Sunday, May 31, 2009

SW Ven Dread Painting progress

Painting has commenced! I did the base work for the metallics, blocked out the grey on the Dread except on the CCW. I had started out by paining the CCW red but it was too stark of a contrast; so I'll have to paint the details back in.





I'll do some more work after I get back from my Flames of War gaming session.

Friday, May 29, 2009

SW Venerable Dreadnought Skeld

Here is the Dread bout 95% complete. I still have a couple of things to clean up. The Wolfs head on the AC didn't quite turn out like I had hoped, but over all I'm happy with the conversion. Now that I've done this conversion and have banged out the wrinkles, I will be able to do another conversion like this and it will be much easier next time.




Sculpted SW Great Company badge

I've decided to have a 3d Great Company badge for my Space Wolves. I've chose the Night Runner as my emblem.



So here is the badge I sculpted. It needs a little clean up, but I'm generally happy with it.




Once the badge is cleaned up and dry, I'll make a push mold for it so I won't have to sculpt it on every Marine in the army.

Tuesday, May 26, 2009

Revised Space Wolves List

Here is an updated list after some great feedback over on the Bolter and Chainsword forum.

I've decided to go the Cheap invulnerable save route. SS for my HQ's for a better invulnerable save on the cheap. I decided to swap out the WP for a RP to give my BC's a moving cover save.

VenDread w/ Assault cannon, Heavy Flamer, Extra armor- 170

Rune Priest- Frost Blade, Storm Shield, Runic charm, Wolf pet, Frag grenades, Melta bombs- 129

Wolf Lord- Frost Blade, Storm Shield, Runic charm, Wolf pet, Frag grenades, Melta bombs- 124

6 Grey Hunters- 5 Bolters, 1 Powerfist, Plasmagun- 174
Razorback TLHB

6 Grey Hunters- 5 Bolters, 1 Powerfist, Plasmagun - 174
Razorback TLHB

15 Blood Claws- 1 Flamer, 1 Power weapon, 2 Powerfists- 248

8 Grey Hunters- 7 bolters, Meltagun, 1 Power weapon, 1 Powerfist- 213
Rhino

8 Grey Hunters- 7 bolters, Meltagun, 1 Power weapon, 1 Powerfist- 213
Rhino

Predator Destructor- Lascannon sponsons- 120

Whirlwind- 85

5 Long Fangs- 1 Heavy Bolter, 2 Missile Launchers, 1 Lascannon - 198

1848 total

Sunday, May 24, 2009

Space Wolves List

Here is what I'm planning on building towards at 1850 with my SW project. I know it's not an overly hard list, but it has the right feel to me.

VenDread w/ Assault cannon, Heavy Flamer, Extra armor- 170

Wolf Priest- Plasma Pistol, Frag grenades- 111

Wolf Guard BL- Combi-plasma, Frost Blade, Belt of Russ- 120

6 Grey Hunters- 5 Bolters, 1 Powerfist, Meltagun - 172 pts.
Razorback TLHB

6 Grey Hunters- 5 Bolters, 1 Powerfist, Meltagun - 172 pts.
Razorback TLHB

15 Blood Claws- 1 Flamer, 1 Power weapon, 2 Powerfists- 248

8 Grey Hunters- 7 bolters, Plasmagun, 1 Power weapon and 1 Powerfist- 215
Rhino

9 Grey Hunters- 8 bolters, Plasmagun, 1 Power weapon and 1 Powerfist- 233
Rhino

Predator Destructor- Lascannon sponsons- 120

Whirlwind- 85

5 Long Fangs- 1 Heavy Bolter, 2 Missile Launchers, 1 Lascannon - 198

1844 total

Any suggestions or tweaks would be appreciated.

As promised I've crunched the numbers and decided that this will be the make up of my Great Company.

Logan
Ragnar
Ulrik
Njal Stormcaller (if he makes it back in the codex)
Bjorn
Sternhammer
3 Rune Priests in PA, on bike, and TDA
3 Wolf Priests in PA, on bike, and TDA
3 WGBL 1 in PA, 1 on bike and 1 in TDA
Iron Priest
1 Ven Dread
2 Dreds
10 Wolf Guard in PA
10 Wolf Guard in TDA
12 Wolf Scouts
99 Grey Hunters (12 Packs: 3@6, 3@8, 3@9 and 3@ 10)
30 Blood Claws
8 Blood Claws with Jump Packs
16 BC Bikers
4 Attack Bikes
6 Landspeeders
3 Preds
1 Vindicator
2 Whirlwinds
2 Landraiders
1 LR Crusader
20 Long Fangs

I almost forgot the transports
10 Rhinos
4 Razorbacks
I would like to make or buy enough drop pods for everything to deepstrike.

That's whopping 220 infantry and bikes! I have about 80% of the models on hand I'm waiting for the new Codex and models to buy the rest. Should take about a year to get the GC up and running!

Space Wolves Codex




Finally some official GW confirmation that the Space Wolf codex is incoming!

From WD354: page 13 Right hand Column, second paragraph down:

"Recently we've heard howls of anguish from the games developers, and 'Eavy Metal have been ordering a lot of grey paint. What could it all mean? Keep reading over the next few issues to find out."

I've been searching all over the web and these are the most recent rumors about the New Codex: Many thanks to Shadowphract from Warseer.

If drop pods are taken, the whole army must take them.

Bjorn the Fellhanded has AV14 on all sides, better stats.

There is some mad Wulfen character, who has his own personal drop pod. He can choose who he fights in combat, like a challenge in WFB. No-one else can fight him apart from the person he's attacking, unless said model is killed, in which case his squad can then attack him.

All rules for Named Characters have been rebuffed - all of them can take terminator armour for +50 points. All Named Characters models are getting re-done, if not for the actual release then in subsequent releases.

Any character can take terminator for 50pts, which includes weapons.

-Runic weapons I believe function as Relic blades, but with something else quite snazzy.

Wolf Guard (in terminator armour) with lightning claws rack up 6 attacks on the charge each. A very broken thing to do (think this ill be omitted from the final codex) is put them with Ragnar Blackmane, who gives them Fleet of foot and rending, though dont' quote me on rending.

-Wolf guard in terminator armour with lightning claws are costing 60 points.

Individual Wolf Guard can replace squad leaders - all should look individual.

No model in the SW codex at all has the option to take a thunderhammer and storm shield.

Wulfen are are apparently in the new codex

The Leman Russ Exterminator is gone, but may be replaced by a new Predator variant.

Wolf Guard can still lead Packs of Space Wolves

The Special Characters are getting New models and after seeing the most recent SM HQ minis they should look fantastic.

New plastic upgrade kit similar to the DA sprue. There is also a rumor of Plastic Wolf Scouts.

BoLS rumored plastic Long Fangs and Terminators also.

Rumored for an October release.

Friday, May 22, 2009

Back to the Fang

Sorry for the lack 'O Miniatures updates, I've been working on my FOW Germans for an upcoming tournament.

Anyway I'm back working on my wolves. I've assembled all 5 Fangs now, I still need to finish the GS work. None of the heads are attached, so they are still subject to change.



I started working on my Ven Dread. He is still very WIP.

Monday, May 18, 2009

Wolf Theory

I'm planning on building an entire Great Company of Space Wolves this time around, but there are a couple of common issues.

How many Space Wolves are there in the Chapter? What makes up a Great Company?

Let's start off with what we know from the fluff. The Space Wolves were never a very large Legion during the Great Crusade. After the Horus Heresy the Wolves were only split once into the ill fated Wolf Brothers.

The Space Wolves do not follow the Codex Astartes. A standard space marine chapter has 10 companies while the Wolves have 12 Great Companies plus the Company of the Great Wolf which is said to be effectively another company.

Each Great Company has its own headquarters and territory within the Space Wolves massive fortress the Fang. With its own Spacecraft, weapons, forges and other facilities. In almost all respects, its a separate, self-sufficient body of Warriors.

It would make sense that the Space Wolves have more marines than a standard chapter. I would also venture a guess that a Great Company is larger than a standard one.

With all this in mind I will be building my Great Company along the lines of the old Epic Space Marine game. Here are the contents of the Space Wolf cards from "Space Marine".

The Great Company data card is the basic element of your army it includes.
1 Wolf Lord
20 Wolf Guard
12 Grey Hunter packs (24 bases of 5)

SO full strength a Great Company includes 140 Space Wolves before adding BC's and LF's.

You can then add up to 5 of the following to make up the rest of the Great Company. (Now keep in mind from a fluff perspective GH should be the most numerous pack in the Great Company.)

30 blood claws (6 bases of 5) or 3 full packs of 10
30 Long Fangs (6 bases of 5) or 3 full packs of 10 (remember this was before the first Wolf dex)
10 BC bikers (5 bases of 2) or 1 full pack
Tank squad of 3 tanks
Speeder squadron of 5 landspeeders

So lets just assume we take one of each the BC's and the LF's. That would put a conservative Great Company around 200 Space Wolves. With the Chapter probably maxing out around 2500 Space Wolves.

The problem in getting numbers is that the Space Wolves are not codex and so don’t follow hard and fast rules for numbers… so the above would be a rough estimate that I will work towards myself, and then add the odd extra pack here or there just for grins.

I would also note that during the research for this post I'm now unsure where in the Space Wolf chapter the Wolf Scouts belong. In the 2nd ed codex they were listed as part of the Company of the Great Wolf, but in the current codex they are not. The scouts are also not mentioned in the description of the Great Company in the current codex either.

Next time I'll be laying out my initial army list and what I'm planning on including in my Great Company as a whole.

Monday, May 11, 2009

Mark 4 armor conversion

Here is a WIP of my fist converted Mk 4. I still need to fill in the wrists, but I'm really liking how he's turned out.


Space Wolves revisited

I should have had the forethought to post this sooner.

I have wanted to redo my Space Wolf army since 2000 using nothing but the current plastics and retire my old RT/2nd ed Wolves to the annals of glory.

I am a much better painter now and I would be much more satisfied having the army I've been planning all these years complete. Besides there is the kool factor of having awesome looking space Vikings, who care for nothing more than slamming down a good Ale and to fight in the service of Russ!

So lets start with a look into the past. Here are a smattering of my Wolves; all painted 10+ years ago.





Here is the test model for the New army.

Saturday, May 9, 2009

Long Fangs aren't that bad.

Alright I’ve got to be honest I’m tired of seeing these grizzled veterans getting no respect. Everywhere I go on the internet SW players are bashing the use of Fangs.

I’m going to offer up a little insight to help you understand why I think they still have a place in almost any SW army.

In 5th ed they are a solid choice if deployed properly. They should always be deployed in cover with at least two lanes of fire. Taking full advantage of the cover saves and split fire rules. I can’t possibly be the only vet Wolf player to figure this out.

At range Long Fangs are more survivable than most tanks and cannot be destroyed by one lucky shot. The only thing tanks have as an advantage over Fangs is maneuverability, but well deployed Fangs won’t need to worry about moving.

Give your opponent other threats to shoot at. Misdirection is a great way to keep the heat off your Fangs. I prefer to make it something fast that can be in his face at any time.

Keep them relatively cheap; with 5 models at or around 200 points which is cheap for Fangs. Avoid the urge to pay much more than 200 points because then they start to become a point sink. I think this is part of the reason most have written them off.

Four Fangs armed with Missile Launchers are a solid choice. They come in at 189 points and work against armor and hordes equally well.

I hope everyone who reads this gives Fangs another look.

Thursday, May 7, 2009

Long Fangs Pack progression

The first Long Fang is almost done and the second Long Fang is well under way!

Wednesday, May 6, 2009

Long Fangs

I absolutely love the 2nd edition Long Fangs Lower body with the reinforced leg armor. The only problem with the old Fangs is the 2nd ed torsos and heads with no necks.




So I have decided to replace the upper body with plastic marine torsos and heads. Here is the first converted Long Fang.




I like the way he turned out; the conversion gave him some height and more importantly a neck!

Tuesday, May 5, 2009

Halga the Wise revised

I was going nuts trying to fix the other drum when I remembered I had bits ordered 30 or 40 of the scout biker bolters when I worked for GW.

I'm very satisfied with the scout drum!




I will probably use a bunch of the box feeds in this army cause they are really kool looking!

Presenting Halga the Wise

The Wolf Guard is more or less complete, I still need to clean up some of the GS.






I didn't notice the mag on the combi weapon was messed up until it was pinned and glued. So I tried making a Drum mag, I'm not overly happy with it. I need to fix the Drum to make it look attached to the bolter. I may change it to a hanging belt of ammo instead.

He turned out much taller than I expected almost a head taller than a normal Marine mini. Part of this comes from the fact he is actually standing up, the other part comes from using the Khorne Zerker legs which are a little taller and mor bulky than normal marine legs.

Sunday, May 3, 2009

The Wolf Guard is almost done!

Here is the Wolf Guard about 85 to 90 percent finished. I'm now gonna add some wolf tooth trophies to the right shoulder and some wolf tails to the left.

Friday, May 1, 2009