4515
Post by: KeithGatchalian
Thought I'd start a new thread for those of us who have seen the book, rather then make people sift through the other rumor threads with old info.
I LOVE it! The wolves only lost a few things and gained a whole bunch.
HQ's.....you only have 1 mandatory HQ, but for every HQ slot you can take 2 choices! Still Wolf Lord, Wolf Priest, Rune Priest, and WGBL. No restrictions on the numbers, so you can have 4 Wolf Lords.
Logan Grimnar.....pretty much the same as before, with Eternal Warrior. If you take him Wolf Guards count as troops. A unit he joins can have either relentless, preferred enemy, tank hunters or something else.
Ragnar....any unit he joins gets D3 bonus attacks on the charge. He can howl once per game and all units nearby get Furious Charge.
Rune Priests......several lame powers....and then the good one. Draw a straight line, anything hit by it takes an Initiative test...if it fails...it is gone. Monstrous Creatures get +1 on the roll....but still.....
Wolf Priests.....did not get the narthecium, so no Feel No Pain. You get to reroll against tough monsters ( if I recall correctly).
Wolf Guard Packs are a separate choice. You can pick a WG to lead a squad, taken from this pack. You can kit them out however you want. They can have jetpacks or bikes! and Frostblades!
Arjac is an upgrade, think...Thor. He hits on 3's, rerolls to hit and to wounds ( I believe both) against monstrous creatures with a thunderhammer, which he can also throw at Str 10 AP1.
Blood claws still have Berserk Charge. You know, I did not look at their weapon options. Stupid me. Their stat line also did not change.
Grey Hunters have bolt pistol, ccw and bolter. No special charge rule. 1 can have a plasma pistol, one can have a power weapon or fist, and they can have 2 special weapons.
Wolf scouts have to roll for outflanking, but if they roll high enough, can pick which board edge they come on...any edge.
Bjorn the Fell handed....AV 13 on the front. If he dies, he counts as an objective or bonus KP's for the enemy ( if no SW models are in base with the wreck). But if he dies, all SW's are fearless.
The Trickster.....if he dies, a roll is made, if the SW wins, all models in btb with him are removed from the game. Hi Abaddon!
You can have Fenrisian wolf packs, they count as troops if you take Canis.
Thunderwolf cavalry...1-5, they upgrade your stats and give you rending, and you can mount most characters on them.
No Ironclad, but you get Redeemers.
Njal has some crazy powers, including negating psychic powers on a 3+. The Chooser of the Slain lets you put a marker on the board that doesn't allow infiltrating near it. Did I mention the psychic power removing a model that fails an Init test?
Did I mention Runic Weapons wounding Daemons on a 2+?
Sagas are nice, not over the top. Reroll morale tests, reroll to hits if the enemy is tough/monstrous etc.
So we did not get the Rending from Ragnar, Feel no Pain from the WP, no relentless on Long Fangs. The army did keep Counter Attack and Acute Senses. They keep Mark of the Wulfen, Wolf tooth necklaces, but lose runic charms. Wolf Guard can be kitted out as individuals, not as a squad. WGBL lost the heavy weapon.
The sprues rock...they did includ scout heads,which is nice.
Yay Wolves!
1918
Post by: Scottywan82
SO a list of questions for those who are going to see the book today:
1.) What is the max size for a BC squad?
2.) What are the weapon options for BCs?
3.) Can we get details on the Swiftclaws?
4.) Can someone confirm the Wolf Priest's special rules? Is it JUST preferred enemy? Or the one mentioned here (previously attributed to the Lone Wolf)
5.) Wolf Scouts are elite or troops?
6.) Can heavy weapon wolf guard terminators be given to individual squads like GH or BC?
7.) How many heavy weapons in a wolf guard squad?
11933
Post by: number9dream
Rune Priests......several lame powers....and then the good one. Draw a straight line, anything hit by it takes an Initiative test...if it fails...it is gone. Monstrous Creatures get +1 on the roll....but still.....
....... -_- Individual models, not entire units right? -.-
What happens with vehicles? How long is the line? Does it stop as soon as it hits something? Does it require LoS?
Njal has some crazy powers, including negating psychic powers on a 3+. The Chooser of the Slain lets you put a marker on the board that doesn't allow infiltrating near it. Did I mention the psychic power removing a model that fails an Init test?
Is it only psychic powers targetted at him specifically or what? Like, can he ignore fortune or just stop doom from affecting him?
5468
Post by: temprus
1). Are Cyclones in?
2). Are Thralls/Servitors in?
3). What are the wargear options for the Iron Priest?
4). Can WG in PA still get Heavy Weapons, if so, what are the limits, if any?
5). What are the WGT limits on AC or Heavy Flamers (and Cyclones, if there), if any?
4515
Post by: KeithGatchalian
I only drooled over the book for about an hour, so this is off memory...
Yes Cyclones are in.
I didn't really look over Iron Priests...sorry.
WGT can have 1 heavy weapon per 5 WGTs, max squad size is 10.
BC's size is 15. I didn't think to look at their load out. Skyclaws are BC's with jump packs.
Wolf Scouts are elite.
Yes WGT can be sent to GH and BC and WS. The only prohibtion I remember seeing is no WGT to Wolf Scouts, so I would guess that yes you can stick an AC WGT in a GH or BC squad. Don't hold me to that....I'm going on memory.
173
Post by: Shaman
cool thanx for the run down.
15115
Post by: Brother SRM
The loss of runic charm makes me cry, but everything else is gravy.
5468
Post by: temprus
Thanks for the info, KG.
5859
Post by: Ravenous D
number9dream wrote:Rune Priests......several lame powers....and then the good one. Draw a straight line, anything hit by it takes an Initiative test...if it fails...it is gone. Monstrous Creatures get +1 on the roll....but still.....
....... -_- Individual models, not entire units right? -.-
What happens with vehicles? How long is the line? Does it stop as soon as it hits something? Does it require LoS?
Njal has some crazy powers, including negating psychic powers on a 3+. The Chooser of the Slain lets you put a marker on the board that doesn't allow infiltrating near it. Did I mention the psychic power removing a model that fails an Init test?
Is it only psychic powers targetted at him specifically or what? Like, can he ignore fortune or just stop doom from affecting him?
Njal is dumb, its any psyker using a power within 24". In other words Passive powers can be ignored as well. Like embolden? Screw you 3+ gone. Veil of Tears? Ha! 3+ gone.
As for Jaws of the World Wolf its a line up to 24" and each model hit by this line needs a iniative test, in other words flank around a guard or ork army and you have yourself a day. Vehicles are unaffected but everything else is fair game, you could even snipe characters from how it reads.
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Post by: warpcrafter
What about the wolf riders unit? I want to hear the jokes about LOLcats silenced when I am licking the enemy's blood from my chops.
8248
Post by: imweasel
Ravenous D wrote:number9dream wrote:Rune Priests......several lame powers....and then the good one. Draw a straight line, anything hit by it takes an Initiative test...if it fails...it is gone. Monstrous Creatures get +1 on the roll....but still.....
....... -_- Individual models, not entire units right? -.-
What happens with vehicles? How long is the line? Does it stop as soon as it hits something? Does it require LoS?
Njal has some crazy powers, including negating psychic powers on a 3+. The Chooser of the Slain lets you put a marker on the board that doesn't allow infiltrating near it. Did I mention the psychic power removing a model that fails an Init test?
Is it only psychic powers targetted at him specifically or what? Like, can he ignore fortune or just stop doom from affecting him?
Njal is dumb, its any psyker using a power within 24". In other words Passive powers can be ignored as well. Like embolden? Screw you 3+ gone. Veil of Tears? Ha! 3+ gone.
As for Jaws of the World Wolf its a line up to 24" and each model hit by this line needs a iniative test, in other words flank around a guard or ork army and you have yourself a day. Vehicles are unaffected but everything else is fair game, you could even snipe characters from how it reads.
Unless it includes non-psychic powers, it won't affect embolden.
18602
Post by: Horst
The Trickster.....if he dies, a roll is made, if the SW wins, all models in btb with him are removed from the game. Hi Abaddon!
is it just me, or does this seem horribly overpowered.
rush him into an expensive unit, they HAVE to pile in, of course they will kill whoever this fool is, and then boom, all dead? no invulnerable saves or anything?
6931
Post by: frgsinwntr
Horst wrote:The Trickster.....if he dies, a roll is made, if the SW wins, all models in btb with him are removed from the game. Hi Abaddon!
is it just me, or does this seem horribly overpowered.
rush him into an expensive unit, they HAVE to pile in, of course they will kill whoever this fool is, and then boom, all dead? no invulnerable saves or anything?
yea... shot him...
OR better yet.... have a chaos player lash him next to an expensive character, then kill the unit with oblits so he pops... and takes the char with him
36
Post by: Moopy
I don't see the point of the giant wolves. The bikes already fill this roll and look cooler.
5636
Post by: warpcrafter
Thanks Nada, those pics are much better than the ones from BOLS, and in English too. I will practice my howling.
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Post by: Chimera_Calvin
Very cool pics - and I am liking the idea of a low model count, heavily customized army more and more ('cos, you know, its cheap (er)...  )
Do we have any firm ideas on pts cost for basic troops?
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Post by: smart_alex
"Rune Priests......several lame powers....and then the good one. Draw a straight line, anything hit by it takes an Initiative test...if it fails...it is gone. Monstrous Creatures get +1 on the roll....but still..... "
This is rediculously overpowered.
18320
Post by: Emmkay
Totally random question but can SW still get bikers? I've got a Space Wolves biker pack I've heavily converted and I don't want to lose them!
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Post by: Chimera_Calvin
Yup.
or should that be 'yip'...?
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Post by: Redemption
smart_alex wrote:"Rune Priests......several lame powers....and then the good one. Draw a straight line, anything hit by it takes an Initiative test...if it fails...it is gone. Monstrous Creatures get +1 on the roll....but still..... "
This is rediculously overpowered.
Does the +1 get added to the roll, or can a MC roll higher? In other words, does a I1 model like a Carnifex pass on a 1 or 2, or does it automatically fail? Either way, this completely screws over armies like Nidzilla lists. Add the exploding character and the thunderhammer throwing character to seal the deal. I'll reserve final judgement until I see the codex, but so far it sounds like cheese.
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Post by: Chimera_Calvin
This is starting to sound exactly like every other codex release - it goes like this:
1. Rumours give way to facts as people start seeing the books.
2. People cry 'cheese!!!'
3. Book comes out, people see the actual points values and opinions on what units are cheesy changes.
4. First interwebz list is declared game breaking.
5. 1-2 months pass and the first interwebz list is debunked.
6. The real analysis begins...
It happened with Orks, SM and IG. Teh puppies are no different - have patience young padawans...
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Post by: lord_blackfang
Isn't it a bit late to put out an anti-Nidzilla codex?
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Post by: Demogerg
lord_blackfang wrote:Isn't it a bit late to put out an anti-Nidzilla codex?
QFT
unless in feb the new nid codex is a nidzilla buff......
new rumor, started here.
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Post by: Grimpost
The 24" line insta pwn sounds op but I want to know if it is just a straight roll off or Roll + initiative. Man MC are kind of screwed even with the +1 if it is Roll + In.
Can't wait to see the book at the store soon!
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Post by: Flashman
Really gone for the whole Viking thing with the inclusion of "The Trickster" (presumably a nod to Loki from Norse mythology) haven't they?
All sounds a bit daft to me, but I shall wait and see the book for myself.
13512
Post by: Jon Garrett
The sound you hear? Dark Angels players weeping at the fact that Logan Grimnar allows Terminator Troop Choices and will almost certainly rip the pants off the Deathwing and Belial.
...if you'll excuse me I need to go and weep in shame, where no one shall see me, and then start working on my new Space Wolves army.
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Post by: Gwar!
Jon Garrett wrote:The sound you hear? Dark Angels players weeping at the fact that Logan Grimnar allows Terminator Troop Choices and will almost certainly rip the pants off the Deathwing and Belial.
...if you'll excuse me I need to go and weep in shame, where no one shall see me, and then start working on my new Space Wolves army.
Hmm, Deathwing as Counts as Space Wolves.
I like the Irony
9892
Post by: Flashman
Dark Angel players have been weeping since the release of Codex Space Marines.
13512
Post by: Jon Garrett
Well, I've always wanted to do Wolves anyway...something about Dreadnaughts leading an army amuses me.
Which reminds me...apart from Bjorn can they still take Venerable Dreads as a HQ choices?
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Post by: Gwar!
Jon Garrett wrote:Well, I've always wanted to do Wolves anyway...something about Dreadnaughts leading an army amuses me.
Which reminds me...apart from Bjorn can they still take Venerable Dreads as a HQ choices?
Yes, I would like to know as well. I would love to see a 7 Dread Wolf Army
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Post by: reds8n
Don't think so. Believe Bjorn is the only HQ dread option.
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Post by: Boss Salvage
Redemption wrote:... but so far it sounds like cheese.
Frankly Space Puppies have always been  in my eyes, so this newest round is completely unsurprising Thanks for the run down KG, and the pics Nada! Also, I kinda dig how GW is basing everything around making 1 awesome wolf infantry box, and taking advantage of the swappable nature of all marine plastics. At first I was shocked at reading 44 (!) heads, but when you're kitting out scouts, assault marines & blood hunters from the same box, you need all the 'stache & beard-rocking heads you can get! - Salvage
9892
Post by: Flashman
Be prepared to pay above the norm for those 44 heads.
10296
Post by: Casper
Jon Garrett wrote:The sound you hear? Dark Angels players weeping at the fact that Logan Grimnar allows Terminator Troop Choices and will almost certainly rip the pants off the Deathwing and Belial.
...if you'll excuse me I need to go and weep in shame, where no one shall see me, and then start working on my new Space Wolves army.
I hope not. I'm hoping its more like the Warboss makes one unit of Nobs troops, otherwise GW just killed what little shread of uniquness the DA had.
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Post by: MeanGreenStompa
Make a Dark Angels counts as Space Wolves army and have a counts as giant wolf rider but riding a giant 'Twilight' EMO. Paint the Loki guy up as Robert Smith from The Cure.
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Post by: A-P
smart_alex wrote:"Rune Priests......several lame powers....and then the good one. Draw a straight line, anything hit by it takes an Initiative test...if it fails...it is gone. Monstrous Creatures get +1 on the roll....but still..... "
This is rediculously overpowered.
"+1 on the roll"? Attribute test are passed if you roll equal to or lower than the attribute in question ( pg.8 ). So adding one to the roll just makes the test more difficult. Unless the power has a caveat to the effect " a roll of naturall 1 is always a success", any MC`s with an Initiative of 1 are screwed.
EDIT: Actually no need. The basic rule already has that caveat. But still...anything with an Initiative 1 or 2 are in trouble.
EDIT 2: Should that actually be "-1"? Info on other sites is listing this ( more sane ) version.
19754
Post by: puma713
Casper wrote:Jon Garrett wrote:The sound you hear? Dark Angels players weeping at the fact that Logan Grimnar allows Terminator Troop Choices and will almost certainly rip the pants off the Deathwing and Belial.
...if you'll excuse me I need to go and weep in shame, where no one shall see me, and then start working on my new Space Wolves army.
I hope not. I'm hoping its more like the Warboss makes one unit of Nobs troops, otherwise GW just killed what little shread of uniquness the DA had.
Logan Grimnar allows you to field an entire Terminator army.
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Post by: TBD
Flashman wrote:Dark Angel players have been weeping since the release of Codex Space Marines.
The price printed on the page with the pictures in the other thread was the same as a regular Tactical Squad box: 30, - Euro
Am I the only one who thinks the scouts look absolutely slowed with the bald&bearded heads?
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Post by: combatmedic
puma713 wrote:
Logan Grimnar allows you to field an entire Terminator army.
*shakes with rage*
Hey look! Space Wolves are just like DA's now! YAY! And whats this? No preferred enemy for either army? Lets just all paint our armies the exact same color too!
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Post by: Wehrkind
I gotta say, I never really was interested in the space puppies, but some of these rules sound like they would be really cool for a heavily converted "Heroes of the Imperium!" type counts as army. I might end up picking this up just for a fun little "terminator your eyes out" force.
19754
Post by: puma713
TBD wrote:Flashman wrote:Dark Angel players have been weeping since the release of Codex Space Marines.
Am I the only one who thinks the scouts look absolutely slowed with the bald&bearded heads?
Yeah! How old are those guys?! Old enough to have earned a promotion to a tactical marine, I would think!
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Post by: Gwar!
A-P wrote:smart_alex wrote:"Rune Priests......several lame powers....and then the good one. Draw a straight line, anything hit by it takes an Initiative test...if it fails...it is gone. Monstrous Creatures get +1 on the roll....but still..... "
This is rediculously overpowered.
"+1 on the roll"? Attribute test are passed if you roll equal to or lower than the attribute in question ( pg.8 ). So adding one to the roll just makes the test more difficult. Unless the power has a caveat to the effect " a roll of naturall 1 is always a success", any MC`s with an Initiative of 1 are screwed.
EDIT: Actually no need. The basic rule already has that caveat. But still...anything with an Initiative 1 or 2 are in trouble.
Correct. Looks like we found our Anti Nidzilla/Ork list
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Post by: Farmer
I can just see in a couple of weeks tournament armys led by Naji and Logan with a bunch of WGBL's on bikes.
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Post by: Cannerus_The_Unbearable
I think I may actually build a squad of Thousand Sons now. I'm wondering if Wolves' low model count will be their inevitable defeat.
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Post by: Farmer
Cannerus_The_Unbearable wrote:I think I may actually build a squad of Thousand Sons now. I'm wondering if Wolves' low model count will be their inevitable defeat.
Good luck with that,since nearly everything in the SW codex's units are cheaper then your standard marine ones.
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Post by: Myrthe
puma713 wrote:TBD wrote:Flashman wrote:Dark Angel players have been weeping since the release of Codex Space Marines.
Am I the only one who thinks the scouts look absolutely slowed with the bald&bearded heads?
Yeah! How old are those guys?! Old enough to have earned a promotion to a tactical marine, I would think!
I solved that problem by using typical marine models (helmetless) without the standard backpacks as the scouts ... IMO, more of a "lone wolf" recluse marine as opposed to looking like some partially initiated kid barely out of basic training.
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Post by: Mattlov
Farmer wrote:Cannerus_The_Unbearable wrote:I think I may actually build a squad of Thousand Sons now. I'm wondering if Wolves' low model count will be their inevitable defeat.
Good luck with that,since nearly everything in the SW codex's units are cheaper then your standard marine ones.
Really? They are CHEAPER in points cost than regular Marines? What do they lose for this? ATSKNF?
19754
Post by: puma713
Mattlov wrote:Farmer wrote:Cannerus_The_Unbearable wrote:I think I may actually build a squad of Thousand Sons now. I'm wondering if Wolves' low model count will be their inevitable defeat.
Good luck with that,since nearly everything in the SW codex's units are cheaper then your standard marine ones.
Really? They are CHEAPER in points cost than regular Marines? What do they lose for this? ATSKNF?
No, they have that too.
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Post by: Timmah
Chimera_Calvin wrote:This is starting to sound exactly like every other codex release - it goes like this: 1. Rumours give way to facts as people start seeing the books. 2. People cry 'cheese!!!' 3. Book comes out, people see the actual points values and opinions on what units are cheesy changes. 4. First interwebz list is declared game breaking. 5. 1-2 months pass and the first interwebz list is debunked. 6. The real analysis begins... It happened with Orks, SM and IG. Teh puppies are no different - have patience young padawans...  Except that both SM and IG are 2 of the top armies right now. (very closely behind eldar and tau) So I would say the people calling cheese were in fact correct. I can easily see this codex as becoming one of the best in game as GW will want to top the current SM codex so that people will buy it.
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Post by: Demogerg
puma713 wrote:TBD wrote:Flashman wrote:Dark Angel players have been weeping since the release of Codex Space Marines.
Am I the only one who thinks the scouts look absolutely slowed with the bald&bearded heads?
Yeah! How old are those guys?! Old enough to have earned a promotion to a tactical marine, I would think!
Yea, those heads are terribad.
but Space Wolf scouts are veterens, not initiates like normal marines.
this is why they are WS4 BS4 with Operate Behind Enemy Lines and better weapon options than vanilla scouts.
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Post by: nyyman
Goddammit! Those Space Wolfs looked so great that I now am eger to begin Space Puppies.
Damn you GW!
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Post by: Tresson
Flashman wrote:Dark Angel players have been weeping since the release of Codex Dark Angels.
Fixed that for you.
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Post by: Sirius42
Just saw the codex, wolf drop pods carry less men than marine ones, stupid inter codex inconsistancy.
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Post by: Gwar!
No wait, I know why now! Obviously Space Wolves are just so awesome and buff they need more room than the wimpy unawesome Codex Marines.
19129
Post by: Chickenlegs!
Few Things:
-4 Wolf Lords?! Why?! that should only really fit in in apoc' where they'd have a datasheet anyway!
-Are you sure that Logan allows WG Termies as troops cus thats sounds overpowered to me!
-And viking inspired or not, Trickster doesnt sound Space-wolf at all! I mean just look at the name!
-Are Ven Dreads still BS5?! Cus that'd really suck if they werent!
personally all this sounds really bad in terms of what I expect from the Space Wolves, but I'll definately have to check out the Codex rather than go on (accurate sounding) hearsay...
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Post by: Sirius42
The Logan thing is definantly true.
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Post by: Platuan4th
Chickenlegs! wrote:-Are you sure that Logan allows WG Termies as troops cus thats sounds overpowered to me! Considering this picture states "Wolf Guard are Troops in any army led by Logan Grimnar, making it possible to build an army of Space Wolves in terminator Armour", I'd say he's pretty sure.
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Post by: Gwar!
Chickenlegs! wrote:Few Things:
-4 Wolf Lords?! Why?! that should only really fit in in apoc' where they'd have a datasheet anyway!
-Are you sure that Logan allows WG Termies as troops cus thats sounds overpowered to me!
-And viking inspired or not, Trickster doesnt sound Space-wolf at all! I mean just look at the name!
-Are Ven Dreads still BS5?! Cus that'd really suck if they werent!
personally all this sounds really bad in terms of what I expect from the Space Wolves, but I'll definately have to check out the Codex rather than go on (accurate sounding) hearsay...
Wow, 4 Wolf Lords and Wolf Guard Troops and you complain?
Wait, what am I saying, I am complaining too :(
I hope Phil Kelly didn't go too overboard :(
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Post by: Chickenlegs!
personally I was complaining because I care more for fluff and it staying true to the Space Wolves - which this new dex doesnt SOUND like its doin - so IMHO i dont see why they'd have 4 Lords in a small army?!
19754
Post by: puma713
What makes me happy is that 'Nids are most probably next, and they'll have to be really beefed up to be better than SW!!
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Post by: Gwar!
Chickenlegs! wrote:personally I was complaining because I care more for fluff and it staying true to the Space Wolves - which this new dex doesnt SOUND like its doin - so IMHO i dont see why they'd have 4 Lords in a small army?!
Because the Great Wolf Says so! And no-one is FORCING you to take 4 Lords.
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Post by: davidson
Flashman wrote:Dark Angel players have been weeping since the release of Codex Dark Angels.
Fixed that for you.
The wording on the "new" Fury of the Ancients sounds iffy... at least you'll be able to take a cover save most of the time?
306
Post by: Boss Salvage
Wehrkind wrote:I gotta say, I never really was interested in the space puppies, but some of these rules sound like they would be really cool for a heavily converted "Heroes of the Imperium!" type counts as army. I might end up picking this up just for a fun little "terminator your eyes out" force.
I'll see your HotI and counter with a SpikeWing - loads of bashtastic chaos terminators led by a big bad terminator lord. Given the customizability of wolf guard, and how much fun the chaos termies are, it would actually be a pretty solid counts as project ............
*gets on that*
- Salvage
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Post by: Demogerg
more options are better than less options, if you dont want to run 4 wolf lords thats fine, dont, but what if I want to run a "Battle for the title of Great Wolf" where 4 Wolf Lords are competing for fame to become the next Great Wolf after Logan passes?
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Post by: Avariel
Rune Priests are they like Librarians and have to make a Psychic test so you could at least get a psychic hood or runes of warding to try and stop their nasty power?
207
Post by: Balance
Sirius42 wrote:Just saw the codex, wolf drop pods carry less men than marine ones, stupid inter codex inconsistancy.
The Space Wolves reserve space in the drop pods for all the pelts and such. And booze. Also, many of them need to me drugged like B.A. Barracus from the A-Team.
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Post by: Chickenlegs!
if you dont want to run 4 wolf lords thats fine, dont
aaaah touche. I wont
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Post by: scuddman
Like usual, since it's me, my analysis is a little unusual. Things I noticed on my first pass with the book:
Why are wolf lords 4 attacks base? They don't come with a 4+ i save, but you can just give them the belt of russ.
Rune priests don't have a psychic hood. They do have stats similiar to librarians. That's gonna be a drawback people will miss.
Preferred enemy on a unit type of choice (infantry, vehicles, bikes, etc.) is much better than litanies. Like chaplains needed to be toned up?
Your 4 hq's need to be different. Unless you take special characters, some won't have i saves.
Logan is 275 points. Space wolves version of deathwing kinda expensive on the points.
Wolf guard: A terminator with storm bolter and frost blade clocks in at 43 points.
Wolf guard are cheaper than sergeants. Considering they can be used as sergeants, i'm very surprised.
Many of the equipment costs are cheaper than before...20 points for a power fist?
Grey hunters: This is a bit of a headache. You get an extra special weapon at 10, but then you can't add the wolfguard and still fit in a droppod or rhino. Nevertheless, 9+wolfguard will be popular:
9 grey hunters, at 15 a model. One plasma gun at 10 points (upgrading flamer), plasma pistol (which is a separate entry), power weapon or fist (at the reduced cost), the wolf guard's equipment, mark of the wulfen (1 model gets 1+d6 attacks and rending, doesn't stack with special weapons like power weapons, and space wolves banner (10 points, may reroll 1's in 1 turn of assault once a game). Add all that junk together and it's about the same cost as a tactical.
Tactical marine's advantage: heavy weapon access, combat tactics, teleport homers
Considering super true grit and counter attack, grey hunters are more comparable to chaos marines...except instead of 3 fists it's mark of the wulfen, fist, and wolfguard's fist.
Blood claws are the same point cost as grey hunters. THey still get +2 attacks on the charge.
THe new wolf unit in fast attack is like the space wolves version of death company with cavalry instead of jumppacks. Maybe my second impression will be different.
Oh attack bikes, you will be missed. BS 3 on bikes kinda sucks. They're blood claws though, so +2 attacks on the charge.
People are still not going to take long fangs. They haven't really changed, but can take 5 heavy weapons and a leader now.
People already mentioned missing land speeder storm (anyone even take that?), and ironclad.
Space wolves dreadnought can take some space wolves equipment. Fortunately they can't take the belt of russ or they would have the best walkers in the game...
I thought there would be some weird thing or drawbacks on the sagas. There are some recommended drawbacks called oaths, but they don't actually do anything. I sense eternal warrior being very popular. I like the 6" reroll morale or pinning. Not reroll failed, reroll morale or pinning.
Edit: Every internet rumor before last weekend was dead wrong. All of it. Looks like leak control was a success. You will now have to return to your local gaming store to receive correct rumors and be super excited when a preview copy shows up at a GW store. <sigh> I kinda liked getting things before that.
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Post by: Mahu
You do realize that Logan Grimnar himself is around 300 points. And Properly equipped Wolf Guard Terminators can run you around 300 points for 5 or 6.
All Terminator Space Wolf Armies will be fun, but when Deathwing is outnumbering you, you're boned.
You also realize that a Wolf Lord will run you at least 160+ points. It would be quite improbable that people will be running the 4 Wolf Lords armies either. Would you rather have a third Wolf Lord or a Predator.
If anything, Space Wolves are tracking like they always do, very expensive elite and HQ choices. It's the reason troops are cheap, it balances the army.
Besides, Grey Hunters are cheap is a misnomer. 150 points for ten guys and two flamers with ATSKNF, Acute Senses, and Counter Attack versus 180 points for Ten Marines and a sergeant, flamer, and free heavy with ATCKNF, Combat Tactics, and Combat Squads seems reasonable.
14735
Post by: Populatore1
Does the new storm power grant Obscured to vehicles?
4776
Post by: scuddman
You can't take 4 wolf lords.
Grey hunters are cheap. I might remind you they have bolter bolt pistol close combat and that both their sergeants and their close combat weapons are cheaper than codex space marines.
Yes, the new storm power works on vehicles, but considering it's a 5+ cover, it's not all that great compared to real cover.
12030
Post by: Demogerg
vehicles dont get "cover" they get obscured, it would have to specifically mention that vehicles get an obscure save for it to work, and then its a 4+ save.
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Post by: Grey Knight Luke
Space wolves can't do a full bike army can they?? that would make me mad.
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Post by: Demogerg
Grey Knight Luke wrote:Space wolves can't do a full bike army can they?? that would make me mad.
Blood Claw bikers [Fast Attack],
Logan Grimnar to take Wolf Guard bikers [Troops],
Lone Wolf bikers [Elites]? maybe? please?
looks like they might be able too, it depends on if Wolf Guard can be mounted on bikes as a general option.
14735
Post by: Populatore1
Thx for the replies guys.
Someone on Warseer is saying that Lukas' ability affects everyone within 6" rather than base to base.
And is the ability a roll off for each separate model affected or is it a 4+?
14074
Post by: Mastiff
To anyone who has seen the book; Do they have the vehicle information (cost and stats) in the book, or will I need to buy the SM Codex as well?
320
Post by: Platuan4th
Mastiff wrote:To anyone who has seen the book; Do they have the vehicle information (cost and stats) in the book, or will I need to buy the SM Codex as well? It's a stand alone book, like Dark Angels and Black Templar. No Codex: Space Marines required.
13655
Post by: combatmedic
Demogerg wrote:Grey Knight Luke wrote:Space wolves can't do a full bike army can they?? that would make me mad.
Blood Claw bikers [Fast Attack],
Logan Grimnar to take Wolf Guard bikers [Troops],
Lone Wolf bikers [Elites]? maybe? please?
looks like they might be able too, it depends on if Wolf Guard can be mounted on bikes as a general option.
Final F-U to DA's: Terminator Bikers that count as troops.
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Post by: scuddman
Lone wolves can't take bikes.
Since wolf guard can take bikes, yes Logan can make deathwing, ravenwing, or any combination of scoring bikes and terminators. No access to scoring attack bikes though.
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Post by: dogma
davidson wrote:
The wording on the "new" Fury of the Ancients sounds iffy... at least you'll be able to take a cover save most of the time?
The first time I read that I saw 'furry', not 'fury'.
12030
Post by: Demogerg
combatmedic wrote:Demogerg wrote:Grey Knight Luke wrote:Space wolves can't do a full bike army can they?? that would make me mad.
Blood Claw bikers [Fast Attack],
Logan Grimnar to take Wolf Guard bikers [Troops],
Lone Wolf bikers [Elites]? maybe? please?
looks like they might be able too, it depends on if Wolf Guard can be mounted on bikes as a general option.
Final F-U to DA's: Terminator Bikers that count as troops.
Models wearing TDA can never ride bikes.
however, I do like being able to compete on the deathwing/ravenwing front using Logan, its just plain lol
13655
Post by: combatmedic
Demogerg wrote:
Models wearing TDA can never ride bikes.
however, I do like being able to compete on the deathwing/ravenwing front using Logan, its just plain lol
If there is a way to screw over the DA and BA player, GW will find a way, fluff or current rules be damned.
1918
Post by: Scottywan82
Bitter, safari of one, your adventure is about to begin. Please approach the elephant.
19264
Post by: DruidODurham
So now SW are the most powerful psykers in the universe? That'll be great for my SW army, but it makes my eldar look kind of slowed, since they're supposed to be the best psykers.
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Post by: Gwar!
DruidODurham wrote:So now SW are the most powerful psykers in the universe? That'll be great for my SW army, but it makes my eldar look kind of slowed, since they're supposed to be the best psykers.
Actually, Daemons are the best. So good they never have Perils of the Warp.
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Post by: Mastiff
Platuan4th wrote:Mastiff wrote:To anyone who has seen the book; Do they have the vehicle information (cost and stats) in the book, or will I need to buy the SM Codex as well?
It's a stand alone book, like Dark Angels and Black Templar. No Codex: Space Marines required.
Faaaaantastic. Thanks!
465
Post by: Redbeard
Daemons are the Perils in the Warp. I like how yet another codex has been given a 'screw daemons' toy...
17153
Post by: Kaotik
So this thread is confirmed stuff out of the book then? I read the other thread stating that we did not get Redeemers, but this one says we do. I really am hoping we get to keep it since I had mine pro-painted and will hate to have to butcher the sponsons to make it WYSIWYG, or call the Flamestorms counts-as Lascannons.
EDIT:
Kinda glad the assault variant LR was debunked. I would have HAD to get one, but could only imagine the hate it would bring me when I fielded it.
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Post by: Wehrkind
Boss_Salvage wrote:Wehrkind wrote:I gotta say, I never really was interested in the space puppies, but some of these rules sound like they would be really cool for a heavily converted "Heroes of the Imperium!" type counts as army. I might end up picking this up just for a fun little "terminator your eyes out" force.
I'll see your HotI and counter with a SpikeWing - loads of bashtastic chaos terminators led by a big bad terminator lord. Given the customizability of wolf guard, and how much fun the chaos termies are, it would actually be a pretty solid counts as project ............
*gets on that*
- Salvage
Damn... that's a good point. Maybe my Mega Word Bearers will need to do double duty... Oh, the pain of loving terminator models above all else!
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Post by: JD21290
You know that these pups are overpowered when you see them play against a green tide for the 1st time.
If 40 or so blood claws can tear through 180 boyz you know theres a problem
However, this may be the time to bring my khorne daemons back onto the table.
Since most models dont seem to have eternal warrior, and thier armour means nothing anyway to a bloodletter.
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Post by: MinMax
JD21290 wrote:You know that these pups are overpowered when you see them play against a green tide for the 1st time.
If 40 or so blood claws can tear through 180 boyz you know theres a problem 
Actually, even if the Blood Claws get the charge, those two groups kill about the same number of models each. If the Boyz were to get the charge, they do even better... So, it's not that "tearing through."
Besides, Space Wolves are supposed to be the anti-Ork army. They're reining da Boyz back in. As has been said, SW look to be a refreshing change for the meta-game.
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Post by: Demogerg
JD21290 wrote:
However, this may be the time to bring my khorne daemons back onto the table.
Since most models dont seem to have eternal warrior, and thier armour means nothing anyway to a bloodletter.
Good luck with that *sits in cover with blood claws*
1918
Post by: Scottywan82
Depending on the cost of the Skyclaws, as well as their options, they may be preferable to blood claw units. I'll probably keep one in an LRC just to spring on some poor sap. though who knows? Maybe that LRC will hold some termies instead.
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Post by: olympia
So four HQ heroes around 200 points each and a bunch of terminator troops. Twenty or so models for 1750 points makes Space Wolves the most inexpensive army going eh?
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Post by: scuddman
You don't have to max on hq's or take expensive heroes. The perfectly cheap ones are fine.
Skyclaws are 18 points per model.
The land raider redeemer is in the codex. Except for dreadnoughts, the vehicles are mostly copy paste from the space marine codex.
The dreadnought's point vaules are the same, but they can also take a couple of space wolf wargear. Whirlwind, vindi, landspeedrs, none of it is different.
Poor poor dark angels...
1
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Post by: ubermosher
Any confirmation on weapon option costs for Long Fangs? I heard heavy bolters were very cheap, and I'm imagining a firebase of 5 heavy bolters.
Moopy wrote:I don't see the point of the giant wolves. The bikes already fill this roll and look cooler.
Actually there are significant tactical differences between move 12 assault 6 (or turbo boost) and move 6 fleet d6 and assault 12. Assault 12 provides a serious area of threat. Lord knows how many times after the shooting phase I wish my assault unit could assault 7 inches instead of 6.
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Post by: scuddman
Run #2 is happening in half an hour.
Get your questions ready...
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Post by: BDJV
scuddman wrote:Run #2 is happening in half an hour.
Get your questions ready...
Can you look at the Long Fang points and options please!
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Post by: Gwar!
And a Scanner!
I joke of course!
Drop Pod Options please! Is the All or Nothing thing real?
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Post by: Stygian Mole
1:Whats the wargear ops for the dreads?
2:How many spec ccws for BCs?
3:base HQ stats & costs
4:do BCs get a wulfen?
5:What exactly do Wolf Priests do? Keep getting vague answers.
6:Lone Wolves?
7:Rhino cost
8:Sagas and Oaths
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Post by: Da Boss
Space Wolves: The Mary Sue Chapter.
1918
Post by: Scottywan82
Can I get someone to confirm how many attack bikes can be in a bike squad, and how many total bikes cna be in a bike squad?
Do BCs (and therefore Swift and Sky Claws) have that rule where they MUST charge if within 6"?
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Post by: bravelybravesirrobin
Mattlov wrote:Farmer wrote:Cannerus_The_Unbearable wrote:I think I may actually build a squad of Thousand Sons now. I'm wondering if Wolves' low model count will be their inevitable defeat.
Good luck with that,since nearly everything in the SW codex's units are cheaper then your standard marine ones.
Really? They are CHEAPER in points cost than regular Marines? What do they lose for this? ATSKNF?
Combat tactics - of arguable benefit when we get counter attack I admit.
Combat squads.
Are you going to argue that combat squads aren't fantastic and that they're loss is a big tactical drawback for wolf players? Because that would be silly. Automatically Appended Next Post: puma713 wrote:TBD wrote:Flashman wrote:Dark Angel players have been weeping since the release of Codex Space Marines.
Am I the only one who thinks the scouts look absolutely slowed with the bald&bearded heads?
Yeah! How old are those guys?! Old enough to have earned a promotion to a tactical marine, I would think!
In space marines the progression is scout - tac (seconded to bikes, devvy, assault) - vet - termie
In space wolves the progression is blood claw pack (seconded to skyclaw and swiftclaw) - grey hunter or scout - long fang or wolf guard or lone wolf
Space wolf scouts aren't the newbs, they lack the cohesive sense of pack identity of most space wolves and are regarded as loners and a bit weird. They therefore get sent on special ops missions deep behind enemy lines. That's why they have the Operating Behind Enemy Lines rule. Automatically Appended Next Post: Chickenlegs! wrote:Few Things:
-4 Wolf Lords?! Why?! that should only really fit in in apoc' where they'd have a datasheet anyway!
-Are you sure that Logan allows WG Termies as troops cus thats sounds overpowered to me!
-And viking inspired or not, Trickster doesnt sound Space-wolf at all! I mean just look at the name!
-Are Ven Dreads still BS5?! Cus that'd really suck if they werent!
personally all this sounds really bad in terms of what I expect from the Space Wolves, but I'll definately have to check out the Codex rather than go on (accurate sounding) hearsay...
4 wolf lords is silly but will be pts prohibitive in anything but a larger game anyway. Don't worry about it.
Termies as troops is fun and hardly overpowered. Do you see Deathwing ripping up tournament tables?
He is based on a loki, a viking god. How is that not wolfy?
They have the same statline as the C: SM vennies.
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Post by: combatmedic
Do the SW scouts get the new land speeder?
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Post by: Jackmojo
bravelybravesirrobin wrote:
In space marines the progression is scout - tac (seconded to bikes, devvy, assault) - vet - termie
They altered it (so far as I recall) in the current codex, to be scout>Devastator>Assault>Tactical>Vet (Stern, Van, or Termie)
Jack
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Post by: Gwar!
Jackmojo has it right. Of course remember that even in Codex Chapters Marines will usually drift to where they excel (For example, Scout Sergeants are full marines, they obviously are good at being sneaky bastards  )
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Post by: Fateweaver
Not quite so sure a SW Terminator army is going to really be all that.
Logan is 2x +15 cost of Belial, 5 WG Terms with TH/SS is rumored to be 315pts, SW Termies cannot DS in so would need to either start on foot, in an LR variant or drop pod in which is going to add even more points.
I'm guessing 2k points worth of Loganwing is going to amount to roughly 25 WG and Logan, in which case nothing is DS'ing in so 26 models starting on the board. Daemons and DW would murder that army by the end of turn 1. 2 Executioners would destroy that army in 2 turns and that doesn't count the rest of the IG army.
40 Thunderstorm Terms, Belial and a Dread for the same amount of points. DA DW vs Loganwing. My money is on the DW EVERY SINGLE TIME.
I must admit I'm sort of feeling the itch to start SW (damn fleas).
*Edited. Rumored points costs I realize is 63pts for WG Terms with TH/SS. So I think DW is safe.
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Post by: Hulksmash
The biker squadrons are able to be 10 strong plus 1 attack bike. The attack bike is discounted due to being WS3/BS3. The bikers all have CCW/ BP which means 4 attacks on the charge for 25 points. 1 PW or PF.
PW and PF upgrades for BC's and GH's are the same cost as sergeant upgrades in the SM Codex. Which is a little high in my opinion but meh. I probably won't be fielding standard bloodclaws since for 3 points I can give them jump packs
Oh and the headstrong rule is removed if the BC squads are led by Wolf Guard. Basically they are good since their teacher is watching according to the codex.
Just a couple heads up
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Post by: jmurph
Do jump bloodclaws score?
8617
Post by: Hulksmash
nope, they are fast attack
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Post by: scuddman
I'm glad I made a second pass at the book, there's a bunch of things I missed the first time or was wrong about.
Long fangs are 15 points per model and are leadership 9. Heavy bolters are 5 points, missiles 10, plasma 20, lascannons 25
Venerable dreads can take saga of majesty (reroll failed morale if unit within 6")
Dreads and ven dreads can take wolftail talisman (mulifies psychic power targetting model on 5+_ and wolftooth necklace (hit on 3+ in hth)
Wolf lords, rune priests, and their version of the chaplain are all base 100 points. Their equipment options vary quite a bit.
Bc's may have a wolf guard. They are very similar to grey hunters in this regard.
Wolf priests have a different rule where you pick a unit type(such as infantry or bikes) at the start of the game. THe unit he is joined with and himself gain preferred enemy towards that unit. Everything else is the exact same as chaplains but has different names.
Rhinos, like vindi's and speeders are exactly the same as space marines.
One attack bike per bike squad.
All blood claw units, whether bikes, jump packs, or whatever, have headstrong as a rule. If an enemy unit in your SHOOTING phase is within 6", you may not shoot and must charge in the assault phase.
No land speeder storm
Mark of the wulfen just gives d6+1 attacks to one model. It does not give rending .
Drop pods still ahve the droppod assault rules, so half of the pods must show up first turn.
A rune priests runic weapon doubles as a special kind of psychic hood. 24" range like hood, but on a 4+ power fails.
The initiative test psychic power is specified as a shooting psychic power...implies you would get cover saves. Monstrous creatures subtract 1 to their roll, but a 6 always fails.
Sagas:
Bear: eternal warrior. Funny, only the wolf lord can take this saga, and all the normal characters can only take one saga
Majesty: Unit within 6" may reroll failed morale tests.
Hunter: Character has outflank and stealth. Wolfpriest only
Warriorborn: # models killed in last assault phase give a bonus attack in this assault phase for every model killed last assault phase.
Beastslayer: Reroll hth hits vs. walkers, monstrous creatures, or things with toughness 5 or higher.
Ironwolf:: Character in vehicle moves extra d3"
11
Post by: ph34r
If it truly is 58 or 63 points for a hammer/shield wolf guard, wouldn't it be better to just get 2 power sword/storm bolter terminators for 66 points (going off rumored costs). At twice the price of a marine, but having terminator armor, power sword, and storm bolter, a list with mass amounts of terminators could be good.
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Post by: BDJV
Thanks for the great info!
For the Cheap points cost I am definitely gonna run a Pack of Long Fangs, I don't care if they are deemed viable.
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Post by: Grey Knight Luke
why? why can't they give each SM chapt something cool and thats it. Why do they have to give the flippin SW everything!!! Do they want everything to be just another form of vanilla? lame
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Post by: scuddman
But they didn't give space wolves everything. Including the psychic powers, most things are 24" range or less. The only models that can take heavy are long fangs, dreads, cyclone termies, and speeders.
The whole army has a distinct lack of range. Blood claws are +2 attacks on the charge, grey hunters have super grit, the whole army has counter attack...but the army lacks if you get 25" away.
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Post by: puma713
scuddman wrote:But they didn't give space wolves everything. Including the psychic powers, most things are 24" range or less. The only models that can take heavy are long fangs, dreads, cyclone termies, and speeders.
The whole army has a distinct lack of range. Blood claws are +2 attacks on the charge, grey hunters have super grit, the whole army has counter attack...but the army lacks if you get 25" away.
The Dark Reaper exarch smiled as he noticed the Space Wolves cresting the ridge. He lifted his reaper launcher to the incoming superhumans and gave his squad the order to fire.
3704
Post by: BDJV
puma713 wrote:
The Dark Reaper exarch smiled as he noticed the Space Wolves cresting the ridge. He lifted his reaper launcher to the incoming superhumans and gave his squad the order to fire.
Just then a drop pod slammed down in front of the Dark Reapers disgorging it's passengers. The arrogant smile instantly left the face of the exarch as the Grey Hunters unloaded plasma and bolter fire into his troops.
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Post by: Vaktathi
BDJV wrote:puma713 wrote:
The Dark Reaper exarch smiled as he noticed the Space Wolves cresting the ridge. He lifted his reaper launcher to the incoming superhumans and gave his squad the order to fire.
Just then a drop pod slammed down in front of the Dark Reapers disgorging it's passengers. The arrogant smile instantly left the face of the exarch as the Grey Hunters unloaded plasma and bolter fire into his troops.
Then suddenly...
Earthshakers!
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Post by: Gwar!
Vaktathi wrote:BDJV wrote:puma713 wrote:
The Dark Reaper exarch smiled as he noticed the Space Wolves cresting the ridge. He lifted his reaper launcher to the incoming superhumans and gave his squad the order to fire.
Just then a drop pod slammed down in front of the Dark Reapers disgorging it's passengers. The arrogant smile instantly left the face of the exarch as the Grey Hunters unloaded plasma and bolter fire into his troops.
Then suddenly...
Earthshakers!
The Dark Reaper's eyes widened in Terror. Earthshaker Cannons? Impossible! They had the area secure for miles around. It would take some kind of Tactical Genius to....
CREEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEED!
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Post by: scuddman
It's almost like space wolves were designed for drop pods. The short range, the extra special weapons, the hth abilities, counter charge. Looks like wolves love the droppod.
15310
Post by: Winter
scuddman wrote:It's almost like space wolves were designed for drop pods. The short range, the extra special weapons, the hth abilities, counter charge. Looks like wolves love the droppod.
Thats probably why they put a drop pod in the battleforce?
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Post by: Gwar!
Space Wolves have ALWAYS been built for Drop Pods. In Fact IIRC Space Wolves were the first to have the Drop Pod Assault Rules in 3rd.
1478
Post by: warboss
Gwar! wrote:Space Wolves have ALWAYS been built for Drop Pods. In Fact IIRC Space Wolves were the first to have the Drop Pod Assault Rules in 3rd.
it was a part of the vanilla marine codex in 3rd edition (which was released first in that edition). if you only took power armor marines, terminators, and dreads (also bikes per RAW IIRC but i believe it was later faq'ed) you could deep strike with imaginary drop pods (no models required or were even available at the time).
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Post by: ricekake87
I HEAR THAT THERE IS NO MORE EXTERMINATOR!!!!
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Post by: Wehrkind
I hear that the rule with exclamation points is "One, or none."
I have also heard that the wolves can no longer take the tanks named for their primarch. Sort of wierd, really.
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Post by: Alpharius
I've heard that instead of being able to field 13th Company Wulfen, we are instead supposed to field power armored marines riding on wolves?
What?
18427
Post by: radiohazard
Gwar! wrote:Vaktathi wrote:BDJV wrote:puma713 wrote:
The Dark Reaper exarch smiled as he noticed the Space Wolves cresting the ridge. He lifted his reaper launcher to the incoming superhumans and gave his squad the order to fire.
Just then a drop pod slammed down in front of the Dark Reapers disgorging it's passengers. The arrogant smile instantly left the face of the exarch as the Grey Hunters unloaded plasma and bolter fire into his troops.
Then suddenly...
Earthshakers!
The Dark Reaper's eyes widened in Terror. Earthshaker Cannons? Impossible! They had the area secure for miles around. It would take some kind of Tactical Genius to....
CREEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEED!
And then the Pan Fo were Reviled and all bowed before them PMSL.
On topic...
Why do I think that this army was made to combat the Ork???
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Post by: Alpharius
radiohazard wrote:
And then the Pan Fo were Reviled and all bowed before them PMSL.
On topic...
Why do I think that this army was made to combat the Ork???
Well, that (maybe) and sell lots of models.
Though I really can't see them moving too many of the Marines on Wolves...
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Post by: ubermosher
Alpharius wrote:Though I really can't see them moving too many of the Marines on Wolves...
Neither do I. Although if I've read correctly, you can take packs of Fenris wolves... I've always wanted to have a skirmish line of wolves racing ahead of my Rhinos.
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Post by: Chickenlegs!
mmmm from the sounds of things I'm actually quite liking the sound of the new codex now, most things being 24" or so sticks to the close quarters theme and makes Long Fangs a viable option...
Might stick to my previous - 1500pts - codex list of: Wolf Lord, Ven. Dread with MM(in drop pod), 28 Grey Hunters (10 in drop pod), 10 Blood Claws
and 3 Vindicators, still short range and with cheaper troops may be able to get some more goodies in...  Happy Days! and I dont need to buy the Space Marine codex too! Doubley Happy Days!
Right... time for some more grey paint methinks...
and if you dont mind me asking, how did you guys manage 2 get a look at the new codex?
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Post by: Gwar!
Chickenlegs! wrote:and if you dont mind me asking, how did you guys manage 2 get a look at the new codex?
Some stores get their Advance Store Copies Earlier than others.
19129
Post by: Chickenlegs!
Some stores get their Advance Store Copies Earlier than others.
cool, cheers, although I sincerely doubt mine does...  I'll just sit in the store reading it 4 several hours wen it comes out
802
Post by: SetantaSilvermane
Someone please tell us how many power fists/swords Blood Claws will be able to take.
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Post by: Hulksmash
1
1918
Post by: Scottywan82
Hulksmash wrote:1 
You go to hell. You go to hell and you die.
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Post by: Gwar!
Scottywan82 wrote:Hulksmash wrote:1 
You go to hell. You go to hell and you die.
I think me means 1 per model. Yes, that must be it.
-Rocks Slowly-
At least can we take Wolf Guard Leaders to put another PF on?
-Cries wanting his 4 Power Fist Squads back-
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Post by: Demogerg
Hulksmash wrote:1 
this makes me butthurt.
but having a dreadnought that is more survivable than an land raider seems like a fair trade.
and 18 point jump troopers
and 15 point grey hunters
and 15 point long fangs
and having Runepriests that actually do something (I have 4 runepriest models, havnt wanted to use them untill now!)
Automatically Appended Next Post: Gwar! wrote:Scottywan82 wrote:Hulksmash wrote:1 
You go to hell. You go to hell and you die.
I think me means 1 per model. Yes, that must be it.
-Rocks Slowly-
At least can we take Wolf Guard Leaders to put another PF on?
-Cries wanting his 4 Power Fist Squads back-
its ok Gwar, we will make up for it with AWESOME (read: Bjorn, Njal, and Lukas)
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Post by: Abadabadoobaddon
I think it will be fun when Space Wolves can make better terminator armies than Dark Angels and get better psychic powers than Thousand Sons. Cause that's fluffy.
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Post by: Gwar!
Demogerg wrote:Gwar! wrote:-Cries wanting his 4 Power Fist Squads back-
its ok Gwar, we will make up for it with AWESOME (read: Bjorn, Njal, and Lukas)
Yup. It seems Lukas has already replaced CREEEEEEEEEEEEEEEEEEEEEEEEEEEEED! Automatically Appended Next Post: Abadabadoobaddon wrote:I think it will be fun when Space Wolves can make better terminator armies than Dark Angels and get better psychic powers than Thousand Sons. Cause that's fluffy.
Yeah, cause Space Wolves have Fearless Terminators that all Deep Strike and Lash of Submission.
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Post by: Da Boss
Thousand sons don't get lash of submission.
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Post by: Gwar!
Da Boss wrote:Thousand sons don't get lash of submission. El Facepalm. Fine, they dont get Bolt of Change then!
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Post by: His Master's Voice
Gwar! wrote:Scottywan82 wrote:Hulksmash wrote:1 
You go to hell. You go to hell and you die.
I think me means 1 per model. Yes, that must be it.
-Rocks Slowly-
At least can we take Wolf Guard Leaders to put another PF on?
-Cries wanting his 4 Power Fist Squads back-
Can't you put mark of the wulfen on the fist guy?
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Post by: Hulksmash
Nope, Mark of the Wulfen can't be used with any special weapons. I'm already converting 4 new models that will be "blade masters" for my army of robed close assault marines.
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Post by: skipmcne
... so
Logan Grimnar > allow Wolf Guard as Troops.
Wolf Guard + JP +outflank + infiltrate + scoring
+ Skyclaws
+ drop pod assault rules
+ rending on Grey Hunter 1 model.
... are Space Wolves > Blood Angels ?
12265
Post by: Gwar!
skipmcne wrote:... are Space Wolves > Blood Angels ?
When have they ever been worse?
18080
Post by: Anpu42
I play DA [1 year]  , Space Wolves [20 Years]
My only complaint
I just finished Making a Deathwing; AND NOW I NEED MORE TERMIES!!!
4078
Post by: albinoork
puma713 wrote:Casper wrote:Jon Garrett wrote:The sound you hear? Dark Angels players weeping at the fact that Logan Grimnar allows Terminator Troop Choices and will almost certainly rip the pants off the Deathwing and Belial.
...if you'll excuse me I need to go and weep in shame, where no one shall see me, and then start working on my new Space Wolves army.
I hope not. I'm hoping its more like the Warboss makes one unit of Nobs troops, otherwise GW just killed what little shread of uniquness the DA had.
Logan Grimnar allows you to field an entire Terminator army.
Thank the maker. I'm getting tired of using DA rules for my SW terminator army. It just made me feel so ..... dirty (and not in a good way, but more like a ewwwww gross/creepy way).
take care
4250
Post by: Smashotron
After seeing all this gak (most balanced, some OTT) I think its about time they allow Dark Angels to ride Lions! and Ultramarines to ride Imperial Citizens!
That should balance things out.
8723
Post by: wyomingfox
Abadabadoobaddon wrote:I think it will be fun when Space Wolves can make better terminator armies than Dark Angels and get better psychic powers than Thousand Sons. Cause that's fluffy.
Well then you don't have to worry about it because WGT cost 50% more to field than DA termies equiped the same.
Gwar! wrote:Hulksmash wrote:1 
At least can we take Wolf Guard Leaders to put another PF on?
And give up a free second special weapon  ...that is just Heresy...unless it is BC as at BS 3 they can't fire guns anyways...except for flamers  ...but BC can't use flamers without a WG chaperone....
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Post by: scuddman
A wolfguard terminator is actually pretty cheap. Base 33, storm bolter powe weapon. For 43 points, you can have a storm bolter frost blade terminator. It's only stupidly expensive if you add on too many storm shields, but that should be since they can mix and match gear how they want.
8723
Post by: wyomingfox
Huh? I thought Base 33 was just for TDA (no weapons). I could use some more clarification.
*What is the cost for SB and PF?
*Dual Lightning Claws?
*TH and SS?
8617
Post by: Hulksmash
at 33 points they have a pw and sb. Cost of item depends on which weapon your replacing. 2 Wolf Claws is 48pts. TH/ SS is I believe 58pts. and PF/ SB is 43pts iirc. It is kinda funny that a PA WG w/2 Wolf claws costs the same as a WG in terminator armor w/2 Wolf claws. All in all from what I saw it seems to be a very balanced list. There are only a few units I can't see myself taking. Things like the wolf packs, iron priests, and wolf riding SM's. But most of the stuff has a place
12265
Post by: Gwar!
wyomingfox wrote:unless it is BC as at BS 3 they can't fire guns anyways...except for flamers  ...but BC can't use flamers without a WG chaperone.... 
I thought Blood Claws can Fire if they are more than 6" away? Flamers are about 8" iirc.
8723
Post by: wyomingfox
Oh that is much better  ...though I won't be fielding any TH/ SS figs...maybe some SS/ PW figs as they are simply there to take PW wounds anyways.
7722
Post by: em_en_oh_pee
I so excite!
Just spend nearly a grand on IG just to need another for Wolves. Damn you, GW! You knew what you were doing...
13655
Post by: combatmedic
Do we know if the storm shields are the same as the new SM ones? (gives 3+ invur for both shooting and CC attacks)
Would make me feel a little better...
8723
Post by: wyomingfox
Gwar! wrote:wyomingfox wrote:unless it is BC as at BS 3 they can't fire guns anyways...except for flamers  ...but BC can't use flamers without a WG chaperone.... 
I thought Blood Claws can Fire if they are more than 6" away? Flamers are about 8" iirc.
They are CC troops, so if you are close enough to flame you would hope you are close enough to assault...that and at 7-8" you won't be hitting that many enemy models with the flame template.
BC haven't changed stat wise yet they went up one point each, can't shoot and assault unless chaperoned, and lost thier multiple special CC weapons? Oh well, we have dirt cheap Sky Claws  , cheap GH with 2 special weapons and super grit  , and Njal seams like a great defensive buff  .
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Post by: Gwar!
wyomingfox wrote:Gwar! wrote:wyomingfox wrote:unless it is BC as at BS 3 they can't fire guns anyways...except for flamers  ...but BC can't use flamers without a WG chaperone.... 
I thought Blood Claws can Fire if they are more than 6" away? Flamers are about 8" iirc.
They are CC troops, so if you are close enough to flame you would hope you are close enough to assault...that and at 7-8" you won't be hitting that many enemy models with the flame template.
BC haven't changed stat wise yet they went up one point each, can't shoot and assault unless chaperoned, and lost thier multiple special CC weapons? Oh well, we have dirt cheap Sky Claws  , cheap GH with 2 special weapons and super grit  , and Njal seams like a great defensive buff  .
Lets be fair, Blood Claws were under-costed, especially with up to 4 Hidden Powerfists and +2 Attacks WHEN CHARGED AT.
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Post by: Rated G
I don't understand. Flamers are assualt weapons. What would keep BCs from using the flamer and assaulting? Did I overlook something new in the headstrong rule?
1918
Post by: Scottywan82
Yeah the wording of the rule is "If at the beginning of the shooting phase, the unit is within 6" of an enemy unit, they may not shoot".
Lame because they COULD shoot and still assault. So lame.
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Post by: Rated G
Ouch. That sucks. Thanks for the clarification. Might as well get remodelling my stuff then, these recent rumors seem reliable enough.
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Post by: Lowinor
Scottywan82 wrote:Lame because they COULD shoot and still assault. So lame.
Meh, the lameness of it is overrated, since you ignore it if you have a Wolf Guard in the squad, and everyone took WG in BC squads before anyway.
The reduction in special weapons really hurts them, though; I'd have to peruse the book a good bit more, but I'm not sure I'd take them over GH given the change to special weapon allotment.
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Post by: Da Boss
Gwar! wrote:Da Boss wrote:Thousand sons don't get lash of submission. El Facepalm. Fine, they dont get Bolt of Change then!
Not quite the same as Lash.
I rarely see armies built around dual Bolt of Change.
Space Wolves are flat out better at psychic defense and offense than Tzeentch.
Not suprising, considering some random chaplain is tougher than Typhus, Herald of Nurgle.
Stupid nonsense rules.
18427
Post by: radiohazard
Hang on a mo. WGTs cost 43 pts with frostblade and storm bolter or 33 pts with PW and Storm Bolter?
IIRC a basic terminator squad costs 200 pts base plus heavy weapons. That's 40 pts per model. For only 3 pts more you get a terminator with a storm bolter and IIRC a +1 str PW.
I'd take the space wolf option any day. A str 5 PW is much better than a PF when it comes to killing MEQ or anything else for that matter. Ok so they can't take out tanks - doesn't matter when you have dreads with 2 TL AC and long fangs packin' heavy weapons.
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Post by: wyomingfox
Gwar! wrote:wyomingfox wrote:Gwar! wrote:wyomingfox wrote:unless it is BC as at BS 3 they can't fire guns anyways...except for flamers  ...but BC can't use flamers without a WG chaperone.... 
I thought Blood Claws can Fire if they are more than 6" away? Flamers are about 8" iirc.
They are CC troops, so if you are close enough to flame you would hope you are close enough to assault...that and at 7-8" you won't be hitting that many enemy models with the flame template.
BC haven't changed stat wise yet they went up one point each, can't shoot and assault unless chaperoned, and lost thier multiple special CC weapons? Oh well, we have dirt cheap Sky Claws  , cheap GH with 2 special weapons and super grit  , and Njal seams like a great defensive buff  .
Lets be fair, Blood Claws were under-costed, especially with up to 4 Hidden Powerfists and +2 Attacks WHEN CHARGED AT.
We are talking about a 15 man blood claw squad at WS 3 and a 46 point Wolf Guard...that is 292 points...add in LRC so they actually see combat and we are up to 547 points (roughly a 1/3 of your army)...of course it is going to pawn what ever it slams into...it should! And...
....
....
....
....
Did you just say FAIR! Them's casual gamers words  . Maw, grab the rope...we gots us a hangin!
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Post by: skipmcne
Hulksmash wrote:at 33 points they have a pw and sb. Cost of item depends on which weapon your replacing. 2 Wolf Claws is 48pts. TH/ SS is I believe 58pts. and PF/ SB is 43pts iirc.
It is kinda funny that a PA WG w/2 Wolf claws costs the same as a WG in terminator armor w/2 Wolf claws. All in all from what I saw it seems to be a very balanced list. There are only a few units I can't see myself taking. Things like the wolf packs, iron priests, and wolf riding SM's. But most of the stuff has a place 
Fenrisian Wolves (8pts) – WS4 A4 Sv6+ Cavalry
... counts as screening fiends?
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Post by: wyomingfox
Why screen when you can mount up in rhinos and drop pods?
Honestly, I don't think they are that bad...if only I could get them to outflank...and if only Sky Claws weren't super cheap.
What is real hillarious is that they pawn hormies at the cheap.
19754
Post by: puma713
wyomingfox wrote:Gwar! wrote:wyomingfox wrote:Gwar! wrote:wyomingfox wrote:unless it is BC as at BS 3 they can't fire guns anyways...except for flamers  ...but BC can't use flamers without a WG chaperone.... 
I thought Blood Claws can Fire if they are more than 6" away? Flamers are about 8" iirc.
They are CC troops, so if you are close enough to flame you would hope you are close enough to assault...that and at 7-8" you won't be hitting that many enemy models with the flame template.
BC haven't changed stat wise yet they went up one point each, can't shoot and assault unless chaperoned, and lost thier multiple special CC weapons? Oh well, we have dirt cheap Sky Claws  , cheap GH with 2 special weapons and super grit  , and Njal seams like a great defensive buff  .
Lets be fair, Blood Claws were under-costed, especially with up to 4 Hidden Powerfists and +2 Attacks WHEN CHARGED AT.
We are talking about a 15 man blood claw squad at WS 3 and a 46 point Wolf Guard...that is 292 points...add in LRC so they actually see combat and we are up to 547 points (roughly a 1/3 of your army)...of course it is going to pawn what ever it slams into...it should! And...
....
....
....
....
Did you just say FAIR! Them's casual gamers words  . Maw, grab the rope...we gots us a hangin!
That's why I think the downfall of the Space Wolf army will be cost and Initiative. Although I haven't heard anyone mention initiative yet, an entire squad armed with powerfists won't amount to a hill of beans if you're facing a full squad of genestealers/daemonettes/harlequins/maybe khorne berserkers that get to go before you anyway. And even if they don't strike down the Blood Claw unit, they're going to take most of them down - enough so that the Blood Claw unit doesn't get much of an attack back.
Take a daemonette squad backed by Skarbrand. Even if they -don't- get the charge (the Blood Claws pouring out of the LRC, for example), then the daemonettes will go first, with 45 attacks, with re-rolls and rending. Chances are, they'll kill most of the blood claws.
I'm not saying this is the way it would always play out - the blood claws may do really well or the daemonettes may do really poorly, but either way, "of course it is going to pawn what ever it slams into" for 547 points is not entirely accurate.
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Post by: Gwar!
Quick Questions for those who have seen the book: When you say 2 HQ/Slot, do you HAVE to take 2 HQs to fill the 1 Slot or is it like the Heralds where you can take up to 2 per slot? Also what are the Minimum Squad Sizes for the Troops Choices? And are there any new troops choices?
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Post by: Zid
scuddman wrote:I'm glad I made a second pass at the book, there's a bunch of things I missed the first time or was wrong about.
Long fangs are 15 points per model and are leadership 9. Heavy bolters are 5 points, missiles 10, plasma 20, lascannons 25
Venerable dreads can take saga of majesty (reroll failed morale if unit within 6"
Dreads and ven dreads can take wolftail talisman (mulifies psychic power targetting model on 5+_ and wolftooth necklace (hit on 3+ in hth)
Wolf lords, rune priests, and their version of the chaplain are all base 100 points. Their equipment options vary quite a bit.
Bc's may have a wolf guard. They are very similar to grey hunters in this regard.
Wolf priests have a different rule where you pick a unit type(such as infantry or bikes) at the start of the game. THe unit he is joined with and himself gain preferred enemy towards that unit. Everything else is the exact same as chaplains but has different names.
Rhinos, like vindi's and speeders are exactly the same as space marines.
One attack bike per bike squad.
All blood claw units, whether bikes, jump packs, or whatever, have headstrong as a rule. If an enemy unit in your SHOOTING phase is within 6", you may not shoot and must charge in the assault phase.
No land speeder storm
Mark of the wulfen just gives d6+1 attacks to one model. It does not give rending .
Drop pods still ahve the droppod assault rules, so half of the pods must show up first turn.
A rune priests runic weapon doubles as a special kind of psychic hood. 24" range like hood, but on a 4+ power fails.
The initiative test psychic power is specified as a shooting psychic power...implies you would get cover saves. Monstrous creatures subtract 1 to their roll, but a 6 always fails.
Sagas:
Bear: eternal warrior. Funny, only the wolf lord can take this saga, and all the normal characters can only take one saga
Majesty: Unit within 6" may reroll failed morale tests.
Hunter: Character has outflank and stealth. Wolfpriest only
Warriorborn: # models killed in last assault phase give a bonus attack in this assault phase for every model killed last assault phase.
Beastslayer: Reroll hth hits vs. walkers, monstrous creatures, or things with toughness 5 or higher.
Ironwolf:: Character in vehicle moves extra d3"
Those sagas.... I believe I'm rolling space wolves next >.>
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Post by: wyomingfox
My point was that the unit in question wasn't as cheap as it seams and that comparing a 560+ point unit's power to a typical unit that runs only 200 points or so is not very realistic.
In your comparison, the Blood Claws would likely get the charge as LRC are dead hard to kill and deamons and nids don't have good ranged weopons to shut AV 14 tanks down before hand. Also, the tank and blood claws would shoot some before attacking, thus whittling the numbers down a little. And many of your rending attacks would sadly be consolidated on a few PF wielding marines (don't need fists against deamons)...ooh forgot the flamer. So I would still place my odds on the BC super unit.
But again, we are talking about a 560+unit slamming into a significantly cheaper unit...so mehh. Odds are the SW opponent would be better off to outmaneuvering the huge points sink or throw a few expendable units away.
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Post by: scuddman
You do not have to take two hq's per slot. They just break the force org rules for no apparant reason...
YOu can take 5-10 grey hunters, 5-15 blood claws. Scouts are elites, so that's it for troops.
Although why you would only take 5 blood claws is beyond me.
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Post by: Zid
wyomingfox wrote:My point was that the unit in question wasn't as cheap as it seams and that comparing a 560+ point unit's power to a typical unit that runs only 200 points or so is not very realistic.
In your comparison, the Blood Claws would likely get the charge as LRC are dead hard to kill and deamons and nids don't have good ranged weopons to shut AV 14 tanks down before hand. Also, the tank and blood claws would shoot some before attacking. And many of your rending attacks would sadly be consolidated on a few PF wielding marines (don't need fits against deamons)...ooh forgot the flamer. So I would still place my odds on the BC super unit.
But again, we are talking about a 560+unit slamming into a significantly cheaper unit...so mehh. Odds are your opponent would be better off simply out manuevering the huge points sink.
Demons have a hard time vs AV 14 as is. And yeah, nids WILL have to assault the LRC to down it, its their only anti-tank lol
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Post by: Lordhat
Smashotron wrote:After seeing all this gak (most balanced, some OTT) I think its about time they allow Dark Angels to ride Lions! and Ultramarines to ride Imperial Citizens!
That should balance things out.
Quoted!
19754
Post by: puma713
wyomingfox wrote:My point was that the unit in question wasn't as cheap as it seams and that comparing a 560+ point unit's power to a typical unit that runs only 200 points or so is not very realistic.
In your comparison, the Blood Claws would likely get the charge as LRC are dead hard to kill and deamons and nids don't have good ranged weopons to shut AV 14 tanks down before hand. Also, the tank and blood claws would shoot some before attacking, thus whittling the numbers down a little. And many of your rending attacks would sadly be consolidated on a few PF wielding marines (don't need fists against deamons)...ooh forgot the flamer. So I would still place my odds on the BC super unit.
But again, we are talking about a 560+unit slamming into a significantly cheaper unit...so mehh. Odds are the SW opponent would be better off to outmaneuvering the huge points sink or throw a few expendable units away.
The tank, yes, but the unit wouldn't be able to shoot, correct? You need to be greater than 6" away to shoot with Blood Claws (according to the rumors) and if you're beyond 6", you're not assaulting. So, you can shoot all you like, but the daemonettes will get the charge and, therefore, get 60 attacks instead of 45.
But yes, I get your point. A squad of daemonettes is 220, with 15, Transfixing Gaze and Instrument. Two of those are still cheaper than what was proposed. Automatically Appended Next Post: Zid wrote:
Demons have a hard time vs AV 14 as is.
Soul Grinders, Screamers, Daemon Princes, Greater Daemons. Not to mention easy glances with anything that has Breath or Bolts.
Zid wrote:
And yeah, nids WILL have to assault the LRC to down it, its their only anti-tank lol
Don't forget Zoanthropes, but yeah, they're more severely limited.
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Post by: MilkmanAl
wyomingfox wrote:
What is real hillarious is that they pawn hormies at the cheap.
No joke. That gives me hope that maybe gaunts will be *gasp* costed properly in the new codex. I really like the wolf idea, though. I'm not sure what the unit size limitations on those are, but I'd sure like to give a SW swarm army a shot. That sounds pretty amazing. Hordes of wolves charging across the table backed up by a crapload of hardcore assault units (with characters in them, no doubt).
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Post by: Durandal
The SW characters have always been expensive. However it looks as though the SW have lost their huge supply of PF and plasma in exchange for some exotic unit choices.
I have no problem with that now that it seems the stupid "will not teleport" and "won't use jumppacks" rules are gone.
It also appears that except for the loss of the wolfen, perhaps compensated for by the wolf riders, you can make a close approximation of the 13th company using outflanking wolf guard.
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Post by: Gwar!
Durandal wrote:The SW characters have always been expensive. However it looks as though the SW have lost their huge supply of PF and plasma in exchange for some exotic unit choices. I have no problem with that now that it seems the stupid "will not teleport" and "won't use jumppacks" rules are gone. It also appears that except for the loss of the wolfen, perhaps compensated for by the wolf riders, you can make a close approximation of the 13th company using outflanking wolf guard.
Aye. For 13th Company, a friend of mine is going to just use Grey Hunters for grey Slayers and Storm Claws, while he is going to use the Wulfen as Paranormally fast Beatsmen, counting as the Wolves or perhaps as Wolf Guard with Wolf Claws.
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Post by: Defiler
Gwar! wrote:Durandal wrote:The SW characters have always been expensive. However it looks as though the SW have lost their huge supply of PF and plasma in exchange for some exotic unit choices.
I have no problem with that now that it seems the stupid "will not teleport" and "won't use jumppacks" rules are gone.
It also appears that except for the loss of the wolfen, perhaps compensated for by the wolf riders, you can make a close approximation of the 13th company using outflanking wolf guard.
Aye. For 13th Company, a friend of mine is going to just use Grey Hunters for grey Slayers and Storm Claws, while he is going to use the Wulfen as Paranormally fast Beatsmen, counting as the Wolves or perhaps as Wolf Guard with Wolf Claws.
And honestly, mounting larger scale (Terminator size) werewolves on 25 mm bases would be a great way to work Wulfen back in, at least theme wise while counting as the thunder-whatever riders. S5, T5, 2W, rending and cavalry rules sound perfect for fully afflicted wulf-kin...
Outside of the "Gate" psychic power, I don't think my old army is going to lose it's teeth under the new book. And Doggies as troops, whether or not they score? 8 Points each? I'm definitely excited...
(I was a pretty big 13th co. player as well so I share your friend's opinion...)
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Post by: Darknite
puma713 wrote:scuddman wrote:But they didn't give space wolves everything. Including the psychic powers, most things are 24" range or less. The only models that can take heavy are long fangs, dreads, cyclone termies, and speeders.
The whole army has a distinct lack of range. Blood claws are +2 attacks on the charge, grey hunters have super grit, the whole army has counter attack...but the army lacks if you get 25" away.
The Dark Reaper exarch smiled as he noticed the Space Wolves cresting the ridge. He lifted his reaper launcher to the incoming superhumans and gave his squad the order to fire.
????
What about Space Wolf Whirlwinds, Predators, Razorbacks and Land Raiders?
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Post by: Gwar!
Darknite wrote:What about Space Wolf Whirlwinds, Predators, Razorbacks and Land Raiders?
If you are taking them you are not taking Land Raider Crusaders, which means your Blood Claws are not inside Land Raiders Crusaders, which means you are not doing it right
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Post by: Scottywan82
Durandal wrote:The SW characters have always been expensive. However it looks as though the SW have lost their huge supply of PF and plasma in exchange for some exotic unit choices.
I have no problem with that now that it seems the stupid "will not teleport" and "won't use jumppacks" rules are gone.
It also appears that except for the loss of the wolfen, perhaps compensated for by the wolf riders, you can make a close approximation of the 13th company using outflanking wolf guard.
Okay, I've asked a few times and gotten conflicting answers. Can Space Wolf Terminators teleport?
11225
Post by: Ciaphas-Cain
I'm thinking i may have chosen the wrong side of the Dark Angels and Space Wolves feud  ....until the new Dark Angels codex comes out looks like we're gonna be in tough against the puppies.
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Post by: BeefyG
Ciaphas-Cain wrote:I'm thinking i may have chosen the wrong side of the Dark Angels and Space Wolves feud  ....until the new Dark Angels codex comes out looks like we're gonna be in tough against the puppies.
Commence breath holding in T minus 5, 4, 3, 2, 1...
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Post by: Gwar!
Hey, are the Blood Feud Rules still there?
18237
Post by: jab4962
Can somebody give some more details on the various phychic powers? And also on the thunderhammer wielding Sp. Character?
621
Post by: Lowinor
Ok, questions for someone who has seen the codex:
Thunderwolf Riders (50pts): 4 attacks, 2 wounds, 5 toughness and strength, cavalry, rending on the charge, can take fist(10), hammer(15), etc. Squads of 1-5.
1) Do these guys get a 3+ armor save?
2) Are Frost Blades available (and at the PF cost of 10, above)?
3) Are they T5 or T4(5)?
4) What is their initiative? Can they get Furious Charge?
5) Do they have other wargear options per model?
These guys are starting to stand out in my mind as a possible Nob Biker type unit.
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Post by: Demogerg
Lowinor wrote:Ok, questions for someone who has seen the codex:
Thunderwolf Riders (50pts): 4 attacks, 2 wounds, 5 toughness and strength, cavalry, rending on the charge, can take fist(10), hammer(15), etc. Squads of 1-5.
1) Do these guys get a 3+ armor save?
2) Are Frost Blades available (and at the PF cost of 10, above)?
3) Are they T5 or T4(5)?
4) What is their initiative? Can they get Furious Charge?
5) Do they have other wargear options per model?
These guys are starting to stand out in my mind as a possible Nob Biker type unit.
yea, it sucks that they have to give good stats to a unit that makes no sense fluff wise.
I might be converting something to represent them, depending on effectiveness.
19754
Post by: puma713
So Long Fangs can split their fire. Is this a power that they've always had?
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Post by: Gwar!
puma713 wrote:So Long Fangs can split their fire. Is this a power that they've always had?
Yes
19754
Post by: puma713
Gwar! wrote:puma713 wrote:So Long Fangs can split their fire. Is this a power that they've always had?
Yes
Interesting. Also interesting that they no longer have Lemans. I guess they fell out with the Imperial Guard.
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Post by: Gwar!
puma713 wrote:Gwar! wrote:puma713 wrote:So Long Fangs can split their fire. Is this a power that they've always had?
Yes
Interesting. Also interesting that they no longer have Lemans. I guess they fell out with the Imperial Guard. 
We have them, they are just so sneaky you can't see them!
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Post by: Master Llyons
Gwar! wrote:puma713 wrote:Gwar! wrote:puma713 wrote:So Long Fangs can split their fire. Is this a power that they've always had?
Yes
Interesting. Also interesting that they no longer have Lemans. I guess they fell out with the Imperial Guard. 
We have them, they are just so sneaky you can't see them!
that must have taken some kind of tactical genu----
CREEEEEEEEED
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Post by: VictorVonTzeentch
Durandal wrote:
I have no problem with that now that it seems the stupid "will not teleport" and "won't use jumppacks" rules are gone.
They still will not teleport and it was always just the Blood Claws and some of the Crazier Wolf Guard that would use Jump Packs.
Scottywan82 wrote:
Okay, I've asked a few times and gotten conflicting answers. Can Space Wolf Terminators teleport?
No they cannot they must use a drop pod for deep striking.
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Post by: Gwar!
BrotherStynier wrote:No they cannot they must use a drop pod for deep striking.
Wolf... Guard... Terminators... That.... Can........ Drop Pod.........
Oh lawdy....
18427
Post by: radiohazard
WGTs in Drop Pods???
This makes me smile.
Has this been confirmed?
19754
Post by: puma713
radiohazard wrote:WGTs in Drop Pods???
This makes me smile.
Has this been confirmed?
If you're asking about the inclusion of drop pods, yes. So has the LRC and the Redeemer.
18427
Post by: radiohazard
I can't quote because I'm on my phone grrrrr!!!
I wanted to know if WGTs could take Drop Pods.
19754
Post by: puma713
radiohazard wrote:I can't quote because I'm on my phone grrrrr!!!
I wanted to know if WGTs could take Drop Pods.
I know that Drop pods can hold 10 Space Wolves or 5 Terminators. Dunno if that answers your question. Also not sure about the ruling that if you drop pod assault, you must do it with all of your units either, but that's the rumor.
18427
Post by: radiohazard
That's a bit OTT if WGTs can have drop pods. All of a sudden the SWs are getting a better codex than the SMs.
They are getting better options and losing stuff that wasn't all that great in the SMs codex.
I see a lot of counts as SWs armies on the horizon. Automatically Appended Next Post: That's a bit OTT if WGTs can have drop pods. All of a sudden the SWs are getting a better codex than the SMs.
They are getting better options and losing stuff that wasn't all that great in the SMs codex.
I see a lot of counts as SWs armies on the horizon.
105
Post by: Sarigar
After seeing more of the new mode line, I'm definitely getting Space Wolves. I'm just waiting to see pricing and when advance orders can be taken. I really like the modelling opportunities and the rules seem to be very viable and flexible (thank you Phil Kelly). After nearly 18 years, I'll finally be building and playing a Marine army.
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Post by: aka_mythos
Defiler wrote:
And honestly, mounting larger scale (Terminator size) werewolves on 25 mm bases would be a great way to work Wulfen back in, at least theme wise while counting as the thunder-whatever riders. S5, T5, 2W, rending and cavalry rules sound perfect for fully afflicted wulf-kin...
While I think thats a nice work around, I'm disappointed Wulfen weren't properly included. I was really hoping for them. I was thinking of doing an army around their theme, but I guess I'll wait for the next codex.
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Post by: Sons of Russ
KeithGatchalian wrote:Thought I'd start a new thread for those of us who have seen the book, rather then make people sift through the other rumor threads with old info.
I LOVE it! The wolves only lost a few things and gained a whole bunch.
HQ's.....you only have 1 mandatory HQ, but for every HQ slot you can take 2 choices! Still Wolf Lord, Wolf Priest, Rune Priest, and WGBL. No restrictions on the numbers, so you can have 4 Wolf Lords.
Logan Grimnar.....pretty much the same as before, with Eternal Warrior. If you take him Wolf Guards count as troops. A unit he joins can have either relentless, preferred enemy, tank hunters or something else.
Ragnar....any unit he joins gets D3 bonus attacks on the charge. He can howl once per game and all units nearby get Furious Charge.
Rune Priests......several lame powers....and then the good one. Draw a straight line, anything hit by it takes an Initiative test...if it fails...it is gone. Monstrous Creatures get +1 on the roll....but still.....
Wolf Priests.....did not get the narthecium, so no Feel No Pain. You get to reroll against tough monsters ( if I recall correctly).
Wolf Guard Packs are a separate choice. You can pick a WG to lead a squad, taken from this pack. You can kit them out however you want. They can have jetpacks or bikes! and Frostblades!
Arjac is an upgrade, think...Thor. He hits on 3's, rerolls to hit and to wounds ( I believe both) against monstrous creatures with a thunderhammer, which he can also throw at Str 10 AP1.
Blood claws still have Berserk Charge. You know, I did not look at their weapon options. Stupid me. Their stat line also did not change.
Grey Hunters have bolt pistol, ccw and bolter. No special charge rule. 1 can have a plasma pistol, one can have a power weapon or fist, and they can have 2 special weapons.
Wolf scouts have to roll for outflanking, but if they roll high enough, can pick which board edge they come on...any edge.
Bjorn the Fell handed....AV 13 on the front. If he dies, he counts as an objective or bonus KP's for the enemy ( if no SW models are in base with the wreck). But if he dies, all SW's are fearless.
The Trickster.....if he dies, a roll is made, if the SW wins, all models in btb with him are removed from the game. Hi Abaddon!
You can have Fenrisian wolf packs, they count as troops if you take Canis.
Thunderwolf cavalry...1-5, they upgrade your stats and give you rending, and you can mount most characters on them.
No Ironclad, but you get Redeemers.
Njal has some crazy powers, including negating psychic powers on a 3+. The Chooser of the Slain lets you put a marker on the board that doesn't allow infiltrating near it. Did I mention the psychic power removing a model that fails an Init test?
Did I mention Runic Weapons wounding Daemons on a 2+?
Sagas are nice, not over the top. Reroll morale tests, reroll to hits if the enemy is tough/monstrous etc.
So we did not get the Rending from Ragnar, Feel no Pain from the WP, no relentless on Long Fangs. The army did keep Counter Attack and Acute Senses. They keep Mark of the Wulfen, Wolf tooth necklaces, but lose runic charms. Wolf Guard can be kitted out as individuals, not as a squad. WGBL lost the heavy weapon.
The sprues rock...they did includ scout heads,which is nice.
Yay Wolves!
Spent two hours reading the codex today
Drop Pod Assault works EXACTLY as in the Marine Codex.
EVERY single space wolf has counter attack and acute senses.
Grey Hunters are the best troop unit in the game now...PERIOD.
Blood Claws has a ridiculous number of attacks on the charge.... cant remember if there is still a limitation on the number of jump packing BC squads...
The ability to make an all terminator army that is significantly more capable than a Dark Angel Deathwing. (that one's gotta sting for those robe-wearing quasi-traitors)
Wolf Guard terminators very close to the cost of bare bones chaos termies, with superior loadouts and the ability to add a large variety of cheap and exotic upgrades (cheap combi's, cheap wolf claws, more exotic frost blades and thunder hammers, charms and standards)
Most flexible and capable terminator unit in the game, IMHO. The only time this is not true is when comparing marine ALL thunder hammer storm shield termies to identically equipped WG Termies. Marines do it for cheaper.
There are at least two other rune priest powers that are GREAT. One is called Hurricane, forcing a bunch a str 3 hits on a target, but making its next turn movement as if in difficult AND dangerous terrain ( think about those implications for a large ork/ tyranid horde).
Another one makes all skimmers, jet bikes and Jump Packers treat ALL of the table withint 2 feet of rune priest at difficult and dangerous terrain. Think DE in raiders...
4 HQ's..... Bjorn the Fell Handed has a slight buff to his rules. Allows you to reroll for table edge first turn...as well as other cool abilities
Njal Storm Caller has a storm whose effects build up over the course of the battle.... its not a psychic test power, the storm just automatically builds each turn he lives. The effects can range from minor to major, in roughly a two foot circumfrence of his bad-ass self....
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Post by: VictorVonTzeentch
Sons of Russ wrote:
Blood Claws has a ridiculous number of attacks on the charge.... cant remember if there is still a limitation on the number of jump packing BC squads...
Limit of Three as they are Fast Attack, though you can make a Wolf Guard Airborne unit. Automatically Appended Next Post: Gwar! wrote:BrotherStynier wrote:No they cannot they must use a drop pod for deep striking.
Wolf... Guard... Terminators... That.... Can........ Drop Pod.........
Oh lawdy....
If I am recalling correctly Gwar, I'm sure you'll have loads of fun.
radiohazard wrote:WGTs in Drop Pods???
This makes me smile.
Has this been confirmed?
I believe its what I read in the dex.
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Post by: Sons of Russ
Fateweaver wrote:Not quite so sure a SW Terminator army is going to really be all that.
Logan is 2x +15 cost of Belial, 5 WG Terms with TH/SS is rumored to be 315pts, SW Termies cannot DS in so would need to either start on foot, in an LR variant or drop pod in which is going to add even more points.
I'm guessing 2k points worth of Loganwing is going to amount to roughly 25 WG and Logan, in which case nothing is DS'ing in so 26 models starting on the board. Daemons and DW would murder that army by the end of turn 1. 2 Executioners would destroy that army in 2 turns and that doesn't count the rest of the IG army.
40 Thunderstorm Terms, Belial and a Dread for the same amount of points. DA DW vs Loganwing. My money is on the DW EVERY SINGLE TIME.
I must admit I'm sort of feeling the itch to start SW (damn fleas).
*Edited. Rumored points costs I realize is 63pts for WG Terms with TH/SS. So I think DW is safe.
Hahahaha... way to look for the most extreme examples...
Read the preview copy.
A WG termie with SB and power weapon comes in a cost that is only divisable by 3 and 11.....
Deathwing are Fearless (thats a drawback) Wofl Guard are ATSKNF, Ld9 and have Acute senses and Counter Attack ... HUGE.
Thunder Hammer / Storm Shield is the worst set up you can come up with for Wolf Guard Termies... its an over costed combo when compared to DA and marines...
try comparing a bare bone squad of Deathwing (245?) to a bare bones squad of WG Termies (5x man starts at 165) and thats for storm bolter and power weapon, a combo i think is superior to masses of storm bolter power fist.
throw in chaos cheap combi weapons and superior versions of the sing lightning claws at the same cheap upgrade price, a smattering of frost blades, chainfists
Deathwing fail at their own game.
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Post by: JD21290
From what i can see, they took codex: Ultrasmurf, added in tons of new rules, most of which are pertty damn good.
Added in some great new units and items, then slashed the cost of it all
Im really waiting to see what they can do im CC now, if anything i may have to re-design my BA to be 100% CC for wolf hunting
All in all though, i think green tides will get washed away by the new fuzzy grey tide
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Post by: warboss
Sons of Russ wrote:Fateweaver wrote:Not quite so sure a SW Terminator army is going to really be all that.
Logan is 2x +15 cost of Belial, 5 WG Terms with TH/SS is rumored to be 315pts, SW Termies cannot DS in so would need to either start on foot, in an LR variant or drop pod in which is going to add even more points.
I'm guessing 2k points worth of Loganwing is going to amount to roughly 25 WG and Logan, in which case nothing is DS'ing in so 26 models starting on the board. Daemons and DW would murder that army by the end of turn 1. 2 Executioners would destroy that army in 2 turns and that doesn't count the rest of the IG army.
40 Thunderstorm Terms, Belial and a Dread for the same amount of points. DA DW vs Loganwing. My money is on the DW EVERY SINGLE TIME.
I must admit I'm sort of feeling the itch to start SW (damn fleas).
*Edited. Rumored points costs I realize is 63pts for WG Terms with TH/SS. So I think DW is safe.
Hahahaha... way to look for the most extreme examples...
Read the preview copy.
A WG termie with SB and power weapon comes in a cost that is only divisable by 3 and 11.....
Deathwing are Fearless (thats a drawback) Wofl Guard are ATSKNF, Ld9 and have Acute senses and Counter Attack ... HUGE.
Thunder Hammer / Storm Shield is the worst set up you can come up with for Wolf Guard Termies... its an over costed combo when compared to DA and marines...
try comparing a bare bone squad of Deathwing (245?) to a bare bones squad of WG Termies (5x man starts at 165) and thats for storm bolter and power weapon, a combo i think is superior to masses of storm bolter power fist.
throw in chaos cheap combi weapons and superior versions of the sing lightning claws at the same cheap upgrade price, a smattering of frost blades, chainfists
Deathwing fail at their own game.
EDIT: barebones deathwing are 215 IIRC (different from cost above)
i don't think they fail at their own game compared to wolves. if you're taking a deathwing army, you're going to want them as scoring so that'll cost you around 140 for belial and 275 for logan. granted, logan has alot more OOMPF in close combat and buffs the unit he's with but we're talking about a high cost per unit army so spending almost double on the character that makes them scoring sometimes isn't the best idea. both fail at the TH/ SS loadout; wolves do because they're charged what it's worth (yay, vanilla marines get a point!) and DA fail because they use the crappier 4th ed rules for SS. if frost blades cost 10pts (what someone charged earlier in one of the SW threads) for WG termies, then that's an accurate comparison since both armies "standard" termie will be 43 points. on the one hand, you've got great antimeq ( SW with init 4 at strength 5, each bumped by one is ragnar is around) with countercharge while on the other hand you've got better monstrous/vehicle bashing ( init 1 with strength 8) and deathwing assault.
overall, i'd have to call it even. when the wolves codex finally comes out, i'll have to sit down and see which army list (vanilla termies with lysander/marneus, DA with Belial/Chaplain, or SW with Logan/??) is the best fit for my fig loadout. realistically, i'll make up 3 compatible lists probably to choose from at the tabletop.
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Post by: Lurker
From the sounds of things Blood Claws might not be all that hot as a troop choice when lined up against GH. They seem to suffer from the same problem Zerkers do. Great at assault and taking the objective. Not so great at holding it.
In addition, I don't think that the Grey Hunters are that much worse in assault.
+Bloodclaws
= Don't need to worry about the loss of extra special weapon when selecting a transport because BS3 (and can't shoot within 6') so can put in a Wolf Guard (although that would mean they can shoot?)
+Grey Hunters
= Now as cheap as Blood Claws. Can take AND hold quite well. While no +2 attack, this is offset via a round of shooting (although can put you out of assault range)
Perhaps a 1:3 split?
Otherwise I would think a unit or two of BC at fast attack is the way to run them.
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Post by: Scottywan82
Lurker wrote:From the sounds of things Blood Claws might not be all that hot as a troop choice when lined up against GH. They seem to suffer from the same problem Zerkers do. Great at assault and taking the objective. Not so great at holding it.
In addition, I don't think that the Grey Hunters are that much worse in assault.
+Bloodclaws
= Don't need to worry about the loss of extra special weapon when selecting a transport because BS3 (and can't shoot within 6') so can put in a Wolf Guard (although that would mean they can shoot?)
+Grey Hunters
= Now as cheap as Blood Claws. Can take AND hold quite well. While no +2 attack, this is offset via a round of shooting (although can put you out of assault range)
Perhaps a 1:3 split?
Otherwise I would think a unit or two of BC at fast attack is the way to run them.
I'm inclined to agree with your assessment from what we've heard. Straight out of the box, GH seem to have the edge. 2 specials at ten men, plus the power weapon/fist. OR if you want them in a drop pod or Rhino, 1 special, 1 power weapon/fist, a WG with something sweet and then in they go.
For the same points, BCs aren't really effective at the same unit size, plus MEQs hit them on threes, they only get the 1 attack edge on GH if they charge, and there you're probably looking at a landraider crusader which is a significant points allocation.
And they STILL only get 1 power weapon/fist, and only one special unless they are at 15 men. It definitely sounds like Swift and Sky claws are the way to go in this book.
Though people (like me) who have multi-melta attack bikes from the last codex are pretty damn screwed. A Swiftclaws squad w/ meltagun, plus a multi-melta attack bike, NEEDS a WG leading it. And - once again - you'll start to see the points cost creep up, and the unit efficiency go down.
It mainly sucks that - in the last codex blood claws didn't need THIS much attention in order to function properly.
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Post by: Lurker
On the DW vs WG debate.
If a WG with a frost blade and SB is in the same price range as a DW Termi, what does a WG with a powerfist and SB cost?
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Post by: wyomingfox
Lurker wrote:On the DW vs WG debate.
If a WG with a frost blade and SB is in the same price range as a DW Termi, what does a WG with a powerfist and SB cost?
Dohh...checked my notes, its 43 points. WGT with Twin Wolf Claws is 48.
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Post by: Hulksmash
You sure it wasn't 43pts for a SB/ PF? I thought it was the standard cost of the weapon minus the power weapon the Termie already had. Could be wrong though. Didn't memorize the WGT list since I probably won't be using them
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Post by: Anpu42
1] What are the transport options for Wolf Guard?
2] What about the Great Company Banner?
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Post by: jmurph
Yup, looks like GH are a great troops choice and BCs are kinda meh. All they really have going for them is the +! A on the charge, but since they are WS 3 and really suffer in shooting, I don't think that is big deal. Especially with Counter Attack. They do seem to be good with JPs as a FA choice, though. Cheap and speedy.
The wolf packs also look quite sexy. 8 pts for 4 s4 attack cav? Yes please! Just run behind my rhinos....
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Post by: Abadabadoobaddon
Gwar! wrote:Da Boss wrote:Thousand sons don't get lash of submission. El Facepalm. Fine, they dont get Bolt of Change then!
Yeah, so like I said - it will be fun when Space Wolves get better psychic powers than Thousand Sons. Cause that's fluffy.
Then again the Chaos codex didn't exactly set the bar very high.
Da Boss wrote:Space Wolves are flat out better at psychic defense and offense than Tzeentch.
Well it's not hard being better at psychic defense than Tzeentch since Tzeentch psychic defense consists solely of, err... not letting yourself get targeted by psychic attacks?
Smashotron wrote:After seeing all this gak (most balanced, some OTT) I think its about time they allow Dark Angels to ride Lions! and Ultramarines to ride Imperial Citizens!
That should balance things out.
I heard that in the new Blood Angels codex there will be a unit of Blood Angels riding giant vampire bats!
I also heard that when Dark Angels get redone they will get a unit riding actual giant angels, but their assault cannons will become Heavy 3 (no rending), their land raiders' transport capacity will be reduced to 8, and you will have to include Azrael in order to take tactical squads as troops.
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Post by: radiohazard
The only downside to an all WGT army is Logan. He's a wee bit pricey. Other than that the WGT squads are very tactically sound.
The options that will be taken the most will be:
1. Frostblades and Storm Bolters at 43 points base plus Assault Cannon.
These are my personal favorites. IIRC 3 pts more expensive than a vanilla terminator with a much better weapon for killing infantry. Assault cannon is gravy in this unit as it just chews through virtually anything. They need anti-tank support but we have dreads and long fangs for this.
2. Power weapon and Storm Bolter. Cheap and reliable at 33 pts each. Again better than vanilla terminators. Needs anti-tank support.
3. Power fist and storm bolter. I can see the tactical uses of this loadout, but to me it is going to suck royally against Orks and Nids who will attack first with tons of attacks thus meaning you might not get any back. I'm not a fan.
As for a second HQ choice, I'd be tempted by Ragnar who is an animal. His additional attack to a squad he joins is too good.
Another option (I'm still waiting confirmation on) is a wolf lord with runic armour, frost blade, storm shield, wolf tooth necklace and wolf pelt. I believe it has 6 attacks when charged or charging hitting on 3+ at str 5, ignoring saves. He has a 2+/3++ save. I am waiting for confirmation on this though.
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Post by: Abadabadoobaddon
double post
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Post by: Bikeninja
Cry, Cry, Cry and the book ain't even on the shelves yet. You can beat these new wolves with alot what is already out there just fine. I do not see the issue. However the heavy dose of sarcasm has bee humorous and I will continue to read cause you guys come up with some funny stuff.
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Post by: radiohazard
Well of course there is a lot of stuff out there that can beat them, we're not debating that. We are comparing the SW to the DA and SM codecies.
There is no best army in any wargame.
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Post by: wyomingfox
Though there are some piss poor ones
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Post by: radiohazard
I yoinked this info from warseer.
***READ THIS FIRST***
In order to stop yourself looking completely stupid, I suggest you do the following BEFORE posting any new rumours or questions.
1) Read the first post
2) Check the time this post was last edited
3) Read AT LEAST all the posts AFTER this post was last edited
If after all that your rumour hasn’t appeared, or your question hasn’t been asked, feel free to post it.
Please keep the discussion related to new rumours or how current rumours may impact you or other rules etc.
General info
To be released Saturday October 3 2009
Pre-order Saturday September 20 2009
Codex written by Phil Kelly
Space Wolves will supposedly be “even less Codex Astartes” than they were before. This would cover unusual squad sizes etc.
Slashgod found out the following from Phil Kelly
Originally Posted by Slashgod
We also talked in general about Space Wolves and he said that Space Wolves would have extrem stats and some nice special rules but would pay with a lot of points. "You will be always outnumbered".
The Teaser from the back of September's White Dwarf:
http://www.warseer.com/forums/attach...7&d=1251063759
Codex cover:
http://www.warseer.com/forums/attach...3&d=1252083706
Inside colour spread:
http://www.warseer.com/forums/attach...8&d=1252333530
birdbath pointed out that the GW Website has the following preview of this White Dwarf
Quote
In the Company of Wolves
The Space Wolves are the descendants of Leman Russ. They are proud, heroic warriors who like nothing more than to feast and slay in their Primarch's name. We find out all there is to know about this fearsome Chapter.
AND....
Super-Interchangeable Space Wolves
Just how versatile are the new plastic kits? Well, we put them through their paces and find out!
Rules
Army-wide Special Rules
All Space Wolves are rumoured to have ATSKNF, Acute Senses, and Counter attack.
Sagas – Characters can take special skills called Sagas. All Sagas are rumoured to be 25pts each. You may not double up on Sagas, although Special Characters do not count towards this. Sagas supposedly have conditions attached that whilst they have little to no in-game effect, are there for true fluff-nuts.
Saga of Majesty - All friendly units within 6" get to re-roll failed morale checks
Saga of the Beast Killer - Re-roll to hit and wound against models of T5 or higher
Saga of the Iron Wolf (Iron Priest only) - Adds D3" to the vehicle they are in and +1 to repair rolls
Saga of the Wolf - Fenrisian Wolves get Ld7 and I5
Saga of the bear - Eternal Warrior
Saga of the Warrior Born - +1 attack for each kill in previous Assault Phase
Saga of the Hunter - Outflank and Stealth
Wolf Claws – The Space Wolf version of Lightning Claws, allow you to choose to either re-roll “to hit” or “to wound”.
Frostblade - +1 Strength Power Weapon
Banner of the Wolf – Grants a reroll on all "to hit" rolls in combat for the entire army for one turn.
Belt of Russ (25pts) - As before. can only be taken by Wolf Lords and Wold Guard Battle Leaders.
Drop Pod Assault - Same as C: SM
Special Characters
Supposedly all cost more than Gazkhull Thrakka . Some are ICs some are upgrade characters. FOC slot is unknown for sure unless specifically stated.
Logan Grimnar (approx 275pts) – Axe allows him to attack as either a Frostblade, or a Power Fist, and can split his attacks between these two attack types. Rumoured to allow Wolf Guard as Troops (normal Lords only allow 1 unit) and has Eternal Warrior. Logan and the squad he joins may choose one of the following special rules each turn:
Fearless, Tank Hunters, Relentless or Preferred enemy.
Ragnar Blackmane (240pts) – Supposedly the best Close Combat character. Grants himself and the unit he joins d3 extra attacks on the charge instead of +1. Has 5 Attacks with WS6 and a 4+ inv Dodge Save. Armed with a Frostblade. Rumoured to grant Furious Charge to the unit he joins and once per game to all units within 12". Has Saga of the Warrior Born.
Njal Stormcaller (245pts) – Has Runic Armour (2+ save, 5+ inv against psychic attacks that deal damage) and can upgrade it to Runic Terminator Armour (2+ save, 4+ inv against everything) for 25pts. He is rumoured to still have the Cyber Raven (pick a point on the table and the enemy cannot infiltrate within 18" of itand causes D3 I5 S3 hits on one model in contact with Njal). Has all six Space Wolf Psychic powers. His Runic Weapon negate any psychic powers on a 3+. Shrouded by a storm that gets worse as the game progresses. Roll a D3 and add the turn number:
2) Nothing
3) All enemy units within 24" get -1BS
4) All enemy units count open ground within 24" of Njal as Difficult terrain
5) All unengaged enemy units within 18" take a Break Test
6) One unit within 18" takes D6 S9 hits, vehicles get hit on side armour
7+) All unengaged enemy units within 12" take D6 S8 AP5 hits.
Ulrik the Slayer – Allows Preferred Enemy against one unit type (infantry, tanks etc) chosen at the start of the game.
Canis Wolfborn (185pts) – WS5 BS2 S5 T5 I5 A5 Ld8. Mounted on a large cybernetically enhanced Fenrisian wolf. Wears Terminator Armour and has a pair of Wolf Claws. Canis also allows you to take Fenrisian Wolves or Thunderwolf Riders as Troops (although Fenrisians still do not count as scoring). Can substitute his base number of attacks for attacks equal to the number of enemies in base to base contact with him. Gives Fensisian Wolves Ld8.
Björn the Fellhanded (270pts) – Apparently has armour 13/12/10 with a 5+ inv save, is Venerable, has WS6 BS6 S7 I3 A4. Supposedly comes with an Assault Cannon but can be given a Plasma Cannon for Free. Allows all friendly units within 12" to reroll Moral tests. If killed he counts as an objective and makes all the Space Wolves Fearless.
Lukas the Trickster (+140pts) - Blood Claw upgrade. Has Ld8 and causes his Squad to be capped at that. Has the Doppleganger Cape that forces the enemy to re-roll successful to-hit rolls. Had his secondary heart ripped out by a Dark Eldar, and replaced it with a stasis bomb. His Special Rule is called "the last laugh", where on his death he and the model that killed him are removed then both players roll a D6. If the SW player rolls equal to or higher than their opponent, all models within Base to Base contact with Lukas (friend or foe) are removed. He is supposedly over 300 years old and although “the equivalent of a captain, his unruly manners cannot be accepted among the battle brothers”. He also apparently stole one of the Chapter's Thunderhawks and crashed it.
Arjak Rockfist (+170pts)- Upgrade to a Wolf Guard squad. S5 W2 Furious Charge, Thunder Hammer and Storm Shield. His Storm Shield supposedly grants a bonus attack which represents him shield charging the enemy. His Thunder Hammer can supposedly be thrown as a 6" S10 AP1 assault 1 shooting attack before returning to his hands.
Special Characters will likely have prescribed (maybe unique) Sagas attached to them.
HQ
HQs are 2 per slot but you can't take duplicates. You also cannot duplicate Wargear combinations.
Wolf Lords (100pts) – Stats as per Chapter Master. May take up to one Saga except for Saga of the Hunter and Saga of the Iron Wolf. They will have a wide variety of weapon options.
Wolf Guard Battle Leader (75pts) – Stats as per Captain. May take up to one Saga except for Saga of the Iron Wolf.
Wolf Priests (100pts) – Armed with Power weapon, Iron Wolf Amulet (4+ Inv) as standard. May take up to one Saga except Saga of the Warrior Born, Saga of the Bear or Saga of the Iron Wolf. Allows Preferred Enemy against one unit type (infantry, tanks etc) chosen at the start of the game.
Rune Priests (100pts) – Armed with Runic Weapon and able to take Space Wolf Specific psychic powers. May take up to one Saga. Psychic Storm power gives 5+ cover and turns area of effect into difficult terrain for skimmers. Runic Weapons negate any psychic powers on a 4+, areforce weapons, and wound daemons on a 2+. Runic Armour upgrade gives a 2+ save and 5+ inv save against psychic shooting attacks
Psychic Powers include:
Maw of Fenrir - Measure out 24" and anything touched by the line must pass an Initiative test or be removed from play. Monstrous creatures get -1 to their roll.
Chain Lightning - 3d6 D6 S7 AP5 shots with infinite range.
Stormcaller - ALL friendly units within 6" get a 5+ cover save. Cast at start of turn.
Large template psychic shooting attack. Large Blast template has to touch the Rune Priest. Anything touched takes a S3 hit.
3d6 s3 auto-hits with 18" range. Any unit hit moves as if it were in difficult terrain.
All Deep Strikers, Jump Infantry, and possibly bikes normal infantry and MCs move as if they were in dangerous terrain.
Shooting attack that can be shot in Freki mode or Greki mode. Both are 12". One is S5 AP- Assault 3 and the other is S4 AP2 Assault 2. Any units taking wounds from it must take a morale check or fall back.
Elites
Iron Priests – Come with Thunder Hammer. Will most likely be brought in line with Codex Techmarines. May take Saga of the Iron Wolf. No Servo-Harness.
Dreadnaught – May be Standard or Venerable, but Ironclad is not included. Start with Assault Cannon. May exchange for Multi Melta or TL Heavy Flamer (?). Venerable Dreads can take the Saga of Majesty.
Wolf Guard – 3-10 Wolf Guard. Bolt Pistol & CCW Frag and Krak grenades. May replace either BP or CCW with Bolter. May take a Wolf Guard Battle Leader who will be able to take up to one Saga. May take Bikes or Jump Packs. Basic Terminator with Power Weapon & Storm Bolter costs around 30pts. 1 Terminator Heavy Weapon per 5 Terminators. A WG with Thunder Hammer and Storm Shield is rumoured to come to just under 70pts. Can be assigned to other squads during deployment to act as a Sgt (1 per squad). Terminators cannot Teleport. May take a Drop Pod. One unit may take a Land Raider as a dedicated transport
Wolf Scouts – Can take all types of Special Weapon and Melta Bombs. If held in reserve, may deploy from any board edge on a 3+
Lone Wolf (20pts)– A one-man unit that will be “really strong” and act similar to Tyranid Lictors. Supposedly berserk survivors of Units searching for death so they may join their fallen brothers. Concede a Kill Point if they aren’t killed. WS5 W2, Eternal Warrior, Feel no Pain and re-roll To-Hit against Walkers, Monstrous Creatures and things above T5. Can take up to 2 Fenrisian Wolves and any equipment available to Wolf Guard (except Bikes and Jump Packs).
Wulfen – Removed
Troops
Grey Hunters (15pts each) – Bolter, Bolt Pistol & CCW Frag and Krak grenades. Rumoured to receive a free special weapon for taking 10 men (likely Flamer). True Grit is gone. May take up to one special Close Combat Weapon. May take The Mark of the Wulfen on one model granting D6+1 Attacks and Rending. May take a Drop Pod.
Blood Claws – Bolt Pistol & CCW Frag and Krak grenades. WS and BS 3. Berserk Charge supposedly grants +2 attacks on the charge (but not for Counter Attack). Rumoured to only get 1 Power Weapon/Fist per unit. Headstrong - if the Blood Claw unit is within 6" of an enemy unit and doesnt have a wolf guard leading them they can't shoot. May take a Drop Pod.
Transports
Rhino – Approximately the same cost as C: SM
Razorback – Approximately the same cost as C: SM
Drop Pod – Transport Capacity of 10 Space Wolves or 5 Terminators. Approximately the same cost as C: SM
Fast Attack
Thunderwolf Cavalry (50pts) – 1-5 Marines on big Wolves. S5 T5 W2 A4 Rending Multiple equipment upgrades.
Fenrisian Wolves (8pts) – WS4 BS0 S4 T4 W1 I4 A2 Ld5 6+ Cavalry. Can be upgraded to Cyber Wolves for 10pts WS4 BS0 S4 T5(4) W1 I4 A3 Ld6 4+
Skyclaws – 5-10 Blood Claws with Jump Packs. May take 1 Special Weapon and 1 Special CCW.
Swiftclaws – 3-?? Blood Claws with Bikes. Can take Attack Bikes.
Land Speeder – As C: SM
Land Speeder Storm – Not included
Heavy Support
Long Fangs – 1 Pack Leader and 1-5 Long Fangs. Retain the Split Fire ability as long as the Pack Leader does not shoot. Each Long Fang MUST have a Heavy Weapon. Pack leader can take Special weapons, Power Fists etc. Heavy Bolters apparently very cheap (5pts). May take a Drop Pod.
Land Raider – Crusader and Redeemer most likely added. Supposedly have atransport capacity of 10.Redeemer 12, Crusader 16.
Predator – As per C: SM
Whirlwind – As per C: SM
Vindicator – As per C: SM
Leman Russ Exterminator – Removed
Minis
All Special Character models (Except Logan Grimnar) are getting re-done. If they don’t appear in the first wave, they will come in later waves.
Release Catalogue (prices are placeholders):
http://www.warseer.com/forums/attach...0&d=1252340823
http://www.warseer.com/forums/attach...1&d=1252340823
http://www.warseer.com/forums/attach...2&d=1252340841
http://www.warseer.com/forums/attach...3&d=1252340841
http://www.warseer.com/forums/attach...4&d=1252340841
http://www.warseer.com/forums/attach...5&d=1252341071
http://www.warseer.com/forums/attach...6&d=1252341071
http://www.warseer.com/forums/attach...7&d=1252341071
http://www.warseer.com/forums/attach...8&d=1252341071
http://www.warseer.com/forums/attach...9&d=1252341071
Njal Stormcaller (£12.00 €17.50 AU$33.00) :
http://www.warseer.com/forums/attach...2&d=1252262681
Lukas the Trickster (£10.00 €12.50 AU$22.00) : Apparently a Splash Release.
http://www.warseer.com/forums/attach...3&d=1252262681
Canis Wolfborn (£24.45 US$41.25 €35.00 AU$69.00)
http://www.warseer.com/forums/attach...0&d=1252262681
There is rumoured to be two main plastic kits (although other rumours say a single upgrade kit):
Space Wolves (plastic - £20.00 €30.00 AU$55.00) – Designed by Dave Thomas. Used to make all Power Armoured Space Wolves with the exception of Long Fangs, which will need to combine bits from this kit with the vanilla Devastators kit. There are supposedly 44 heads and 28 shoulder pads in the kit along with weapons and other bits such as Thunder Hammers, wolf claws, plasma guns and plasma pistols, as well as a selection of close combat weapons, wolf tails/pelts and other accessories which could be spread out across vanilla kits (Including bits for Scouts), or concentrated on a few models in a similar way to the Dark Angels kit. The Kit will apparently build up to 10 Space Wolves on its own, and more if combined with other Marine kits.
Sprues:
http://www.warseer.com/forums/attach...7&d=1252333441
3 ups for the kit shown here:
http://www.warseer.com/forums/attach...6&d=1250438343
http://www.warseer.com/forums/attach...7&d=1250438343
Some examples of what can be done with the kit here:
http://www.warseer.com/forums/attach...5&d=1247782684
http://www.warseer.com/forums/attach...5&d=1247433160
^From GW Newsletter
http://www.warseer.com/forums/attach...1&d=1250454314
^ GW Promo poster GD Germany
http://www.warseer.com/forums/attach...7&d=1248778851
http://www.warseer.com/forums/attach...8&d=1248778851
^From Bell of Lost Souls
http://www.warseer.com/forums/attach...9&d=1248704021
http://www.warseer.com/forums/attach...0&d=1248704046
http://www.warseer.com/forums/attach...1&d=1248704046
http://www.warseer.com/forums/attach...2&d=1248704093
http://www.warseer.com/forums/attach...3&d=1248704093
http://www.warseer.com/forums/attach...4&d=1248704093
http://www.warseer.com/forums/attach...5&d=1248704093
^From Mr.Warhorse47 on B&C
Wolfguard Terminators (plastic £24.45 €35.00 AU$69.00) – They are supposedly ambidextrous, so for example they will have right and left handed weapons options like Stormbolters.
Official Pic:
http://www.warseer.com/forums/attach...1&d=1252262681
Battleforce (£50.00): 20 Space Wolves, 5 scouts and a Drop Pod
Automatically Appended Next Post:
I think we should put it on page one of this thread.
11539
Post by: waaagh!orksrocks
radiohazard wrote:Wolfguard Terminators (plastic £24.45 €35.00 AU$69.00) – They are supposedly ambidextrous, so for example they will have right and left handed weapons options like Stormbolters.
this would be so cool if you could have one wgt with 2 storm bolters useless but cool and while I don't currently collect space wolves I may in the future
320
Post by: Platuan4th
None of your Warseer links work.
2548
Post by: jmurph
Is it really that hard to just look at the Warseer page? http://www.warseer.com/forums/showthread.php?t=212260
10377
Post by: Bikeninja
Well in fairness, I guess I should re-read the DA codex. Everyone says that it is horrible but for the life of me I can't comment on the particulars. As for the new C:SM I believe that it is very easy to build armies to fight the Wolves and beat their tales off. But that is just me. I like how the wolves are just different and still put a hurtin on folks.
I think Njal is going to be the hidden problem. 270 with his Runic Armor. That is a Land Raider. An 1850 list would be hard pressed to hold Njal, Termies and a Land Raider. Anything less than that and he just does not work.
For me, I can for certain see me not using him unless I am running/playing an Apoc game. But I am into to more of the characterful stuff for the army as opposed to the mathammer and what is point efficent and stuff. I build a cool unit then I am using it, Period. I will use the generic charcter stuff for my armies. My own wolf lord and great company.
6005
Post by: Death By Monkeys
Hrmf. And I still don't like how Imperial Lightning/Wolf Claws look...
14074
Post by: Mastiff
Thanks for posting that info from Warseer radiohazard.
radiohazard wrote:
Canis Wolfborn (185pts) – WS5 BS2 S5 T5 I5 A5 Ld8. Mounted on a large cybernetically enhanced Fenrisian wolf. Wears Terminator Armour and has a pair of Wolf Claws. Canis also allows you to take Fenrisian Wolves or Thunderwolf Riders as Troops (although Fenrisians still do not count as scoring). Can substitute his base number of attacks for attacks equal to the number of enemies in base to base contact with him. Gives Fensisian Wolves Ld8.
 Odd; the photo shows him wearing regular armour. Perhaps he actually has Runic Armour with a belt of Russ for the save equivalent of Terminator armour? You can see the backpack, and there's no "engine compartment" behind his head". The upper legs don't have the pistons normally seen on termies.
http://www.warseer.com/forums/attachment.php?attachmentid=68970&d=1252262681
Björn the Fellhanded (270pts) – Apparently has armour 13/12/10 with a 5+ inv save, is Venerable, has WS6 BS6 S7 I3 A4. Supposedly comes with an Assault Cannon but can be given a Plasma Cannon for Free. Allows all friendly units within 12" to reroll Moral tests. If killed he counts as an objective and makes all the Space Wolves Fearless.
Dreadnaught – May be Standard or Venerable, but Ironclad is not included. Start with Assault Cannon. May exchange for Multi Melta or TL Heavy Flamer (?). Venerable Dreads can take the Saga of Majesty.
 I don't see twin-linked lascannon in either listing. Any idea if that's no longer an option? Looks like I'll need to do some remodelling. Bummer. It certainly makes sense if they're trying to limit the long-range weaponry.
11933
Post by: number9dream
He is supposedly over 300 years old and although “the equivalent of a captain, his unruly manners cannot be accepted among the battle brothers”. He also apparently stole one of the Chapter's Thunderhawks and crashed it.
The obnoxious drunk fratboy of the SW... Nice.
18080
Post by: Anpu42
I like what i see so far, only a little remodeling to do.
As far as all of those who are complaning about the Space Wolves getting a new DEX, when was the last time your was yours updated, we never even got a 4e Dex
2175
Post by: Chaplain Pallantide
I am wondering which would be a better build:
A few HQ's back by Drop podding Grey Hunters
or
Logan backed by Power armor wearing Wolf Guard in Pods??
Thoughts??
I have to get my true scale wolves ready!!
18427
Post by: radiohazard
Sorry for the links not working. They were working earlier. Bloody gremlins again.
I put this info here for everyone to read and because we are better than warseer who are just really stuck up and have a really poncy eldar name for a forum.
It is here for everyones convienience so they don't have to link over to another shi... I mean site.
11933
Post by: number9dream
The problem with the links are that you copy pasted them. Warseer seems to automatically truncate long links, but if you hit quote on the post you C/P:ed, and copy pasted that, all the links would work.
18427
Post by: radiohazard
I cannot change or delete the links because I'm on my iPhone. If a mod could delete the links in the yoiked info post I would be most grateful.
11933
Post by: number9dream
Well, here's a link to the thread:
http://www.warseer.com/forums/showthread.php?t=212260
And here's a quote, courtesy of The Dude over at Warseer. The links should work now:
The Dude;3809297 wrote:***READ THIS FIRST***
In order to stop yourself looking completely stupid, I suggest you do the following BEFORE posting any new rumours or questions.
1) Read the first post
2) Check the time this post was last edited
3) Read AT LEAST all the posts AFTER this post was last edited
If after all that your rumour hasn’t appeared, or your question hasn’t been asked, feel free to post it.
Please keep the discussion related to new rumours or how current rumours may impact you or other rules etc.
General info
To be released Saturday October 3 2009
Pre-order Saturday September 20 2009
Codex written by Phil Kelly
Space Wolves will supposedly be “even less Codex Astartes” than they were before. This would cover unusual squad sizes etc.
Slashgod found out the following from Phil Kelly
The Teaser from the back of September's White Dwarf:
http://www.warseer.com/forums/attachment.php?attachmentid=67877&d=1251063759
Codex cover:
http://www.warseer.com/forums/attachment.php?attachmentid=68733&d=1252083706
Inside colour spread:
http://www.warseer.com/forums/attachment.php?attachmentid=69038&d=1252333530
birdbath pointed out that the GW Website has the following preview of this White Dwarf
Rules
Army-wide Special Rules
All Space Wolves are rumoured to have ATSKNF, Acute Senses, and Counter attack.
Sagas – Characters can take special skills called Sagas. All Sagas are rumoured to be 25pts each. You may not double up on Sagas, although Special Characters do not count towards this. Sagas supposedly have conditions attached that whilst they have little to no in-game effect, are there for true fluff-nuts.
Saga of Majesty - All friendly units within 6" get to re-roll failed morale checks
Saga of the Beast Killer - Re-roll to hit and wound against models of T5 or higher
Saga of the Iron Wolf (Iron Priest only) - Adds D3" to the vehicle they are in and +1 to repair rolls
Saga of the Wolf - Fenrisian Wolves get Ld7 and I5
Saga of the bear - Eternal Warrior
Saga of the Warrior Born - +1 attack for each kill in previous Assault Phase
Saga of the Hunter - Outflank and Stealth
Wolf Claws – The Space Wolf version of Lightning Claws, allow you to choose to either re-roll “to hit” or “to wound”.
Frostblade - +1 Strength Power Weapon
Banner of the Wolf – Grants a reroll on all "to hit" rolls in combat for the entire army for one turn.
Belt of Russ (25pts) - As before. can only be taken by Wolf Lords and Wold Guard Battle Leaders.
Drop Pod Assault - Same as C: SM
Special Characters
Supposedly all cost more than Gazkhull Thrakka :eek:. Some are ICs some are upgrade characters. FOC slot is unknown for sure unless specifically stated.
Logan Grimnar (approx 275pts) – Axe allows him to attack as either a Frostblade, or a Power Fist, and can split his attacks between these two attack types. Rumoured to allow Wolf Guard as Troops (normal Lords only allow 1 unit) and has Eternal Warrior. Logan and the squad he joins may choose one of the following special rules each turn:
Fearless, Tank Hunters, Relentless or Preferred enemy.
Ragnar Blackmane (240pts) – Supposedly the best Close Combat character. Grants himself and the unit he joins d3 extra attacks on the charge instead of +1. Has 5 Attacks with WS6 and a 4+ inv Dodge Save. Armed with a Frostblade. Rumoured to grant Furious Charge to the unit he joins and once per game to all units within 12". Has Saga of the Warrior Born.
Njal Stormcaller (245pts) – Has Runic Armour (2+ save, 5+ inv against psychic attacks that deal damage) and can upgrade it to Runic Terminator Armour (2+ save, 4+ inv against everything) for 25pts. He is rumoured to still have the Cyber Raven (pick a point on the table and the enemy cannot infiltrate within 18" of itand causes D3 I5 S3 hits on one model in contact with Njal). Has all six Space Wolf Psychic powers. His Runic Weapon negate any psychic powers on a 3+. Shrouded by a storm that gets worse as the game progresses. Roll a D3 and add the turn number:
2) Nothing
3) All enemy units within 24" get -1BS
4) All enemy units count open ground within 24" of Njal as Difficult terrain
5) All unengaged enemy units within 18" take a Break Test
6) One unit within 18" takes D6 S9 hits, vehicles get hit on side armour
7+) All unengaged enemy units within 12" take D6 S8 AP5 hits.
Ulrik the Slayer – Allows Preferred Enemy against one unit type (infantry, tanks etc) chosen at the start of the game.
Canis Wolfborn (185pts) – WS5 BS2 S5 T5 I5 A5 Ld8. Mounted on a large cybernetically enhanced Fenrisian wolf. Wears Terminator Armour and has a pair of Wolf Claws. Canis also allows you to take Fenrisian Wolves or Thunderwolf Riders as Troops (although Fenrisians still do not count as scoring). Can substitute his base number of attacks for attacks equal to the number of enemies in base to base contact with him. Gives Fensisian Wolves Ld8.
Björn the Fellhanded (270pts) – Apparently has armour 13/12/10 with a 5+ inv save, is Venerable, has WS6 BS6 S7 I3 A4. Supposedly comes with an Assault Cannon but can be given a Plasma Cannon for Free. Allows all friendly units within 12" to reroll Moral tests. If killed he counts as an objective and makes all the Space Wolves Fearless.
Lukas the Trickster (+140pts) - Blood Claw upgrade. Has Ld8 and causes his Squad to be capped at that. Has the Doppleganger Cape that forces the enemy to re-roll successful to-hit rolls. Had his secondary heart ripped out by a Dark Eldar, and replaced it with a stasis bomb. His Special Rule is called "the last laugh", where on his death he and the model that killed him are removed then both players roll a D6. If the SW player rolls equal to or higher than their opponent, all models within Base to Base contact with Lukas (friend or foe) are removed. He is supposedly over 300 years old and although “the equivalent of a captain, his unruly manners cannot be accepted among the battle brothers”. He also apparently stole one of the Chapter's Thunderhawks and crashed it.
Arjak Rockfist (+170pts)- Upgrade to a Wolf Guard squad. S5 W2 Furious Charge, Thunder Hammer and Storm Shield. His Storm Shield supposedly grants a bonus attack which represents him shield charging the enemy. His Thunder Hammer can supposedly be thrown as a 6" S10 AP1 assault 1 shooting attack before returning to his hands. :rolleyes:
Special Characters will likely have prescribed (maybe unique) Sagas attached to them.
HQ
HQs are 2 per slot but you can't take duplicates. You also cannot duplicate Wargear combinations.
Wolf Lords (100pts) – Stats as per Chapter Master. May take up to one Saga except for Saga of the Hunter and Saga of the Iron Wolf. They will have a wide variety of weapon options.
Wolf Guard Battle Leader (75pts) – Stats as per Captain. May take up to one Saga except for Saga of the Iron Wolf.
Wolf Priests (100pts) – Armed with Power weapon, Iron Wolf Amulet (4+ Inv) as standard. May take up to one Saga except Saga of the Warrior Born, Saga of the Bear or Saga of the Iron Wolf. Allows Preferred Enemy against one unit type (infantry, tanks etc) chosen at the start of the game.
Rune Priests (100pts) – Armed with Runic Weapon and able to take Space Wolf Specific psychic powers. May take up to one Saga. Psychic Storm power gives 5+ cover and turns area of effect into difficult terrain for skimmers. Runic Weapons negate any psychic powers on a 4+, areforce weapons, and wound daemons on a 2+. Runic Armour upgrade gives a 2+ save and 5+ inv save against psychic shooting attacks
Psychic Powers include:
Maw of Fenrir - Measure out 24" and anything touched by the line must pass an Initiative test or be removed from play. Monstrous creatures get -1 to their roll.
Chain Lightning - 3d6 D6 S7 AP5 shots with infinite range.
Stormcaller - ALL friendly units within 6" get a 5+ cover save. Cast at start of turn.
Large template psychic shooting attack. Large Blast template has to touch the Rune Priest. Anything touched takes a S3 hit.
3d6 s3 auto-hits with 18" range. Any unit hit moves as if it were in difficult terrain.
All Deep Strikers, Jump Infantry, and possibly bikes normal infantry and MCs move as if they were in dangerous terrain.
Shooting attack that can be shot in Freki mode or Greki mode. Both are 12". One is S5 AP- Assault 3 and the other is S4 AP2 Assault 2. Any units taking wounds from it must take a morale check or fall back.
Elites
Iron Priests – Come with Thunder Hammer. Will most likely be brought in line with Codex Techmarines. May take Saga of the Iron Wolf. No Servo-Harness.
Dreadnaught – May be Standard or Venerable, but Ironclad is not included. Start with Assault Cannon. May exchange for Multi Melta or TL Heavy Flamer (?). Venerable Dreads can take the Saga of Majesty.
Wolf Guard – 3-10 Wolf Guard. Bolt Pistol & CCW Frag and Krak grenades. May replace either BP or CCW with Bolter. May take a Wolf Guard Battle Leader who will be able to take up to one Saga. May take Bikes or Jump Packs. Basic Terminator with Power Weapon & Storm Bolter costs around 30pts. 1 Terminator Heavy Weapon per 5 Terminators. A WG with Thunder Hammer and Storm Shield is rumoured to come to just under 70pts. Can be assigned to other squads during deployment to act as a Sgt (1 per squad). Terminators cannot Teleport. May take a Drop Pod. One unit may take a Land Raider as a dedicated transport
Wolf Scouts – Can take all types of Special Weapon and Melta Bombs. If held in reserve, may deploy from any board edge on a 3+
Lone Wolf (20pts)– A one-man unit that will be “really strong” and act similar to Tyranid Lictors. Supposedly berserk survivors of Units searching for death so they may join their fallen brothers. Concede a Kill Point if they aren’t killed. WS5 W2, Eternal Warrior, Feel no Pain and re-roll To-Hit against Walkers, Monstrous Creatures and things above T5. Can take up to 2 Fenrisian Wolves and any equipment available to Wolf Guard (except Bikes and Jump Packs).
Wulfen – Removed
Troops
Grey Hunters (15pts each) – Bolter, Bolt Pistol & CCW Frag and Krak grenades. Rumoured to receive a free special weapon for taking 10 men (likely Flamer). True Grit is gone. May take up to one special Close Combat Weapon. May take The Mark of the Wulfen on one model granting D6+1 Attacks and Rending. May take a Drop Pod.
Blood Claws – Bolt Pistol & CCW Frag and Krak grenades. WS and BS 3. Berserk Charge supposedly grants +2 attacks on the charge (but not for Counter Attack). Rumoured to only get 1 Power Weapon/Fist per unit. Headstrong - if the Blood Claw unit is within 6" of an enemy unit and doesnt have a wolf guard leading them they can't shoot. May take a Drop Pod.
Transports
Rhino – Approximately the same cost as C: SM
Razorback – Approximately the same cost as C: SM
Drop Pod – Transport Capacity of 10 Space Wolves or 5 Terminators. Approximately the same cost as C: SM
Fast Attack
Thunderwolf Cavalry (50pts) – 1-5 Marines on big Wolves. S5 T5 W2 A4 Rending Multiple equipment upgrades.
Fenrisian Wolves (8pts) – WS4 BS0 S4 T4 W1 I4 A2 Ld5 6+ Cavalry. Can be upgraded to Cyber Wolves for 10pts WS4 BS0 S4 T5(4) W1 I4 A3 Ld6 4+
Skyclaws – 5-10 Blood Claws with Jump Packs. May take 1 Special Weapon and 1 Special CCW.
Swiftclaws – 3-?? Blood Claws with Bikes. Can take Attack Bikes.
Land Speeder – As C: SM
Land Speeder Storm – Not included
Heavy Support
Long Fangs – 1 Pack Leader and 1-5 Long Fangs. Retain the Split Fire ability as long as the Pack Leader does not shoot. Each Long Fang MUST have a Heavy Weapon. Pack leader can take Special weapons, Power Fists etc. Heavy Bolters apparently very cheap (5pts). May take a Drop Pod.
Land Raider – Crusader and Redeemer most likely added. Supposedly have atransport capacity of 10.Redeemer 12, Crusader 16.
Predator – As per C: SM
Whirlwind – As per C: SM
Vindicator – As per C: SM
Leman Russ Exterminator – Removed
Minis
All Special Character models (Except Logan Grimnar) are getting re-done. If they don’t appear in the first wave, they will come in later waves.
Release Catalogue (prices are placeholders):
http://www.warseer.com/forums/attachment.php?attachmentid=69060&d=1252340823
http://www.warseer.com/forums/attachment.php?attachmentid=69061&d=1252340823
http://www.warseer.com/forums/attachment.php?attachmentid=69062&d=1252340841
http://www.warseer.com/forums/attachment.php?attachmentid=69063&d=1252340841
http://www.warseer.com/forums/attachment.php?attachmentid=69064&d=1252340841
http://www.warseer.com/forums/attachment.php?attachmentid=69065&d=1252341071
http://www.warseer.com/forums/attachment.php?attachmentid=69066&d=1252341071
http://www.warseer.com/forums/attachment.php?attachmentid=69067&d=1252341071
http://www.warseer.com/forums/attachment.php?attachmentid=69068&d=1252341071
http://www.warseer.com/forums/attachment.php?attachmentid=69069&d=1252341071
Njal Stormcaller (£12.00 €17.50 AU$33.00) :
http://www.warseer.com/forums/attachment.php?attachmentid=68972&d=1252262681
Lukas the Trickster (£10.00 €12.50 AU$22.00) : Apparently a Splash Release.
http://www.warseer.com/forums/attachment.php?attachmentid=68973&d=1252262681
Canis Wolfborn (£24.45 US$41.25 €35.00 AU$69.00)
http://www.warseer.com/forums/attachment.php?attachmentid=68970&d=1252262681
There is rumoured to be two main plastic kits (although other rumours say a single upgrade kit):
Space Wolves (plastic - £20.00 €30.00 AU$55.00) – Designed by Dave Thomas. Used to make all Power Armoured Space Wolves with the exception of Long Fangs, which will need to combine bits from this kit with the vanilla Devastators kit. There are supposedly 44 heads and 28 shoulder pads in the kit along with weapons and other bits such as Thunder Hammers, wolf claws, plasma guns and plasma pistols, as well as a selection of close combat weapons, wolf tails/pelts and other accessories which could be spread out across vanilla kits (Including bits for Scouts), or concentrated on a few models in a similar way to the Dark Angels kit. The Kit will apparently build up to 10 Space Wolves on its own, and more if combined with other Marine kits.
Sprues:
http://www.warseer.com/forums/attachment.php?attachmentid=69037&d=1252333441
3 ups for the kit shown here:
http://www.warseer.com/forums/attachment.php?attachmentid=67036&d=1250438343
http://www.warseer.com/forums/attachment.php?attachmentid=67037&d=1250438343
Some examples of what can be done with the kit here:
http://www.warseer.com/forums/attachment.php?attachmentid=64895&d=1247782684
http://www.warseer.com/forums/attachment.php?attachmentid=64575&d=1247433160
^From GW Newsletter
http://www.warseer.com/forums/attachment.php?attachmentid=67121&d=1250454314
^GW Promo poster GD Germany
http://www.warseer.com/forums/attachment.php?attachmentid=65797&d=1248778851
http://www.warseer.com/forums/attachment.php?attachmentid=65798&d=1248778851
^From Bell of Lost Souls
http://www.warseer.com/forums/attachment.php?attachmentid=65729&d=1248704021
http://www.warseer.com/forums/attachment.php?attachmentid=65730&d=1248704046
http://www.warseer.com/forums/attachment.php?attachmentid=65731&d=1248704046
http://www.warseer.com/forums/attachment.php?attachmentid=65732&d=1248704093
http://www.warseer.com/forums/attachment.php?attachmentid=65733&d=1248704093
http://www.warseer.com/forums/attachment.php?attachmentid=65734&d=1248704093
http://www.warseer.com/forums/attachment.php?attachmentid=65735&d=1248704093
^From Mr.Warhorse47 on B&C
Wolfguard Terminators (plastic £24.45 €35.00 AU$69.00) – They are supposedly ambidextrous, so for example they will have right and left handed weapons options like Stormbolters.
Official Pic:
http://www.warseer.com/forums/attachment.php?attachmentid=68971&d=1252262681
Battleforce (£50.00): 20 Space Wolves, 5 scouts and a Drop Pod
With thanks to BDJV
13250
Post by: Lord of battles
@radiohazard all the warseer links don't work.
17050
Post by: MilkmanAl
Is anyone else pumped about having a bit of a swarm element in a marine army? If you can take them in decent numbers (10+), Fenrisian Wolves are decidedly awesome. Run those things behind your Rhinos, and tear into whatever presents itself first. You'd need Canis, obviously, but that doesn't seem like much of a sacrifice.
18427
Post by: radiohazard
Lord of battles wrote:@radiohazard all the warseer links don't work.
Yes we know this. That's why a kind soul has fixed it. I already stated that I cannot fix the links because I'm on my phone not a computer.
Thanks to number9dream for fixing it.
1478
Post by: warboss
guys, can we please not cut and paste the entire post? just link to it? while you're at it, change all the text to all caps and the spelling to 1337 since we're breaking every rule of forum etiquette except dakka's rule #1.
18427
Post by: radiohazard
Well I didn't realise helping the forum was such a bad thing.
Sorry for posting the wrong thing.
18080
Post by: Anpu42
so do Wolf Guard get deticated transports?
6500
Post by: MinMax
Anpu42 wrote:so do Wolf Guard get deticated transports?
Wolf Guard can take any Dedicated Transport, if I remember correctly.
That is - Rhino, Razorback, Drop Pod, Land Raider (Any).
18080
Post by: Anpu42
MinMax wrote:Anpu42 wrote:so do Wolf Guard get deticated transports?
Wolf Guard can take any Dedicated Transport, if I remember correctly.
That is - Rhino, Razorback, Drop Pod, Land Raider (Any).
So I need 9 more Land Raiders for my Loganwing
The other question i have from a freind of mine.
1] does the Iron Peiwst alow you to take Dreds as Heavys?
11933
Post by: number9dream
warboss wrote:guys, can we please not cut and paste the entire post? just link to it? while you're at it, change all the text to all caps and the spelling to 1337 since we're breaking every rule of forum etiquette except dakka's rule #1.
Hrm, it's a useful post, although it would work better at the beginning of the thread than in the middle
Anyway, it would be nice if there was a spoiler tag for this forum. I don't mean the "write in invisible letters" type, but one you would have to click to view. IE I'd write [spoiler ] looooooong post[ /spoiler] and you'd have to click it to see it.
18080
Post by: Anpu42
So a Loganwing could look like this
HQ
-Logan
-Bjorn
Elite
-3 Wolf Guard with LRC
Troops
-6 Wolf Guard with LRC
Fast
-3 Pack Wuffs
Heavys
-3 Land Raiders
I don't even want to thing about the points, but it would look cool
20026
Post by: Ulfur_Vinur
well i just seen th codex today and 15pts per model sweeeeet. and still beserk charge for ma bloodclaws.
hmmmm 2 15man packs of bc's in crusaiders 1 wi wg 1 wi trickster
2 gh packs in rhino's
2 pack wgt in drop pods
long fans at back and 30 fen wolves
iron priest cyber wolves and thralls
sw scouts wi wg who throws his hammer
Hooooooowwwwwwwwwlllllllllllll!!!!!!!!
18080
Post by: Anpu42
Loganwing Bikers Gang
HQ
-Logan
-Wolf Prist on Bike
Elite
-3 Wolf Guard on bikes
Troops
-6 Wolf Gurad on Bikes
Fast
-3 Bike Packs
Heavy [For Logan]
-Long Fangs
-LR
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Post by: Platuan4th
number9dream wrote:Anyway, it would be nice if there was a spoiler tag for this forum. I don't mean the "write in invisible letters" type, but one you would have to click to view. IE I'd write [spoiler ] looooooong post[ /spoiler] and you'd have to click it to see it. Actually, the Spoiler Tags is what does the "invisible letters". The forum coding is set to that, NOT the Spoiler clicky thing like some other Forums have. See? Longer posts don't a cut(which is actually what you're thinking of is Cut Coding with a link that says Spoiler), just a larger area of grey.
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Post by: Gwar!
Ulfur_Vinur wrote:got to hav everythin dp and trnsprt hit hrd nd fst
Automatically Appended Next Post:
Gt 2 hv evrytng in vhcls hit hrd nd fst by russ it works
i cant w8 its bn lng time cmng
Oh Sweet Russ... my Eyes... my poor eyes :(
But yeah, I'd love to have a clicky spoiler thing, but I guess the design is copyright or legoburner is too drunk
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Post by: BDJV
I'm pretty sure that Wolf Guard may only take one Landraider dedicated transport in a list.
11933
Post by: number9dream
Platuan4th wrote:number9dream wrote:Anyway, it would be nice if there was a spoiler tag for this forum. I don't mean the "write in invisible letters" type, but one you would have to click to view. IE I'd write [spoiler ] looooooong post[ /spoiler] and you'd have to click it to see it.
Actually, the Spoiler Tags is what does the "invisible letters". The forum coding is set to that, NOT the Spoiler clicky thing like some other Forums have.
See?
Longer posts don't a cut(which is actually what you're thinking of is Cut Coding with a link that says Spoiler), just a larger area of grey.
What I was trying to say, is that I want "cut coding" - I just didn't know what it was called!  That way you can hide gigantic posts inside spoiler tags, without creating a giant grey blank space
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Post by: bravelybravesirrobin
Yay lets respond to the latest volley.
Logan looks ridiculously overpriced but necessary for an all WG force (be it wolfwing, wolfangels, wolfscars or a 13th co style force). Does anyone know if WG are still capped at 20 per army? One poster mentioned something like this but most people have ignored it. I assume it is gone but if it is still there that stops all the "all wolfguard" builds right off the bat.
Ragnar looks too pricy too and apparently his D3 doesn't stack with BC's but replaces it. FC is nice though and he does sound like an absolute monster. Maybe one for apocalypse.
Njal however looks absolutely badass and well worth his price. A footslogging force of GH'S with Njal in the centre and skyclaws/wolves as a fast assault wing (with LF support) looks to be a nice force. The storm he gathers and two of the powers (dangerous terrain and pseudoKFF) will be good defensively to protect the footsloggers as you march up the board and once you're in range you can bust out the offensive powers. Plus the Chooser will help keep infiltrators away from objectives and your main battle line.
Q does runic armour stop you riding a rhino?
According to this summary Ulrik does nothing different to a normal Wolf Priest. What happened to T5?
Canis - finally a character that looks reasonably pointed. A beast in cc and allows for a wholly unique army in 40k (all cav). He is going to be the basis of some odd builds. I don't know how well he fits into a more normal force though.
Bjorn - looks awesome but far too pricy for most games. Would be good with a footsloggers or drop pod force to confer his re-rolls.
Lukas - might be fun. That stasis bomb is situationally powerful and a good way of removing the enemies uber units. He looks useful if only for adding more punch to a BC squad. Something they sorely need now.
Arjak - If he was a HQ choice I'd take him every game. As a WG upgrade he looks way too pricy to include normally. Might be fun in a larger game though.
Wolf Lords allow one WG squad as troops do they? That's interesting and much more alluring to me than logan. 3 squads of GH and a squad of tooled up WG with a wolf lord would make a good basis for a mech force. Without scoring you probably need to fill the 4th troop slot. Bear looks mandatory and warrior born looks pretty good too.
WGBL - solid for the points.
WP - preferred enemy infantry plus priest plus skyclaws with WG looks like a nice little combo. Cheap too.
RP - so good but then you look at Njal. All the powers seem good though
Maw of Fenrir = dead fexes and potentially good for sniping enemy weapons.
Chain lightning = dead rhinos, turns a rune priest into a mini lootas squad with assault weapons. A bit prone to luck though (anywhere between 3 and 18 shots)
Stormcaller = mandatory for a footslogging force. Be interesting to see if it effects vehicles, in which case most mech forces will want it too.
Hurricane - seems a bit meh, S3hits under a template. Good for clearing horde and maybe for a DPing priest but generally, meh.
the 3D6 s3 hits that cause a unit to move in difficult terrain looks tactically useful. good for footslogegrs or DP as it slows a counter assault.
the storm that causes depps trike, jump packs, skimmers, etc to move as dangrous/difficult also looks good for preventing a counter assault.
Freki and Geki looks a bit naff.
Lone Wolves really need some way to close with the enemy. No bikes or jump pack sucks for that. No transport and no infiltrate or scout. They look like an absolute bargain but unless you plan on running footsloggers will have problems actually getting into combat.
BC's got worse and more expensive. GH's got cheaper and better. BC still look okay in isolation but compared to skyclaws and grey hunters they look awful. Still Grey Hnters look amazing. 10 men in a rhino with p-fist, pp, motw, wg with pf and combi-melta will be my load out for my mech force.
BC's really only have a place as a bodyguard for an IC rolling in an LRC. And even that is challenged if a wolf lord allows for a troops wolf guard squad.
That is unless berserk charge works with counter-charge?
Thunderwolf Cavalry look like one of those units that will be great if you build a list around them (i.e. spam them) but tricky to include in a standard list. They're as tough as bikes although a bit slower than bikes but benefit from multiple weapon layout/wound allocation fiddliness . With Canis they'll be an amazing army. In a regular army I can see people using them but I don't really know if the pts are there once you build up a decent troops base.
Fenrisians on the other hand look amazing. A dirt cheap fast disposable assault unit that hits as hard as most SM assault squads! Yes please. Run behind rhinos they offer a wealth of possibilities (charge at the same time as you unload the hunters to prevent being charged, tie up units to help the BC's, etc) or with a footslogging force they offer the chance of a 2nd turn assault whilst your GH's are still advancing, tying up and reducing enemy shooting (and maybe breaking some units). Great unit.
Skyclaws - want. BC's that can usually guarantee a charge and for only 30pts more. Vulnerable in an otherwise mech force but in a DP or footsloggers tey'll rock hard.
Long Fangs - actually look god for the first time in ages. I may actually take them ,particularly with 5 HB's for 100pts (who needs an exterminator) or 5 missle launchers for 125. They don't really work still in a mech or DP list but in a footslogging force they'd make a nice fire support base and help reduce the proble, with footsloggers (that you can't kill anything until turn 2-3). They'll be good for planetstrike too as presently wolves on the defensive struggle.
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Post by: Redbeard
radiohazard wrote:I yoinked this info from warseer.
Psychic Powers include:
Maw of Fenrir - Measure out 24" and anything touched by the line must pass an Initiative test or be removed from play. Monstrous creatures get -1 to their roll.
This is possibly the most broken psychic power I've seen - including lash. Putting the priest on a bike means he has a very good chance of catching multiple larger models in one shot. Even with a -1 to their roll, outright removing 2 or 3 carnifexes with one psychic test is ludicrous. Works on walkers? So that's then a 50% chance to zap a defiler or soulgrinder, even better against ork walkers. At least Lash requires synergy in a list and other elements to be effective. This is just point&click simple.
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Post by: AgeOfEgos
Redbeard wrote:radiohazard wrote:I yoinked this info from warseer.
Psychic Powers include:
Maw of Fenrir - Measure out 24" and anything touched by the line must pass an Initiative test or be removed from play. Monstrous creatures get -1 to their roll.
This is possibly the most broken psychic power I've seen - including lash. Putting the priest on a bike means he has a very good chance of catching multiple larger models in one shot. Even with a -1 to their roll, outright removing 2 or 3 carnifexes with one psychic test is ludicrous. Works on walkers? So that's then a 50% chance to zap a defiler or soulgrinder, even better against ork walkers. At least Lash requires synergy in a list and other elements to be effective. This is just point&click simple.
Doesn't seem to require LOS either, so load up in a LRC...drive around and point/click death...
GUO dead on a 4+
Plague Marines dead on a 4+
Nob Bikers dead on a 4+
Fex dead on a 3+
8359
Post by: bravelybravesirrobin
Doesn't an init test let you roll lower or equal? Are plague marines really init 3? I must have missed that.
And wasn't it already said that it has no effect on vehicles?
Is it really so hard for the tyranid player to kill the RP before he gets within 24" of his carnifxes (flyrant anyone)? Or to stagger his fexes so they aren't in a straight line and all get killed by one shot.
Its a psychic shooting attack so while it doesn't requie LOS you still need a firepoint to use it right?
465
Post by: Redbeard
bravelybravesirrobin wrote:Doesn't an init test let you roll lower or equal? Sure, but a carni is I1, so even with a +1, that's a 2/3 chance to kill a 150 point model, each turn. Assuming a cheap elite fex, you're still getting an expected return of 75 points/turn out of it - and that's if you can only line one up... That's a huge return by any standard. Are plague marines really init 3? I must have missed that.
They are. And wasn't it already said that it has no effect on vehicles?
I hadn't seen that. I could see it not work on vehicles without an I characteristic. Is it really so hard for the tyranid player to kill the RP before he gets within 24" of his carnifxes (flyrant anyone)?
I dunno, is it? What ranged attacks do the nids have available with a greater range, that can't be soaked by the squad the priest is with? What do they have that can kill a priest who is arriving in a pod? Or to stagger his fexes so they aren't in a straight line and all get killed by one shot.
I left this one separate because it's actually the most interesting. If your priest has a move of 6" (on foot) then it might be easy enough to stagger the targets. But, if he's on a bike, or in a rhino, it becomes much harder. Figuring that the big targets are on 60mm bases, that gives a good range to draw a line through. If he's close enough to use it, then it isn't all that hard to use those 12" to set up a position that will net you at least two targets. As you get closer to one target, it's even easier to get a line that goes through at least one additional. Consider the case of arriving in a pod. You can't scatter into the fexes, so you can drop as close as possible, and position the pod for maximum line potential... Its a psychic shooting attack so while it doesn't requie LOS you still need a firepoint to use it right?
Rhinos have firepoints.
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Post by: MasterSlowPoke
There are no ways to stagger two fexes so that two can't be hit by a single line (other than leaving them more than 2' apart in this case)
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Post by: frgsinwntr
Gwar! wrote:
But yeah, I'd love to have a clicky spoiler thing, but I guess the design is copyright or legoburner is too drunk 
Or Not drunk enough. You should buy him a drink when you get the chance... and me.
Guinness!
as for the puppies.... they look very strong... way stronger then one would expect...
Do the Special characters come with invul saves?
320
Post by: Platuan4th
Redbeard wrote:bravelybravesirrobin wrote:Doesn't an init test let you roll lower or equal?
Sure, but a carni is I1, so even with a +1, that's a 2/3 chance to kill a 150 point model, each turn. Assuming a cheap elite fex, you're still getting an expected return of 75 points/turn out of it - and that's if you can only line one up... That's a huge return by any standard.
I wonder how many people will buy the I2 upgrade for Carnies for just in case they run into Puppies.
8359
Post by: bravelybravesirrobin
Redbeard wrote: bravelybravesirrobin wrote:Doesn't an init test let you roll lower or equal?
Sure, but a carni is I1, so even with a +1, that's a 2/3 chance to kill a 150 point model, each turn. Assuming a cheap elite fex, you're still getting an expected return of 75 points/turn out of it - and that's if you can only line one up... That's a huge return by any standard.
Oh yes don't get me wrong. This power is the carni killer. But some users are claiming it is the most broken power in the game. so lets examine the utility a little. The line is straight but thin and the majority of troops in the game have an init at least of 3. That is a 50% chance of killing them, worse vs marines and eldar and you won't hit that many models.
Clearly the utility is for sniping equipment models, killing large monsters and killing expensive models.
Against the majority of IC's you're looking at an init of 4 or 5 so the power has a less than 50% chance of working and requires a psychic test and a positional element. Sure you could kill Vulcan in one shot but it really isn't that much more effective than zogwort at doing this and he isn't a game breaker.
For sniping equipment troops you have to line up your priest exactly. You may get lucky and get a few such troops in a line (particularly devvys or a similar unit) and you will probably get some regular troopers to boot but generally you'll be positioning to get one guy and as many others as you can get in the line. Then as I said you usually have a 50% or less chance of killing that model. That is worse than mind war.
It will be good for killing a squad of expensive models ( TH/ SS termies, nob bikers) that are otherwise hard to shoot or assault. I don't mind having a counter in the game for units like this and again it isn't like the SM/Ork player isn't going to be aware of the power and acting accordingly to limit its use.
It really comes into its own when you consider monstrous creatures with a low initiative which basically means carnifexes. so we've got a powerful psychic power which is useful against hard to kill elite units and carnifxes and of middling effectiveness against most everything else. Wow, what a game breaker. Clearly that is the most broken power ever.
Now admittedly this does suck for nidzilla players I agree.
Redbeard wrote:
Are plague marines really init 3? I must have missed that.
They are.
Redbeard wrote:
And wasn't it already said that it has no effect on vehicles?
I hadn't seen that. I could see it not work on vehicles without an I characteristic.
I don't have the codex but the original description of the power in this thread specifies it has no effect on vehicles. If it can effect walkers it does become a lot more powerful I'll grant you. Kanwall lists are buggered and soulgrinders will go bye bye.
Redbeard wrote:
Is it really so hard for the tyranid player to kill the RP before he gets within 24" of his carnifxes (flyrant anyone)?
I dunno, is it? What ranged attacks do the nids have available with a greater range, that can't be soaked by the squad the priest is with? What do they have that can kill a priest who is arriving in a pod?
Why does it have to be ranged attacks? Does the nid player have no fast assault units? He plays nids, an army composed principally of fleeting assault units. Swamp the priest with gaunts or hormies. 1st, 2nd turn assault him with infiltrating genestealers. Spring a lictor on him. Use a flyrant. Suicide rending raveners? And yes you can shoot from outside the powers effective range with some relatively nasty guns.
Redbeard wrote:
Or to stagger his fexes so they aren't in a straight line and all get killed by one shot.
I left this one separate because it's actually the most interesting. If your priest has a move of 6" (on foot) then it might be easy enough to stagger the targets. But, if he's on a bike, or in a rhino, it becomes much harder. Figuring that the big targets are on 60mm bases, that gives a good range to draw a line through. If he's close enough to use it, then it isn't all that hard to use those 12" to set up a position that will net you at least two targets. As you get closer to one target, it's even easier to get a line that goes through at least one additional. Consider the case of arriving in a pod. You can't scatter into the fexes, so you can drop as close as possible, and position the pod for maximum line potential...
Alright in a standard 48" table if the priest deploys directly opposite a carnie and both the priest and carnie are very close to 12" from the edge than a priest on foot can shoot him 1st turn. If the carnie deploys more than 6" back then the priest on foot can't shoot until turn 2. And this is just one carnie. If they are spread out far enough apart the priest likely won't have range to any others. By turn 3 he can start angling to get multiples so that is 2-3 turns for the nid player to mob him with an assault unit.
On a bike it gets much better for the wolf player. 12" move plus shoot means that he can likely squeeze off a shot first turn regardless of how far back the carnie is. Moreso by turn 2 he has covered 24" and has probably gone up the side and closer to the fex which, as you correctly say, will allow him to angle to get multiple fexes. The drawback here is that he needs a squad of bikers (either naff swiftclaws or expensive wolfguard) or he'll just get shot to death. And again you have a turn or 2 as the nid player to assault a unit which is COMING TOWARDS YOU before he can angle to get multiple fexes.
On a jetpack is much the same as a bike.
In a rhino I can't actually remember if you can move 12" and fire from the hatch. If you can then this would be an improvement on the bike as the nid player will struggle to shoot/assault the priest.
With a pod it will obviously get to fire and there is now way to stop that but you're relying on a lucky drop to line up more than one and for your carnifex the nid player gets to counter assault a unit that is right in his lines.
Also remember that the priest can't get an invulnerable outside of a storm shield.
Redbeard wrote:
Its a psychic shooting attack so while it doesn't requie LOS you still need a firepoint to use it right?
Rhinos have firepoints.
They do. LRC's don't though unlike one poster suggested. A nid army can with difficulty kill a rhino with shooting. They are much less likely to kill and LRC with shooting.
Don't get me wrong guys this is a really powerful power and it is going to suck for nidzilla players (boo hoo) but I hardly think we're looking at the new lash here.
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Post by: Kirasu
I dont get why people think the characters are too costly for normal games..
Character combos WIN games especially special characters. Their price is irrelevant if their unique abilities win you games.. Even if they arent special characters, most armies have popular builds that only work because of characters
It doesnt matter if logan costs 275 pts if you can find a build that exploits his abilities and lets you win most games.. same for ragnar, etc
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Post by: Uriels_Flame
I think I'll play the DW when the new SW dex comes out and see what happens.
As a DW player, I would much more like the ability to have +1 Str PW vs. PF/Claw/THammer option on reg termi's.
The ability to mix and match doesn't mean much when ye' old Storm Bolter doesn't kill anything and I don't get +1 Str/Int on the charge.
But I'm not having to fill my HS slots for dedicated trans . . . oh wait, yeah I am.
Just make sure ol' Phil does the DA/BA/BT codexs too.
8723
Post by: wyomingfox
I am a bit curious about playing the all calvary wolf bomb. But, how am I to go about securing that many figures.
*Briefly glances at my island of misfits (my shelf lined with mid nids and hormies that have gathered dust since 4rth Edition)*
Wait a second  I know...Tyranids counts as Space Wolves Wolf Calvery army. Lets see: Hormies can count as wolves (ironic isn't it), Tyranid Warriors can counts as wolf riders, Ravenors can count as WG riding Wolves, Old One Eye can count as Canis, and the Zoes can count as rune priests riding wolves. (Tears up) Oh its so wonderfull to finally get some actual use out of my nids  .
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Post by: bravelybravesirrobin
Uriels_Flame wrote:I think I'll play the DW when the new SW dex comes out and see what happens.
As a DW player, I would much more like the ability to have +1 Str PW vs. PF/Claw/THammer option on reg termi's.
The ability to mix and match doesn't mean much when ye' old Storm Bolter doesn't kill anything and I don't get +1 Str/Int on the charge.
But I'm not having to fill my HS slots for dedicated trans . . . oh wait, yeah I am.
Just make sure ol' Phil does the DA/BA/BT codexs too.
Careful, Wolfguard may still have the 20 model per army cap. A 24 man strong DW force isn't going to win many games.
No deathwing assault either.
Where are you getting +1str/+1init on the charge from? Only ragnar grants that and he doesn't have termie armour.
19754
Post by: puma713
Platuan4th wrote:Redbeard wrote:bravelybravesirrobin wrote:Doesn't an init test let you roll lower or equal?
Sure, but a carni is I1, so even with a +1, that's a 2/3 chance to kill a 150 point model, each turn. Assuming a cheap elite fex, you're still getting an expected return of 75 points/turn out of it - and that's if you can only line one up... That's a huge return by any standard.
I wonder how many people will buy the I2 upgrade for Carnies for just in case they run into Puppies.
Hopefully 'Nids will get some anti-psyker in the next edition (Feb. maybe?). That and maybe Fexes will work differently. Ahh. . .we can hope.
8359
Post by: bravelybravesirrobin
wyomingfox wrote:I am a bit curious about playing the all calvary wolf bomb. But, how am I to go about securing that many figures.
*Briefly glances at my island of misfits (my shelf lined with mid nids and hormies that have gathered dust since 4rth Edition)*
Wait a second  I know...Tyranids counts as Space Wolves Wolf Calvery army. Lets see: Hormies can count as wolves (ironic isn't it), Tyranid Warriors can counts as wolf riders, Ravenors can count as WG riding Wolves, Old One Eye can count as Canis, and the Zoes can count as rune priests riding wolves. (Tears up) Oh its so wonderfull to finally get some actual use out of my nids  .
That sounds surprisingly workable....and actually the nids aren't too badly represented save/stat wise. Although I assume you mean the red terror not old one eye and maybe swap ravenors and warriors. Shame there is no synapse equivalent + you may have a lot of trouble with tankbusting but go for it. I'd play that.
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Post by: wyomingfox
I play nids in 5th still, so I am use to low tank busting power  . So much so that I have been contemplating painting tread marks on the back of my nids.
It will be interesting to see what the weapon layout and BS is for Wolf Riders. Chainfists, meltaguns, combimeltas, melta bombs will be important. But who says a few DP MultiMelting Dreads can't show up in the mix...you know...boomfex's
15310
Post by: Winter
bravelybravesirrobin wrote:Careful, Wolfguard may still have the 20 model per army cap. A 24 man strong DW force isn't going to win many games.
No deathwing assault either.
Where are you getting +1str/+1init on the charge from? Only ragnar grants that and he doesn't have termie armour.
Wolf guard are limited to 3-10 in a squad. So you can choose that 3 times as elites, or 6 times as troops (provided you take logan)
So your potentially looking at up to 60 terminators in an army, along with logan.
7910
Post by: Lurker
Wolves don't count as scoring IIRC from the rumours I have read.
7722
Post by: em_en_oh_pee
Lurker wrote:Wolves don't count as scoring IIRC from the rumours I have read.
Correct.
494
Post by: H.B.M.C.
I want this Codex to have a real curve-ball rule that throws off everyone's assumptions - like WGT's being worth 1 KP each, or how nothing in the army can score - something idiotic like that.
19965
Post by: Lord Harrab
H.B.M.C. wrote:I want this Codex to have a real curve-ball rule that throws off everyone's assumptions - like WGT's being worth 1 KP each, or how nothing in the army can score - something idiotic like that.
The only way to win is to KILL EVERYTHING!
Strangely fitting, I think.
11
Post by: ph34r
So is it just me or are the psychic powers some serious scarytown? 3d6 str 7 shots? Kill anything in a line that fails an initiative test? These are all powers that the 100 point rune priest gets..?
Primaris Psyker: 2d6 str6 ap5, 24".
Rune Priest: 3d6 str7 ap(5 I think? I forgot) infinite range
Primaris Psyker: 70 points, guardsmen stats
Rune Priest: 100 points, space marine stats
The rune priest blows the primaris out of the water...
19965
Post by: Lord Harrab
ph34r wrote:So is it just me or are the psychic powers some serious scarytown? 3d6 str 7 shots? Kill anything in a line that fails an initiative test? These are all powers that the 100 point rune priest gets..?
Primaris Psyker: 2d6 str6 ap5, 24".
Rune Priest: 3d6 str7 ap(5 I think? I forgot) infinite range
Primaris Psyker: 70 points, guardsmen stats
Rune Priest: 100 points, space marine stats
The rune priest blows the primaris out of the water...
Well, if memory serves Imperials could buy an inquisitor with a psychic hood, that'll give you a chance at least.
18427
Post by: radiohazard
I'm starting to like this army. Not for it being "OTT" but for the style of the army. The new SW have a cinematic quality to them and a uniqueness that most other armies do not.
It's making me want to collect a huge army of everything they can have because the fluff and models are very appealing.
Damn you GW.
15310
Post by: Winter
radiohazard wrote:I'm starting to like this army. Not for it being "OTT" but for the style of the army. The new SW have a cinematic quality to them and a uniqueness that most other armies do not.
It's making me want to collect a huge army of everything they can have because the fluff and models are very appealing.
Damn you GW.
I am in very much this boat.
Got to read the codex today and the fluff and rules in it just make me want to collect another 5000 point army along side of my chaos, and SW are making a bloody good go at it. The are very very very tempting. Meaning i am practically guaranteed to buy something.
18427
Post by: radiohazard
One of my friends has just come up with an idea. Problem is, I don't no if I should slap him, thank him for a good idea or just walk away nodding politely.
Here goes:
He-Man - Wolf Lord.
Mounted on Thunderwolf, Frost Blade, Storm Shield, Saga of the Bear.
Basically he's given me the idea to create all the main characters from Masters of the Universe as characters from the SW and have the base troops as Eternian Guard with the Orange and Green colour scheme.
I must admit, as a modelling project, it has me intrigued.
He-Man as a wolf lord on battlecat. Man at arms as a Iron Priest, all the other characters as WGBLs???
Lord help me. I hate it when people give me ideas like this.
18080
Post by: Anpu42
radiohazard wrote:One of my friends has just come up with an idea. Problem is, I don't no if I should slap him, thank him for a good idea or just walk away nodding politely.
Here goes:
He-Man - Wolf Lord.
Mounted on Thunderwolf, Frost Blade, Storm Shield, Saga of the Bear.
Basically he's given me the idea to create all the main characters from Masters of the Universe as characters from the SW and have the base troops as Eternian Guard with the Orange and Green colour scheme.
I must admit, as a modelling project, it has me intrigued.
He-Man as a wolf lord on battlecat. Man at arms as a Iron Priest, all the other characters as WGBLs???
Lord help me. I hate it when people give me ideas like this.
I freind of mine has been making a He man based C: SM army, His Skelator looks good [of course his IG are based on COBRA]
I love themed Armys, my IG is "Lord Anibis's Patrol Detachmant: the LAPD. The problem is giving all of those IG MAG Lights for CCW
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Post by: radiohazard
The idea of cobra IG is good.
I think I'm going to test the colour scheme of the eternian guard when I get the time.
I don't want to start another army, I have Tau and I was going to start Orks.
GW has sucked me in again. All I need is a sculptor to create a battlecat for my lord. Failing that I'll just have to have him on foot.
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Post by: number9dream
You don't need a battlecat, the Wolf from the SW range looks more like a Lynx than a wolf anyway.
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Post by: Bikeninja
radiohazard wrote:One of my friends has just come up with an idea. Problem is, I don't no if I should slap him, thank him for a good idea or just walk away nodding politely.
Here goes:
He-Man - Wolf Lord.
Mounted on Thunderwolf, Frost Blade, Storm Shield, Saga of the Bear.
Basically he's given me the idea to create all the main characters from Masters of the Universe as characters from the SW and have the base troops as Eternian Guard with the Orange and Green colour scheme.
I must admit, as a modelling project, it has me intrigued.
He-Man as a wolf lord on battlecat. Man at arms as a Iron Priest, all the other characters as WGBLs???
Lord help me. I hate it when people give me ideas like this.
WOW that is a cool idea. You are right that the modeling would be difficult. You could maybe use Catachan arms for your over muscled hero. I would love to see that on the table.
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Post by: Anpu42
radiohazard wrote:The idea of cobra IG is good.
I think I'm going to test the colour scheme of the eternian guard when I get the time.
I don't want to start another army, I have Tau and I was going to start Orks.
GW has sucked me in again. All I need is a sculptor to create a battlecat for my lord. Failing that I'll just have to have him on foot.
Check the $1 stores, some times the cheesey plastic animals are the right size and look, also that wolf puppy and rider GW made could look right with the corect paint job, my 1st thought when i saw it was CUTE, the second was, hay a smiladon
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Post by: radiohazard
Number9dream might actually be right. I don't think I'll need a sculptor at all.
Well that's another project for the list.
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Post by: warboss
Bikeninja wrote:radiohazard wrote:One of my friends has just come up with an idea. Problem is, I don't no if I should slap him, thank him for a good idea or just walk away nodding politely.
Here goes:
He-Man - Wolf Lord.
Mounted on Thunderwolf, Frost Blade, Storm Shield, Saga of the Bear.
Basically he's given me the idea to create all the main characters from Masters of the Universe as characters from the SW and have the base troops as Eternian Guard with the Orange and Green colour scheme.
I must admit, as a modelling project, it has me intrigued.
He-Man as a wolf lord on battlecat. Man at arms as a Iron Priest, all the other characters as WGBLs???
Lord help me. I hate it when people give me ideas like this.
WOW that is a cool idea. You are right that the modeling would be difficult. You could maybe use Catachan arms for your over muscled hero. I would love to see that on the table.
please, son... the MASTER of the universe needs plastic ogre arms on a true scale marine body to do him justice. as for skeletor, i guess that'd make him a chaos sorcerer (or to be fair, a daemon prince with the mark of tzeentch to let him at least have a chance against canis).
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Post by: Redbeard
bravelybravesirrobin wrote:
Oh yes don't get me wrong. This power is the carni killer. But some users are claiming it is the most broken power in the game. so lets examine the utility a little. The line is straight but thin and the majority of troops in the game have an init at least of 3. That is a 50% chance of killing them, worse vs marines and eldar and you won't hit that many models.
If you focus on MEQs, then this power isn't that bad. It's pretty devastating to tau, orks, nids, necrons and daemons, at the very least.
Orks, Tau and Necrons because they've got a low initiative to begin with, and it shouldn't be too hard to get lines hitting multiple models in a squad. A Veiled Lord + Immortals easily gets you two immortals and the lord, maybe more. Tau crisis suits and broadsides are in the same boat - I2, so they're dead 2/3rds of the time, and with 40mm bases and a coherency requirement, it's not going to be hard to zap a bunch of them either. And orks, with their whopping I2 will drop like flies. Firing into a mob could net 8 easily, and the effectiveness is only increased against larger ork toyz. If it works against walkers, all the kans and dreads go out the window.
Nids and Daemons stand to lose their big guys ridiculously easily, and both have units of larger-base models that mean scoring multiple hits very easily.
Against the majority of IC's you're looking at an init of 4 or 5 so the power has a less than 50% chance of working and requires a psychic test and a positional element. Sure you could kill Vulcan in one shot but it really isn't that much more effective than zogwort at doing this and he isn't a game breaker.
I wouldn't say this power is designed to be used on ICs. But, you bring up a good point - comparing it to the other similar powers in the game;
Zogwort's power: Psychic test, Hits a single target, 18" range, restricted to ICs, fixed 42% chance of working (math left as exercise to reader)
Gift of Chaos: Psychic test, Hits a single target, 6" range, Toughness test required
Boon of Mutation: to-hit roll, hits a single target, 6" range, toughness test required
Space Wolf Power: Psychic test, hits multiple targets, 24" range, initiative test required
So, the space wolf power wins in terms of range. It is the only power of this nature that can hit multiple targets. And, it requires an initiative test, rather than a toughness test to avoid. This is notable because there are no T1 models in the game, and the few T2 models (ratlings and grots) are fairly inexpensive. Comparatively, there are extremely expensive I1 models in the game.
Don't get me wrong guys this is a really powerful power and it is going to suck for nidzilla players (boo hoo) but I hardly think we're looking at the new lash here.
I think we are. In terms of what this power does to non- meq lists, it's just sick. Wipe out an entire unit of crisis suits without batting an eyelid. Drop three nids in one pop. It's not lash, in that there won't be a list designed around it. Lash is a power that is a force multiplier, it makes other things (defilers/vindicators/obliterators/berserkers) better. This power doesn't need any synergy with the rest of the army. It is just an easy add-on to any list that gives you a huge advantage over anyone running an army that isn't I4-based, and that still gives you a 1/6 chance of popping any enemy model.
You're not going to see twin-Maw lists, but you'll see it in every space wolf list and it will put them well over the top in terms of competitiveness, while rendering several other archetypes obsolete.
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Post by: JD21290
How is this the new lash? Lash feths over your movement, this feths over units at a time.
This beats lash hands down.
I think taking a libby was a good idea now lol, i think taking mephiston as a 2nd libby may be a better idea.
From the rumors so far this all seems somewhat over powered, but rumors dont make rules, so ill save my comment for when the dex arrives
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Post by: Wehrkind
I am really torn. I like the idea of more terminators all over the place, but the possibilities for were-wolf marines that count as scary wolf riders with swarms of thrall wolves is dead sexy too.
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Post by: Anpu42
Wehrkind wrote:I am really torn. I like the idea of more terminators all over the place, but the possibilities for were-wolf marines that count as scary wolf riders with swarms of thrall wolves is dead sexy too.
Do what I going to Do
1st Company: Logan and Bjorn with a Loganwing
2nd Company: Ragnar and Ulrik with GH & BC
3rd Company: Canis and Cav
Build each company to 2,000-3,000 pts, then mix and mach
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Post by: Blackbone
It's not the new lash, it's the new MAW. This power will replace everything we've ever seen as the new broken game-winner hands-down.
If it works exactly as we've seen in these sneak-peeks, no SW army will be without it and you will hear the frustrated groans of Nid, Daemon, and Ork players all throughout the gaming halls. If you don't have a solid anti-psyker power ready, you are well and truly screwed once a turn while he's on the table. Especially if he is on a bike or transported, as Redbeard noted.
A bit dramatic, but so true. Thanks again, GW! The models look great and most of the rules seem fair, but some of those special characters are nuts.
- Blackbone
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Post by: JD21290
Who was it who quoted that this is turning into herohammer 40k?
i think this is about the right time to say he was right
I guess the way its going there is only a few things you really can do.
Grabbing a libby or 2 sounds nice.
also, i was just wondering why they decided on 4 characters here.
They done it for the daemons dex due to space issues for the amount of characters, think this is the same reason? or maybe just thier new style?
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Post by: Gwar!
It's because everyone who is a real Space Wolf Player (i.e. the ones who kept using the "crap" codex) have 4 or 5 HQ Choices as we needed 3 or 4 in a decent sized game.
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Post by: Demogerg
This is what Im going to do.
Get the new Power armor Sprues, and buy 2 boxes of new Wolf Guard Terminators
get all of the new special character minis
Add them to my existing 10k points worth of Space Wolves
host an Apocalypse match, me VS 3 of my freinds and their armies
Win.
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Post by: JD21290
so whats the plan the Gwar?
4 frothing mad special characters with insane rules - 1,000 points.
units of frothing mad marines with some decent rules - 1,000 points.
CHARGE!!!
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Post by: Wehrkind
Anpu42 wrote:Wehrkind wrote:I am really torn. I like the idea of more terminators all over the place, but the possibilities for were-wolf marines that count as scary wolf riders with swarms of thrall wolves is dead sexy too.
Do what I going to Do
1st Company: Logan and Bjorn with a Loganwing
2nd Company: Ragnar and Ulrik with GH & BC
3rd Company: Canis and Cav
Build each company to 2,000-3,000 pts, then mix and mach
Hehe that's exactly the problem! I want to do just that, but the last thing I need is another 3/4 built counts as army. My LatD are starting to give me nightmares again as it is.
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Post by: Gwar!
JD21290 wrote:so whats the plan the Gwar? 4 frothing mad special characters with insane rules - 1,000 points. units of frothing mad marines with some decent rules - 1,000 points. CHARGE!!!
Actually, my goal is to first get my hands on an old Njarl to go with my Old Bjorn and Old Ragnar and Drop Pod in as many Grey Hunters as I can
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Post by: MilkmanAl
I'm really hoping there's some sort of hitch to that Maw power. Talk about broken. Dear Jesus. Chain Lightning isn't exactly the most balanced thing I've seen, either. Give SW Librarians 5-6 (on average) autocannons that are assault instead of heavy? Why not? it's like having 2 dakka Predators in one model that can't be directly shot at for half the cost. That seems fair, right?
12030
Post by: Demogerg
MilkmanAl wrote:I'm really hoping there's some sort of hitch to that Maw power. Talk about broken. Dear Jesus. Chain Lightning isn't exactly the most balanced thing I've seen, either. Give SW Librarians 5-6 (on average) autocannons that are assault instead of heavy? Why not? it's like having 2 dakka Predators in one model that can't be directly shot at for half the cost. That seems fair, right?
Native Fenrisians are Illiterate, Thus Space Wolves do not have Librarians, they have Rune Priests.
All Librarians are Psykers, not all Psykers are Librarians.
Semantics, it makes me a happy troll.
8021
Post by: JD21290
Actually, my goal is to first get my hands on an old Njarl to go with my Old Bjorn and Old Ragnar and Drop Pod in as many Grey Hunters as I can
old Njarl - fine
old bjorn - theres a new one?
old ragnar - only choice mate, no new one to be released  (still a great model though)
So, how big are max sized squads?
And whats the transport capacity of a pod?
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