed. Less flexible than a Jump Pack.

Pretty sure we lost all biker HQs to legends

 

https://www.warhammer-community.com/legends/#warhammer-40000

Edited by TiguriusX
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I finally had a chance to look at the rules. I will say I like them, I think the relics are weak though. The biggest thing holding us back is that we are in 8th, where shooting reigns supreme. I know some don't like them but we really are hurting without Primaris melee units or Primaris SW specific units. Ragnar is a (hate this term) auto-include it feels.

 

Our prime unit, wulfen, being bound to only firstborn makes it awkward as we go forward into the future and I see it being more of an issue. Thunderwolf Cavalry got a boost, but have the issue as with most of our forces and that is movement and survivability to get into melee.

 

Overall it was "ok", and Orks really took the spotlight I think.

Edited by Jarl Caldersson
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At least for survivability we got access to Transhuman Physiology. That strat is pretty much a staple and one of the main reasons I am planning to switch to dual-battalion going forwards as I think SWs are about to become rather more CP hungry.

Being pretty much reserved to be used every turn against guard flat D3 basilisk ace to make thundercav harder to krump is (and has been for many weeks now) the staple of my CP planning. I can also see where it'd be a godsend for wulfen. Stopping S8+ stuff from making them take those nail-biting SS saves so often.

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I finally had a chance to look at the rules. I will say I like them, I think the relics are weak though. The biggest thing holding us back is that we are in 8th, where shooting reigns supreme. I know some don't like them but we really are hurting without Primaris melee units or Primaris SW specific units. Ragnar is a (hate this term) auto-include it feels.

 

Our prime unit, wulfen, being bound to only firstborn makes it awkward as we go forward into the future and I see it being more of an issue. Thunderwolf Cavalry got a boost, but have the issue as with most of our forces and that is movement and survivability to get into melee.

 

Overall it was "ok", and Orks really took the spotlight I think.

 

 

At least for survivability we got access to Transhuman Physiology. That strat is pretty much a staple and one of the main reasons I am planning to switch to dual-battalion going forwards as I think SWs are about to become rather more CP hungry.

 

I think Karhedron is right about CP Hunger, especially if we do want to spend it on things like Veteran Intercessors which could plug that lack of future-lock "melee" going forward. Sure they aren't "dedicated" melee units, but they will hit fairly hard. Especially if the pack leader has a fist/hammer with our Hunters Unleashed ability. Give these guys some bolt rifles or auto's and you've got a potent midfield unit. While it is clear primaris are the way forward in GW's marketing, i think we still have a good while to run the Wulfen and Thunderwolves, and even WG terminators/etc before they possibly get moved to legends. And by that point there may be more primaris units then now so who knows. 

 

 

 

 

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So it looks like in a 2k point game new wolves will need about 10 command points.

 

:/

 

Either 2 bats, or a bat and 2 specialists

 

Time to look at my list and decide if I should change it :/

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So it looks like in a 2k point game new wolves will need about 10 command points.

 

:/

 

Either 2 bats, or a bat and 2 specialists

 

Time to look at my list and decide if I should change it :/

Most of my recent battlescribe brainstorming has 2 battalions as the core

 

We definitely have more stratagems worth the CP now

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So it looks like in a 2k point game new wolves will need about 10 command points.

 

:/

 

Either 2 bats, or a bat and 2 specialists

 

Time to look at my list and decide if I should change it :/

 

So what you're saying you like our new stratagems so much you want to use as many as possible. :D

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So it looks like in a 2k point game new wolves will need about 10 command points.

:/

Either 2 bats, or a bat and 2 specialists

Time to look at my list and decide if I should change it :/

 

 

So what you're saying you like our new stratagems so much you want to use as many as possible. :D

I would say there is 1 stratagem you want to use almost every turn, and another 2 you want to use when your warlord is in the thick of it. There is 2 or 3 others if you have the correct unit that you may want to use.

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I built a brigade that might function well. Battlescribe still needs the latest updates, but take a look:

++ Brigade Detachment +12CP (Imperium - Space Wolves) ++
+ Stratagems +
Trophies of Fenris: Trophies of Fenris - 1 Extra Relic

+ HQ +

Wolf Guard Battle Leader: Jump Pack, Power fist, Saga of the Beastslayer, Storm bolter, The Armour of Russ, Warlord

Wolf Priest: Jump Pack, Power fist, Storm bolter

Wolf Priest: Jump Pack, Power fist, Storm bolter

+ Troops +

Grey Hunters
. . Grey Hunter Pack Leader
. . 4x Grey Hunter w/Bolt Pistol: 4x Bolt pistol, 4x Boltgun, 4x Frag & Krak grenades

Grey Hunters
. . Grey Hunter Pack Leader
. . 4x Grey Hunter w/Bolt Pistol: 4x Bolt pistol, 4x Boltgun, 4x Frag & Krak grenades

Grey Hunters
. . Grey Hunter Pack Leader
. . 4x Grey Hunter w/Bolt Pistol: 4x Bolt pistol, 4x Boltgun, 4x Frag & Krak grenades

Incursor Squad: Incursor Sergeant
. . 4x Incursor: 4x Bolt pistol, 4x Frag & Krak grenades, 4x Occulus bolt carbine, 4x Paired combat blades

Incursor Squad: Incursor Sergeant
. . 4x Incursor: 4x Bolt pistol, 4x Frag & Krak grenades, 4x Occulus bolt carbine, 4x Paired combat blades

Intercessor Squad: Auto Bolt Rifle, Auxiliary Grenade Launcher
. . 4x Intercessor: 4x Bolt pistol, 4x Frag & Krak grenades
. . Intercessor Pack Leader

+ Elites +

Aggressors: 2x Aggressor, Aggressor Pack Leader
. . Auto Boltstorm Gauntlets/Fragstorm Grenade Launcher

Aggressors: 2x Aggressor, Aggressor Pack Leader
. . Auto Boltstorm Gauntlets/Fragstorm Grenade Launcher

Wulfen
. . 4x Thunder hammer & Stormshield: 4x Storm Shield, 4x Thunder Hammer
. . 4x Wulfen
. . Wulfen Pack Leader: Frost claws

+ Fast Attack +

Cyberwolves: Cyberwolf

Cyberwolves: Cyberwolf

Suppressor Squad
. . 2x Suppressor: 2x Accelerator autocannon, 2x Bolt pistol, 2x Frag & Krak grenades, 2x Grav-chute
. . Suppressor Sergeant: Accelerator autocannon, Grav-chute

+ Heavy Support +

Long Fangs
. . Long Fang: Plasma cannon
. . Long Fang: Plasma cannon
. . Long Fang: Plasma cannon
. . Long Fang: Plasma cannon
. . Long Fang Pack Leader: Chainsword
. . . . Boltgun and Bolt Pistol
. . Wolf Guard Terminator Pack Leader: Combi-plasma, Storm shield

Whirlwind: Whirlwind vengeance launcher

Whirlwind: Whirlwind vengeance launcher

+ Flyer +

Stormfang Gunship
. . Two Lascannons: 2x Lascannon
. . Two Twin Multi-Meltas: 2x Twin multi-melta

+ Dedicated Transport +

Drop Pod: Storm bolter

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Two battalions is a thought I've had since 8th, just to see the minimums of Troops choices fleshed out as the base from Grey Mage remains, 1 Troops choice per 500 points, and it still works in 8th.

 

In said 8th, how and where those Troops choices go is going to be important, as it will directly control access to what else one can squeeze in.

 

To play back and forth a little bit...

 

Two Battations, pros, cons:

Pro:

- LOTS of options, provides 10 CP, BF is great with this one

- 0 to 2 more HQ's

- 0 to 6 more Troops

- 0 to 12 Elites, all possible

- 0 to 6 Fast Attack

- 0 to 6 Heavy Support

- 0 to 4 Fliers

 

Con:

- 4 HQ, 6 Troops, MINIMUM - Cheap or Expensive? What roles? What missions? What do each do? Redundancy/ies?

- Patrol formations at times may work better, but provide no bonus CP

- Look for Vanguard, Spearhead, and Flyer formations to try to gain some CP?

 

Mid:

- Vanguard and Spearhead may just be better, but...

- +3 CP per Battalion is nothing to sneeze at; the tax however may be too hard to meet, unless one wants/needs to run MSU, which can be good, larger units just need to be better*

 

= User's choice. If the mission calls for you to use Two Battalions as a deployment base, go for it? Test it out, the benefit of Battalions when compared to the minimums for a Brigade cannot be understated: the points sink needed for ONE Brigade, let alone MORE, is just insane in a regular game!

 

1 - I was/am still one of those that advocate that, when the need arises and it can be met, Two Battalions may, MAY, be a good to great thing!

2 - To say it bluntly, well, type it, Battalions are no different in scope and number to any force for any game: get the most mileage out for your army. If it's LOTS of CP's, and the controlling player will be aided by having two Battalions, go for it if it can work for you?

3 - Just make sure you remember all of your rules!

4 - As PA: 6 is going to enliven non Primaris models for a while, please take into account that...

 

4 HQ's

6 Troops

Minumum.

 

The most mileage you as a player can get ouf of that nets you the access to the Pro list of options.

 

Do so, and you have a LOT of FOC slots to play with, which will only be limited by your points total and points pinching.

Do not, if it is of no benefit to you.

 

Food for thought, I hope.

 

*This is a thread all its own, sadly.

 

Edit: CP wrong

Edited by Karack Blackstone
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Karack

 

2 battalions is 10 CP not 6

 

Was upgraded in one of the chapter approved a while back

Edited and fixed.

 

How many CP is the 10 + Battle-Forged? I'll edit that in as well.

 

I'm wondering if this should be a thread on its own, but that is not only up to me, I'd figure.

 

Edit: Which one? I will need to bring it up to some friends if we ever get to game again any time soon.

Edited by Karack Blackstone
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Karack

 

2 battalions is 10 CP not 6

 

Was upgraded in one of the chapter approved a while back

Edited and fixed.

 

How many CP is the 10 + Battle-Forged? I'll edit that in as well.

 

I'm wondering if this should be a thread on its own, but that is not only up to me, I'd figure.

 

Edit: Which one? I will need to bring it up to some friends if we ever get to game again any time soon.

Page 2 of basic rule book FAQ on right side

 

https://www.warhammer-community.com/wp-content/uploads/2019/09/30ead283.pdf

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Battalions are now 5CPs each and Brigades are 12CPs. For me, the awkwardness of having to fill 3 each of Fast, Elite and Heavy tends to be a hindrance. It leaves very few points for Transports or upgrades.

 

I would rather do with 2CPs less and have the flexibility to build my army more the way I like so I tend to work around dual Battalion rather than Brigade. Having said that, unlike many armies, we don't have much in the way of CP regen (although our new trait helps out here). So if you can build a Brigade that works for you then the extra 2CPs are no bad thing.

 

Although adding a cheap allied Inquisitor for CP regen looks rather tasty and doesn't break Doctrines.

Edited by Karhedron
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Made a new separate thread.

 

I figure we can, if so inclined move discussion there, as this thread is rules, and that subject is more open ended.

 

GH's and BC's look really strong if supported well now.

 

I'd also rather figure Chainswords on GH's are a "must" despite costing no points right now.

 

I'd love me some -1 AP CSwd for +1 Pt.

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