Tuesday, July 29, 2014

Codex Astartes Fenryka - MURDERFANG the Crusedborn




WS: 5 BS: 3 S: 6 F12 S12 R10 I:4 A:4 HP:3

  • Points Cost: 135
  • Special Rules
    • Furious Charge
    • It Will Not Die
    • Rage
    • Rampage
    • Murderlust
  • Wargear
    • Searchlight
    • Murderclaws
  • Options
    • Drop Pod….35 points

I love the name of this dreadnought, “Murderfang the Curseborn”. The reason he is call that is because no one really knows what his name was. But the name truly sticks with him like the trophy’s that adorn his mighty tomb.

Murderfang is a special case for the space wolves, usually dreadnoughts are employed by other space marine chapters as tank destroyers, monster hunters and line breakers. Well he is a line breaker alright, since he has 4 attacks base and has rage, furious charge and rampage. The murderclaws are already included in his attacks. So let us see what we got. 4 attacks base + 2 on the charge + D3 attacks when outnumbered, so that means he can dish out up to 9 attacks on the charge. The profile of the Murderclaws are Strength 7 with AP 2, they are specialist weapons with the master-crafted, shred rules added to them. The Murserlust rule means that murderfang ignores crew shaken and crew stunned results. Murderfang also has the it will not die rule, so any one who manages to get a chance to put a glance or pen on him will have some problems cause he can regenerate his hull points.

  • TACTICS
    • Murderfang can be used as a major anti-infantry unit, and an anti-elite unit. With the murderclaws you can take out units of terminator’s easily and anyone they are protecting. I would deploy a unit of grey hunters to protect him so that he can have the chance to charge whoever he is going to kill. It would be a walk in the park if he was deployed against imperial guard. But he has to be well protected if he is going to be deployed by drop pod. If you are running 3 drop pods he and the grey hunters need to be deployed in the first wave. In the drop pod assault deploy the first 2 near the long range heavy support units. Take them out first with both the dread and the Grey Hunters to make sure they can’t shoot him in the back.
    • Wolf scouts are a good way of covering the deployment of a dreadnought. A Wolf Scout team with sniper rifles and a missile launcher will be able to pick off anything that will try to kill murderfang. Your scouts have to infiltrate into a good corner so that it can cover the drop pods in the drop pod assault phase.
    • Murderfang is basically a wulfen in awesome dreadnought armor, equipped with ice claws that can kill a terminator.

Personally I want to drop him and another dreadnought into a squad of helpless chaos marines and watch as he cuts them down on the 2nd turn.

Friday, July 18, 2014

Update: Waiting for Codex

Hello Warrior kings and queens of Fenris

Do not think I have abandoned you. In the wake of hearing that the Space Wolves codex is coming out I'm putting this blog on hold for a bit, I'm still going to be working on my transport posts.

Do to money constraints I'm not going to be able to purchase the Storm Claw Campaign :'( but I'm saving up the money to get my hands on the Special Edition Codex, since we all know that GW is going to be doing those a lot.

Monday, July 14, 2014

Codex Astartes Fenryka - Dedicated Transport: Razorback's


BS:4 F:11 S:11 R:10

                Razorbacks are the armed transports of many Space Marine chapters, and are recommended for being snipers and hunters. Long Fangs find that they are great for deploying a unit across the battlefield.

  • Standard Loadout
    • Twin-Linked Heavy Bolter
    • Smoke Launchers
    • Searchlight
  • Options
    • Replace the Heavy Bolter with:
      • Twin-Linked Heavy Flamer
      • Twin-Linked Lascannon
      • Twin-Linked Assault Cannon
      • Lascannon and Twin-Linked Plasma Gun
    • May also take
      • Dozer Blades
      • Storm Bolter
      • Hunter-killer missile
      • Extra armor

Razorbacks have a transport capacity of 6 models, and they can be taken by almost any infantry unit in the army.  They can be used to breach the enemy flanks; they are also great for armored assaults.

Battlefield Application

                Units that are deployed inside razorbacks should be placed on the flanks; since the armor of the vehicle is very weak. Don’t expect them to survive for just being on the flanks, you have to cover their advance. Drop Pods are a great way to cover the advance.

  • Long Fangs
    • Long Fang units can number up to 6 models and can be deployed inside the Razorback to advance into the enemy lines and pick them off. The twin linked weapons of the razorbacks can make sure that you manage to hit something on the advance.
    • I would give the razorback a twin-linked lascannon and have the long fangs advance along the side of the board, disembark the long fangs and have them fire, give only one a plasma cannon, but give everyone else anti-vehicle/infantry weapons. Missile launchers, las-cannons, multi-melta’s the works. Once they disembark from the razorback the lascannon will fire at any that means the unit will be firing at 3 different targets.
  • Wolf Guard
    • You can deploy up to 6 wolf guard in power armor, or deploy 3 in Terminator armor as an assault unit. Push the unit toward the enemy lines and disembark them, have them hide behind the Razorback.

Advancement Cover

  • Drop Pods can be used for anything, use them to deploy units to cover the advance of not just your vehicles but also your fast attack units. You must give your units deploying buy drop pod a target priority, meaning that they must attack anything that can slow or stop your advancement across the board. If the enemy has units that can fire more than 24 inch’s you have to wipe them out or they will smash your armor to pieces.
    • Drop Pod Unit Target Priority
      • Vehicles with large blast templates
      • Units with a firing range of 24”+.

Wednesday, July 9, 2014

Codex Astartes Fenryka Transport Series

Hey Son's and Daughters of Russ,

I was having a thought about dedicated transports for the Space Wolves and there applications to the battlefield, and I've come up with a few ideas. This is going to be kind of a Transport series, This week I'm going to be talking about Razorbacks. Stay posted.

Codes Astartes Fenrykas - Lukas the Trickster


According to legend Lukas is by far the most rowdy Son of Russ that I believe any have encountered; even the Orks must find him annoying to a certain extent.  Anyway, Lukas is a blood claw that has never even risen to the ranks of the grey hunters; even though his skills prove that he could be a Wolf Guard battle leader. He is known for playing pranks on Wolf Lords, and he has developed a reputation among the Blood Claws for his rebellious nature. I wish that Games Workshop made a novella about him; people would find him so cool to read about.

WS:5 BS:5 S:4 T:4 W:2 I:5 A:3 Ld:8 Sv:3+

Lukas has some interesting rules that go with him.

·         Rebellious is kind of a downside side rule; it means that the unit that has Lukas in it can’t have a Leadership higher than 8. So you have to make those leadership tests count.

·         Pelt of the Doppegangrel is a wargear with a special ability. When Lukas is in a challenge; all of the enemy models successful to hit rolls must be re-rolled. The pelt simply makes hit hard for the enemy to hit him making it harder for him to die.

·         I saved the most fun rule for last. The Last Laugh is one of the most interesting rules that were created.  If Lukas is ever bested in battle he plans on taking the ultimate revenge on the one who killed him. Both players roll a dice, and if the space wolves’ players result is equal to or higher than the opposing players result then all models within base contact of Lukas are removed from play. No armor or invulnerable saves.

Lukas is loaded out with

·         Wolf Claw

·         Plasma pistol

·         Power Armor

Meaning that Lukas is a fleshy unit to have to work with, but since he is a character and you can have up to 15 blood claws you can do a lot of lookout sir roll’s.

 

Battle Tactics

·         Since Blood Claws are mainly an assault unit, you want to get them into the thick of things soon. I would give the blood claws an assault vehicle like the Land Raider Crusader. Since the Crusader has a transport capacity of 16 models you can have enough to put a wolf guard squad leader or an Independent Character like Rune priest into the squad.  You basically have to power run the unit into the enemy moving flat out the entire set of turns it requires for you to get the Blood Claws into enemy lines.  After they are in you send them into the charge and if you have the unit attack with a unit with a character or special character that your opponent needs make sure to have Lukas challenge him to combat cause it might not be so welcoming for the enemy.

o   NOTE: I suggest that players put a rune priest into the unit with either the biomancy or divination powers to help the unit deal more damage.

§  I was running a simulation and found that if you use the primeris power from divination you can have blood claws re-roll all failed to hit rolls against the enemy.

o   Biomancy can augment the unit to the point in which they could be a short tempered wrecking ball. But not for a unit that is primarily for assaulting.

Friday, July 4, 2014

Codex Astartes Fenryka - Blood Claws


Blood Claws are the hot blooded, head strong youths of the Space Wolves Chapter. They are legendary for their headlong charges into the battle lines of the enemy ready and willing to rip them apart even at the cost of their own lives.

Now players have to UNDERSTAND that Blood Claws are an expensive unit, 225 points to be exact but they are not worthless. Blood Claw units can number up to 15 models per squad; there weakness is that they have a Weapon Skill of 3 and Ballistic Skill of 3.

Blood Claw Characteristics

WS:3 BS:3 S:4 T:4 W:1 I:4 A:1 Ld:8 Sv:3+

Blood claws are primarily an assault unit so you want to get them into close combat in the right place at the right time.  Let us talk a bit about strengths and weaknesses.

Strengths

·         Strength in numbers: Blood claws can number up to 15 per squad; meaning that you have a lot of bodies to throw at the enemy you will lose a few men but still be able to keep the momentum of the impact.

·         Blood claws can get +2 attacks when charging and +1 from having a bolt pistol and a close combat weapon.

Weaknesses

·         Weapon and Ballistic skills; they have a 3 in both meaning to shoot they hit on 4’s in close combat they might still hit on 4’s but they can easily get hit on 3’s against models with a higher weapons skill.

·         Headstrong is a special rule that says the Blood Claws will not use their guns if a Wolf Guard or Independent character is not present in the unit and they will charge the moment they will get in range.

Unit Load out’s

                The standard load out of a Blood Claw is a Bolt Pistol and a Close Combat Weapon; meaning that when you choose a special shooting weapon, that model losses his additional +1 for having 2 CCW’s

·         Blood Claws can be given the following

o   One model can replace his Bolt pistol with either a Flamer, Meltagun, or Plasma gun

o   One model can replace his Bolt pistol with a Plasma Pistol

o   One Blood claw may replace his CCW (Close Combat Weapon) with either a power (Sword, Axe, Maul), or a Power fist.

o   If the squad numbers 15 a second blood claw can be giving another shooting weapon from the list.

 

Battlefield Tactics

·         Unit size: 15 + 2

o   Unit Composition

§  Wolf Priest (Gives preferred enemy, unit becomes fearless, has saga of the Hunter)

§  Wolf Guard pack leader (Thunderhammer, Stormshield) I would like to give him Mark of the wulfen instead of the thunderhammer.

§  15 blood claws

·         Meltagun for tanks

·         Plasma Pistol, or maybe a flamer for wide incase of being charged.

·         Fire supporting Unit

o   Grey hunters in a drop pod on the side that the blood claws come in. This unit will have a Rune priest in it to provide additional support.

This unit will be for outflanking the enemy. Remember brothers they are a meaty unit and can take a few hits, but I would prefer that you take the flank of least resistance; meaning that put them on the flank where the enemy is weakest and can’t shoot them up. The Grey Hunters will give the unit firing support so that he blood claws can gear up for the charge in the next turn.  

In the shooting phase the blood claws can fire 13 bolter shots, 1 plasma shot, and 1 melta shot at a unit. It will help clear the way for the charge

·         Unit size: 15 + 1

o   Unit Compositoin

§  Wolf Priest

§  15 blood claws (Melta gun, power weapon or fist)

§  Land Raider Crusader

The Land Raider will help get your Blood Claws past into the enemy lines and have them ready to attack by turn 2. I the wolf priest will make sure that they don’t run from the fight in close combat and will make sure that they reroll ones with “Preferred Enemy”.

Update: Up coming post Blood Claws

Hi everyone,

I'm working on my next post which will be about the Blood Claws. I know people say they are crap and can't be used, but I like to prove them wrong.  So stay posted.

VYLKA FENRYKA!!!