25 January 2012

Pre-Painting Planning

I've spent some days planning on what colours to use with my army. Though I've yet to settle on anything in particular - everything being subject to change when I finally have everything that I need to start painting, I do feel that I really want some parts of my collection to be genuine space wolves, showing their true colours and bearing proper marks.


But before I can start I need to get some items first. I've placed an order for two washes that I'm missing and a new spray-can of black. I noticed that my current/last one had begun to leak. When I tested it the colour didn't give an even look and I felt that it would be a good time to place the order for the colours that I were missing anyways, replacing the base coat in the process; as there's no point in risking future problems that might come with having used a bad primer.

I plan to use a black primer, continuing to apply a base coat, using the equivalent of "gw shadow grey", followed by a two-layer high-lighting consisting of a mix of the "shadow grey" and space wolves grey, finishing with either pure space wolves grey or an additional highlight after that of very thinly painted tinted green or purple to give a more vivid look.


I feel that as I've yet to experiment with painting furs I want to give this some additional attention at the start. I'll probably test around before finding the proper colours for the leather and fur coats. But the different colour-combinations that first comes to mind are brown, black and white - staying true to my idea of keeping it simple and true to the standard theme. One of them being the one illustrated to the left.

But I'm far from sure on whether or not to use the same type of colour-schedule for all units and just keep the special coats for a select few - so I'll probably end up with three - four different units to start with.

The other combinations will probably be some kind of black primer, under a dry-brushed mix of white followed by either a hint of ice blue / hawk turquoise or a streak of silver, finishing the look.

More to come as I make up my mind. Ideas and tips on where to look for inspiration will be greatly appreciated.

- Thanks!

21 January 2012

Taking the shot - part I

It's always circumstantial  when you're at the game table; making the call on what you should order your squads to do is equally affected by the strategies being played, remaining forces, objectives, et cetera ... But sometimes you'll still find yourself having to make though calls, judging where to direct your heavy weapons. These are the times when simple math will help increase your chances at making more intelligible decisions. 

Using excel I've made some spreadsheets with data regarding the possible outcomes from using Long Fangs (BS4, firing at T4 models), including various armor saves.
17% to deal 0 wounds           ie. Ork Cannon Fodder
47% to deal 1 wounds
27% to deal 2 wounds
 9% to deal 3 wounds
48% to deal 0 wounds (4+ Save) ie. Cover Save
41% to deal 1 wounds (4+ Save)
10% to deal 2 wounds (4+ Save)
 1% to deal 3 wounds (4+ Save)
52% to deal 0 wounds (3+ Save) ie. Space Marine
33% to deal 1 wounds (3+ Save)
15% to deal 2 wounds (3+ Save)
 0.33% to deal 3 w.  (3+ Save)

83% to deal 0 wounds (2+ Save) ie. Terminator
15% to deal 1 wounds (2+ Save)
 1% to deal 2 wounds (2+ Save)
 0.05% to deal 3 w.  (2+ Save)
It quickly becomes obvious that there's a tremendous difference between firing at peasant rabble and true space marines. Whereas each long fang is around 83% likely to inflict at least 1 casualty when firing at regular orks, their effectiveness with the heavy bolter drops to 17% likeliness when the target becomes something clad in terminator armour.

Whilst this kind of simple math might appear to hint that it's "always better" to fire at targets which are easier to damage, there will be situations when you'll arguably want to focus fire key enemy units, making it possible to overlook that the outcome might be less than the optimum amount of wounds inflicted. 

But there will also be situations when your opponent might leave a weak opening that you should seek to exploit if the gain is sufficient, compared to the risk of achieving nothing.

To account for this we have to factor in a fictional value that makes a comparison possible between different scenarios.To make things easy and to illustrate how this can be done, I'll use some of the unit costs from the Space Wolves codex.
Wolf Scouts Pack - 15 pts / un-upgraded model
Blood Claw Pack - 15 pts / un-upgraded model
Wolf Guard Pack - 63 pts / terminator, Thunder Hammer & Storm Shield
to wound and kill 1 Wolf scout (without any saves taken):
 47% * 15   = 7.06
to wound and kill 2 Wolf scouts (without any saves taken):
 27% * 30   = 8.23
to wound and kill 3 Wolf scouts (without any saves taken):
  9% * 45   = 3.95

Average: ( 7.06 + 8.23 + 3.95 ) / 3 = 6.41

These values when summed together and divided will then give us a fictional value that can be compared to other values derived from using the same type of calculation against other targets.

to wound and kill 1 Blood claw (with a 3+ save taken):
 33% * 15   = 4.88
to wound and kill 2 Blood claws(with a 3+ save taken):
 15% * 30   = 4.44
to wound and kill 3 Blood claws (with a 3+ save taken):
 0.3% * 45  = 0.15

Average: ( 4.88 + 4.44 + 0.15 ) / 3 = 3.16

to wound and kill 1 Wolf Guard (with a 2+ save taken):
 15% * 63    = 9.74
to wound and kill 2 Wolf Guards(with a 2+ save taken):
  1% * 126   = 1.42
to wound and kill 3 Wolf Guards (with a 2+ save taken):
 0.05% * 189 = 0.08

Average: ( 9.74 + 1.42 + 0.08 ) / 3 = 3.75

This leaves us with three fictional values which hopefully will make us pick the best target to fire at. In this scenario a higher value will indicate that on average the opponent will loose a more valuable unit. Firing against the Blood Claws will result in a "fictional loss of 3.16 points" each time a Long Fang fires its' heavy bolter at a squad of 3 or more Blood Claws - whereas it will on average inflict a "fictional loss of 6.41 points" if the target instead are Wolf Scouts. Adding unit costs into the mix allows us to make better guesses to help support our tactical decisions. Allowing us to possibly see opportunities that otherwise might have been overlooked.  What I really want to emphasize is the comparison that can be made against over-prized Wolf Guard Terminators whom normally isn't a prime target for Heavy Bolters, which on average will net a "fictional loss of 3.75 points", compared against regularly priced Blood Claws at 3.16 points. This suggests that even though there is a substantial risk of inflicting no damage at all, the potential gain is still greater if one chooses to fire at the terminators. Though we shouldn't forget that the likely best choice will still be to use the Heavy Bolter against Wolf Scouts in the open, whom are unable to take any saving throws.

But even more importantly: these fictive values will not help you at the game table if you try to apply them to every shooting phase in every possible scenario. Being able to kill the opponents last troop to stop them from holding one more objective will likely be much more worth than killing some few extra paladins. Statistics and probabilities shouldn't be considered anything more than a useful means to help you re-think and get new perspectives on how to progress with various strategies. 

There are likely other ways to estimate and make similar comparisons, feel free to share yours or point out weaknesses in mine.

18 January 2012

Unstable's 1750 Loganwing

This is the initial army list that I'm in the process of assembling. It amounts to exactly 1750 points and offers a great deal of flexibility without the need to sacrifice anything vital or risking to become overly vulnerable against certain other armies.
Most Swedish tournaments comes with an additional separate unit/equipment compensatory-cost to adjust game balance - I'll explain in a later post.

Unstable's 1750 Loganwing for Swedish Tournament Play

Logan Grimnar
Rune Priest, /w Chooser of the Slain
- Murderous Hurricane
- Living Lightning

Terminator Lone Wolf, /w Chain Fist

Wolf Guard, /w Power Fist
Terminator Wolf Guard, /w Assault Cannon
5 Terminator Wolf Guard

Wolf Guard, /w Power Fist
Terminator Wolf Guard, /w Assault Cannon
5 Terminator Wolf Guard

Wolf Guard, /w Combi-Melta
Grey Hunter, /w Melta Gun
Grey Hunter, x5
-Razorbak

Wolf Guard, /w Combi-Melta
Grey Hunter, /w Melta Gun
5 Grey Hunter

Terminator Wolf Guard, /w Cyclone Missile Launcher
Squad Leader
5 Long Fang, /w Missile Launcher

Terminator Wolf Guard, /w Cyclone Missile Launcher
Squad Leader
5 Long Fang, /w Plasma Cannon


This is my variant of the somewhat popular Loganwing build that circulates tournaments and local meet-ups.

The "engine" that drives the army is a solid core of 15 Wolf Terminators, armed with standard storm bolters and 2 assault cannons that seek to push forward to claim key-locations (possible mission oriented, but more importantly center map control). As the Wolf Terminators advance, so does the important support - which in this army list comes in the form of a reaction-based composition of long fangs and melta-hunters to deal with the opponents specific threats. The key is keeping a correct posture - adjusting deployment and distance depending on what army-type the opponent fields. Finally there are three aces to be played; being Logan, the Rune Priest and the Chain Fist terminator.

My first version of this army featured +1 Razorbak, +5 Missile Launchers & -5 Plasma Cannons - but due to the additional compensatory-cost that is used to adjust balance in Swedish tournament play. With these rules missile launchers quickly become far too expensive as the additional cost is cumulative, making every ML beyond the first 5 cost 50% more. After some calculations I've decided that the most cost-effective way to still play my version without suffering mobility draw-backs is to simply replace the weaponry and remove one razorbak.

17 January 2012

Welcome to the Space Wülfen


"Strive neither for the Feral allowed to rule Withing 
Nor for withering the bond of Beast with Human Kin
Both will lack the Strength to rise Above other Men
Rather - Become more-so then - Embrace the Wülfen" 
-Øybjorn, the Iron Lone Wolf

This post marks the beginning of my re-entry into the warhammer 40.000 universe. However, this time I find myself starting completely anew; choosing not to pick up from where I left off - with my small Dark Angels Deathwing company and instead embracing the feral Space Wolves chapter.

The reason that I'm starting this blog is that I want a platform from which I with ease can update my progress as my army grows and as my understanding of the game increases, with the consequences such knowledge will bring - both in terms of how I'll latter paint and plan what army-lists to field. But this blog is also the direct result of me being more than thrilled; I'm really enjoying all that comes from the process of; planning an army, collecting it, making the assemblies, painting it - bringing it to life - all in the intention of bringing it to a point where I can use it against friends and others whom might want to test their wits and brawn against my soon-to-be Space Wülfen.

In this blog I hope to both share my process and ideas, whilst also inviting others to comment and discuss openly all areas that might relate to anything tied to the work, Space Wolves or likewise. 

Welcome,