I believe
SW are some of the best marines out there right now. They have the ability and potential to take on and win against any build. Here are some of my thoughts of Space Wolves in 5th:
Fenrisian Wolves
Ok, prior to 5th edition the
SW FAQ said to ignore the second paragraph in the Fenrisian Wolves entry.
The 5th edition
FAQ says to just use the rule as written.
Now what the lovely second paragraph says, at the end of it, is that the wolves "...may be removed as casualties in place of the character or in place of models in the unit which they have joined."
For obvious reasons, we were told to ignore this part in the last
FAQ. By the codex now I can roll armor saves as normal for my marines, and just remove the wolf instead as a casualty. Daemonhunters can do this too. Acolytes for the Inquisitors.
Power Fist Attacks, Counter Attack, and more
If you play power armor you are at least slightly saddened by not getting that extra P.fist attacks. I suppose Orks are too, but who cares about them. They don't need any more advantages.
So
CA in 5th gives you the +1 A for counter-charging if you've been charged. So the first round of combat you always getting 2 attacks per guy. The wonderful thing about
SW is that you can take at 3 (sometimes more) fists in each squads by adding in Wolf Guard.
Wolf Guard: Give em a Wolf-Pelt for a measly 3 points. This gives them an additional +1 attack when they use their counter charge skill. Put one in every unit because they are throwing 4x P.Fist attacks for being charged.
Having all this counter-charge is great when coming out of pods.
Blood Claws: Get +2 attacks when they
CA. If you had a squad of 10 (2 w/ fists) including a Wolf Guard (who also gets +2 with the pelt), your throwing 10 power fist attacks, and 28 regular attacks even if someone charges you!
Vehicles and Wargear
Unlike their sad cousins Blood Angels and Dark Angels,
SW get most of the cool stuff in the new
SM dex. The
SW FAQ and dex specifically says see the
SM Codex for rules on these vehicles.
The
FAQ specifically says:
"Space Wolves vehicles: Use the point costs and
rules from Codex: Space Marines for
Dreadnoughts, Land Speeders, Attack Bikes,
Whirlwinds, Predators, Land Raiders and
Vindicators. All of the different variants and
options available to these units in a Space Marine
army are also available to the Space Wolves. The
exception to this is the Venerable Dreadnoughts,
which must be chosen from the Space Wolves
army list (as detailed on page 7), and not the
Space Marines army list."
And:
"Drop Pods: Use the rules for Drop Pods in
Codex: Space Marines. Follow the Codex: Space
Wolves list of models that can utilize Drop Pods."
Besides having the wonderful new Ironclad Dreadnoughts and Land Raider Redeemers this including Drop Pods as they work in the new dex! This is awesome.
SW were always one of the best drop-podding lists out there. Now half of their stuff comes in turn 1.
Another cool thing you can do is put scouts (who are way more assaulty than
SM scouts what with power weapons and stuff) into the new scout transport speeder for a nifty, fairly inexpensive, super-fast assault unit.
Wargear: You get access to the new rules in the new
SM dex for certain wargear. Most notably Storm Shields. Why would you not give a 3+
INV to your characters for 10pts?
Venerable Dreadnoughts: One of the only vehicles that you have to use the
SW dex for. But who cares? Even though you only get one, they are cheaper than the new Ven Dreads, and you still get that +1 to go first! Yes, in 5th you roll to see who goes first and who picks their zone all in one roll. However, the Ven Dreads "Old and Wise" rule states that if the mission being played has a dice roll to see who goes first, then you may re-roll it. Is the 5th edition roll a dice roll? Yes. Does it determine who goes first? Yes. So by
RAW, I would say you get the re-roll. Though I could be mistaken, as these are all just initial thoughts.
Another unique vehicle the wolves get is the Lemun Russ Exterminator. Another FAV 14 in a marine army is certainly welcome by the marine player. Not to mention this tank is great at shredding infantry.
Misc.
To sum up, these are just some of the cool things you can do with the wolves in 5th. They still have lots of sweet stuff (chooser of the slain stopping units from outflanking by blocking their infiltrate skill) and cool combos (healing potions and balms letting you re-roll your 3+
INV storm shield) that can be pulled out. A few are mentioned here. Not to mention some of this great stuff like
HQ's and some of the weapons (P.fists at 15pts) are still quite cheap.
Hope that helps a bit.