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Made in us
Grim Rune Priest in the Eye of the Storm





Riverside CA

Now it down to the following units, at least for me.
>Lone Wolves
>Iron Priest
>Tunderwolves

Space Wolf Player Since 1989
My First Impression Threads:
https://www.dakkadakka.com/dakkaforum/posts/list/727226.page;jsessionid=3BCA26863DCC17CF82F647B2839DA6E5

I am a Furry that plays with little Toy Soldiers; if you are taking me too seriously I am not the only one with Issues.

IEGA Web Site”: http://www.meetup.com/IEGA-InlandEmpireGamersAssociation/ 
   
Made in us
Regular Dakkanaut





So is Mark of the Wulfen still in?
   
Made in nz
Stealthy Space Wolves Scout




In ur base, killin ur d00dz

pretre wrote:Wait, only 4 heavies in long fang. Ouch.


But under Long Fangs it says base unit is 1 Long Fang + 1 Long Fang Ancient
Then underneath it has options for +4 Long Fangs at 15PPM

Correct me if I'm wrong but that wording sounds like it's still potentially five heavies in a unit.
   
Made in us
Grim Rune Priest in the Eye of the Storm





Riverside CA

My Grey Hunter Pack as modeled right now.

10 Grey Hunters
>6x Grey Hunters with Bolt Gun, Bolt Pistol, CCW
>2x Plasma Gun [Assuming the price is the same as Space Marines], Bolt Pistol, CCW.
>1x Plasma Pistol, Bolt Gun, CCW
>1 Power Fist, Bolt Gun, CCW
That will come out to about 228 points, 263 with the Drop Pod

I left out the Wolf Standard
I may add a Wolf Guard Pack Leader, but I am not sure right now. If I do, it will most likely be with a Power Weapon or Wolf Claw an possibly a Plasma Pistol or Combi-Plasma

Space Wolf Player Since 1989
My First Impression Threads:
https://www.dakkadakka.com/dakkaforum/posts/list/727226.page;jsessionid=3BCA26863DCC17CF82F647B2839DA6E5

I am a Furry that plays with little Toy Soldiers; if you are taking me too seriously I am not the only one with Issues.

IEGA Web Site”: http://www.meetup.com/IEGA-InlandEmpireGamersAssociation/ 
   
Made in us
Spawn of Chaos




Syracuse, NY

Here's the power I was most interested in:

6. Jaws of the World Wolf (Warp charge 2)
Jaws of the World Wolf is a Focused Witchfire power which targets a single non-vehicle unit within 18" or less.
A model hit by Jaws of the World Wolf must make an Initiative check. Monstrous Creatures pass this check automatically.
If the model passes this check, nothing happens, but if it fails, it is removed from the game.


As a non-wolf, I'm pleased to see a bit of nerf in there for JotWW. Sorry, wolfies. (Not too sorry, though ).
In compensation, I got curious and wrote up the rest, not quite as wordy/literal:

Primaris Power: Living Lightning (WC 1)
Witchfire
18", S7, AP-, Assault 3, Shock
Shock: For each 6 obtained To Hit, target suffers 2 additional hits, unless the roll was for Snap Shots.

1. Stormcaller (WC 1)
Blessing. Psyker and his unit gain Obscured [presumably Shrouded?]

2. Tempest's Wrath (WC 1)
Malediction, targets an enemy unit within 18".
All models in the unit -1 BS, and treat all terrain as Dangerous, even open terrain.
Also, unless Immobilized, all models in the target unit with the type Jump, Jet, Jetbike, FMC, Flyer, or Skimmer, must take an immediate Dangerous Terrain check.

3. Thunderclap (WC 1)
Nova, 12", S3, AP-, Assault 2D6

4. Murderous Hurricane (WC 2)
Witchfire, 18", S4, AP-, Assault 1, Large Blast, Acerado [Rending, maybe Shred?]

5. Fury of the Wolf Spirits (WC 2)
Witchfire
Uses both profiles below, one at a time and in any order.
Both attacks target the same unit.

Fury of Freki, 18" S6 AP- Assault 4
Fury of Geri, 18" S5 AP2 Assault 2, Precision Shots


- H8
   
Made in us
Badass "Sister Sin"






Camas, WA

 Thorgrim Bloodcrow wrote:
pretre wrote:Wait, only 4 heavies in long fang. Ouch.


But under Long Fangs it says base unit is 1 Long Fang + 1 Long Fang Ancient
Then underneath it has options for +4 Long Fangs at 15PPM

Correct me if I'm wrong but that wording sounds like it's still potentially five heavies in a unit.

Ooh good call! So same price/size without weapons and now we can get a cheaper TDa dude


Automatically Appended Next Post:
Ugh on those powers.

This message was edited 1 time. Last update was at 2014/08/06 03:37:17


Looking for great deals on miniatures or have a large pile you are looking to sell off? Checkout Mindtaker Miniatures.
Live in the Pacific NW? Check out http://ordofanaticus.com
 
   
Made in us
Nurgle Chosen Marine on a Palanquin






Hatemonger wrote:



2. Tempest's Wrath (WC 1)
Malediction, targets an enemy unit within 18".
All models in the unit -1 BS, and treat all terrain as Dangerous, even open terrain.
Also, unless Immobilized, all models in the target unit with the type Jump, Jet, Jetbike, FMC, Flyer, or Skimmer, must take an immediate Dangerous Terrain check.



I am a bit fuzzy, but how do FMC and flyers take dangerous terrain tests? What happens if a flier fails?

   
Made in us
Grovelin' Grot





The FMC would take a wound and then have to take a grounding test at the end of the phase.
   
Made in ca
Trustworthy Shas'vre




Those are some interesting developments.

Given the number of units getting Flyers as dedicated transports, I have to think that Blood Angels players might be seeing a preview of things to come.

Or not, GW might just screw 'em.

As a Wolves player and Non-Wolves Player I have to say the nerf to Jaws did not surprise me in the least. My riptides are glad not to have to face instant removal from play, on the other hand, I'm going to like opening up the ground beneath my friend's Necron Lords and Overlords - Mind Shackle Scarabs go down the hole . . .

I remember an earlier report that Rune Priests might default to Mastry Level 2, combine that with Rune Weapons apparently having Adamantium Will and that is a reasonably strong counter Psyke capability. It also probably relates to why half the SW special Psychic powers are WC 2.

Any word about the Rune Guard, if they exist and what are they?

Tau and Space Wolves since 5th Edition. 
   
Made in us
Blood Angel Terminator with Lightning Claws






Jefffar wrote:
Those are some interesting developments.

Given the number of units getting Flyers as dedicated transports, I have to think that Blood Angels players might be seeing a preview of things to come.

Or not, GW might just screw 'em.

As a Wolves player and Non-Wolves Player I have to say the nerf to Jaws did not surprise me in the least. My riptides are glad not to have to face instant removal from play, on the other hand, I'm going to like opening up the ground beneath my friend's Necron Lords and Overlords - Mind Shackle Scarabs go down the hole . . .

I remember an earlier report that Rune Priests might default to Mastry Level 2, combine that with Rune Weapons apparently having Adamantium Will and that is a reasonably strong counter Psyke capability. It also probably relates to why half the SW special Psychic powers are WC 2.

Any word about the Rune Guard, if they exist and what are they?


If they did we would have heard about them by now.

GW: "We do no demographic research, we have no focus groups, we do not ask the market what it wants" 
   
Made in nz
Stealthy Space Wolves Scout




In ur base, killin ur d00dz

I think this might be the end for me wanting to use Rune Priests, might bring one in for counters but I just don't like the sound of them.

Large blast on Murderous Hurricane? Does that mean it might scatter? I never even really cared about the damage it did, I just liked making everything difficult and dangerous for one of my opponent's units and watching in terror as he tried to move it.
   
Made in us
Longtime Dakkanaut




St. George, UT

 Thorgrim Bloodcrow wrote:
I think this might be the end for me wanting to use Rune Priests, might bring one in for counters but I just don't like the sound of them.

Large blast on Murderous Hurricane? Does that mean it might scatter? I never even really cared about the damage it did, I just liked making everything difficult and dangerous for one of my opponent's units and watching in terror as he tried to move it.


I'm with you. The only powers I ever took on my Rune Priests was Living Lightning, Murderous Hurricane, and Tempests Wraith. All others were situational at best. I found the three I mentioned to be pretty universally usable.

It does make me wonder what Njal is going to look like. I'm really curious what is going to happen to my favorite psycher in the game.

See pics of my Orks, Tau, Emperor's Children, Necrons, Space Wolves, and Dark Eldar here:


 
   
Made in gb
Fresh-Faced New User




Wolf scouts info in original post is wrong, bolter can be changed for CCW for free and the item which they have as the CCW for 2pts per model is some sort of camouflage, I think.

This message was edited 1 time. Last update was at 2014/08/06 08:07:15


 
   
Made in gb
Fresh-Faced New User




UK

Anyone Know if Logan will be sold separate or will he only be available with the sled
   
Made in se
Sure Space Wolves Land Raider Pilot




Sweden

 macas wrote:
Anyone Know if Logan will be sold separate or will he only be available with the sled


Only heard that no he isnt. But take comfort in the divided attitude to the chariot. I for one already have a grimnar model which is satisfying but I love the chariot so I will buy the kit and put the Grimnar model on ebay or similar. And I think im not the only one

Especially if its possible to get the chariot for generic wolf lords just buy the kit and ebay away the chariot yourself, dont listen to dakka, the chariot is actually not as hated in real life
   
Made in gb
Is 'Eavy Metal Calling?





UK

Everything seems pretty reasonable, I have to say. GH are fine with the changes, Blood Claws look great, Scouts took a hit but not a huge one, and Fangs are still fine.

 
   
Made in gb
Veteran Wolf Guard Squad Leader






Reading, England

I'm a bit miffed at the psychic powers, looks like my rune priests will now be used to boost the potential of long fangs packs with divination powers. Oh well

Also what do these changes mean for Bran Redmaw? I don;'t think he has be FAQ'd recently and he is my wolf lord. He has numerous bits of wargear and rules that do not look like they still exist.

30K Blog: hobbyfromtheaett.blogspot.com

Bran Redmaws Great Company - 5500pts
30K Space Wolves - 1500pts
Deathguard -2300 pts  
   
Made in se
Sure Space Wolves Land Raider Pilot




Sweden

 Paradigm wrote:
Everything seems pretty reasonable, I have to say. GH are fine with the changes, Blood Claws look great, Scouts took a hit but not a huge one, and Fangs are still fine.


scouts are actually fine, we now have BS4 camocloaked snipers for 17ppm thats sweet!
   
Made in au
Purposeful Hammerhead Pilot





Australia, Victoria


2. Tempest's Wrath (WC 1)
Malediction, targets an enemy unit within 18".
All models in the unit -1 BS, and treat all terrain as Dangerous, even open terrain.
Also, unless Immobilized, all models in the target unit with the type Jump, Jet, Jetbike, FMC, Flyer, or Skimmer, must take an immediate Dangerous Terrain check.


Oh man... that's going to cause havok with my tau. I often play farsight enclaves with lots of crisis suits ;3

My Youtube channel.
"What is a Belmont? A miserable pile of whips and sub-weapons." 
   
Made in gb
Is 'Eavy Metal Calling?





UK

SlyasR wrote:
 Paradigm wrote:
Everything seems pretty reasonable, I have to say. GH are fine with the changes, Blood Claws look great, Scouts took a hit but not a huge one, and Fangs are still fine.


scouts are actually fine, we now have BS4 camocloaked snipers for 17ppm thats sweet!


I suppose so if you use them as snipers. I always used mine for backfield mela/plasma insertion, which is now harder to do with the loss of BEL. That said, the cost drop sort of makes up for it.

This message was edited 1 time. Last update was at 2014/08/06 09:04:59


 
   
Made in se
Sure Space Wolves Land Raider Pilot




Sweden

 Paradigm wrote:
SlyasR wrote:
 Paradigm wrote:
Everything seems pretty reasonable, I have to say. GH are fine with the changes, Blood Claws look great, Scouts took a hit but not a huge one, and Fangs are still fine.


scouts are actually fine, we now have BS4 camocloaked snipers for 17ppm thats sweet!


I suppose so if you use them as snipers. I always used mine for backfield mela/plasma insertion, which is now harder to do with the loss of BEL. That said, the cost drop sort of makes up for it.


Im sorry but that type of use was dead once you couldnt assault from reserve
   
Made in gb
Veteran Wolf Guard Squad Leader






Reading, England

SlyasR wrote:
 Paradigm wrote:
SlyasR wrote:
 Paradigm wrote:
Everything seems pretty reasonable, I have to say. GH are fine with the changes, Blood Claws look great, Scouts took a hit but not a huge one, and Fangs are still fine.


scouts are actually fine, we now have BS4 camocloaked snipers for 17ppm thats sweet!


I suppose so if you use them as snipers. I always used mine for backfield mela/plasma insertion, which is now harder to do with the loss of BEL. That said, the cost drop sort of makes up for it.


Im sorry but that type of use was dead once you couldnt assault from reserve


Not really, I've played them numerous times like this, blew up a basilisk and then kept Kharn locked in combat for two turns once before they died (which meant that Kharn never made it into combat with anything else). Granted sometimes it didn't work, but numerous times I took out large tanks etc as their rear armour was exposed to my scouts.

30K Blog: hobbyfromtheaett.blogspot.com

Bran Redmaws Great Company - 5500pts
30K Space Wolves - 1500pts
Deathguard -2300 pts  
   
Made in us
Dakka Veteran





I haven't bothered with SW scouts since 6th rules were printed for just that reason. That took them from a Bad Ass assault unit that really messed with the opponents backfield, to a disposable one shot anti tank weapon. Now they will be snipers.... how well does that fit the SW theme.....

Correct me if I'm wrong but that wording sounds like it's still potentially five heavies in a unit.


You can have up to 5 Long Fangs plus the Ancient, but only 4 of them can take heavy weapons. You can however upgrade the 5th to a WGSL with Terminator Armor, unknown at this point if he can take a heavy weapon.

This message was edited 1 time. Last update was at 2014/08/06 09:36:06


 
   
Made in gb
Is 'Eavy Metal Calling?





UK

 Young_Logan wrote:
SlyasR wrote:
 Paradigm wrote:
SlyasR wrote:
 Paradigm wrote:
Everything seems pretty reasonable, I have to say. GH are fine with the changes, Blood Claws look great, Scouts took a hit but not a huge one, and Fangs are still fine.


scouts are actually fine, we now have BS4 camocloaked snipers for 17ppm thats sweet!


I suppose so if you use them as snipers. I always used mine for backfield mela/plasma insertion, which is now harder to do with the loss of BEL. That said, the cost drop sort of makes up for it.


Im sorry but that type of use was dead once you couldnt assault from reserve


Not really, I've played them numerous times like this, blew up a basilisk and then kept Kharn locked in combat for two turns once before they died (which meant that Kharn never made it into combat with anything else). Granted sometimes it didn't work, but numerous times I took out large tanks etc as their rear armour was exposed to my scouts.


Yeah, pretty much this. Coming on and shooting back armour, if they're killed that's fire not going to the rest of the army, if not then they can charge something with grenades.

There's no such thing as a dead tactic.

 
   
Made in us
Grim Rune Priest in the Eye of the Storm





Riverside CA

I think the big change to Wolf Scouts is now there is a reason to take a Special Character with them.
That and SHOTGUNS!

Space Wolf Player Since 1989
My First Impression Threads:
https://www.dakkadakka.com/dakkaforum/posts/list/727226.page;jsessionid=3BCA26863DCC17CF82F647B2839DA6E5

I am a Furry that plays with little Toy Soldiers; if you are taking me too seriously I am not the only one with Issues.

IEGA Web Site”: http://www.meetup.com/IEGA-InlandEmpireGamersAssociation/ 
   
Made in us
Dakka Veteran





What special character? And what would it do for them?
   
Made in se
Sure Space Wolves Land Raider Pilot




Sweden

 Paradigm wrote:
 Young_Logan wrote:
SlyasR wrote:
 Paradigm wrote:
SlyasR wrote:
 Paradigm wrote:
Everything seems pretty reasonable, I have to say. GH are fine with the changes, Blood Claws look great, Scouts took a hit but not a huge one, and Fangs are still fine.


scouts are actually fine, we now have BS4 camocloaked snipers for 17ppm thats sweet!


I suppose so if you use them as snipers. I always used mine for backfield mela/plasma insertion, which is now harder to do with the loss of BEL. That said, the cost drop sort of makes up for it.


Im sorry but that type of use was dead once you couldnt assault from reserve


Not really, I've played them numerous times like this, blew up a basilisk and then kept Kharn locked in combat for two turns once before they died (which meant that Kharn never made it into combat with anything else). Granted sometimes it didn't work, but numerous times I took out large tanks etc as their rear armour was exposed to my scouts.


Yeah, pretty much this. Coming on and shooting back armour, if they're killed that's fire not going to the rest of the army, if not then they can charge something with grenades.

There's no such thing as a dead tactic.


I rather take 5 hunters in drop pod, first turn pop the biggest tank. Instead of waiting for scouts to arrive and they might not even reach the goal
   
Made in us
Grim Rune Priest in the Eye of the Storm





Riverside CA

Justyn wrote:
What special character? And what would it do for them?

HQ's & Wolf Guard Battle Leaders.
They did not have "Behind Enemy Lines" You could still Outflank even if you had Saga of the Hunter, but not behind your enemy. So I always ended up running them without support, now that does not matter.

Space Wolf Player Since 1989
My First Impression Threads:
https://www.dakkadakka.com/dakkaforum/posts/list/727226.page;jsessionid=3BCA26863DCC17CF82F647B2839DA6E5

I am a Furry that plays with little Toy Soldiers; if you are taking me too seriously I am not the only one with Issues.

IEGA Web Site”: http://www.meetup.com/IEGA-InlandEmpireGamersAssociation/ 
   
Made in pl
Longtime Dakkanaut






Hatemonger wrote:
6. Jaws of the World Wolf (Warp charge 2)
Jaws of the World Wolf is a Focused Witchfire power which targets a single non-vehicle unit within 18" or less.
A model hit by Jaws of the World Wolf must make an Initiative check. Monstrous Creatures pass this check automatically.
If the model passes this check, nothing happens, but if it fails, it is removed from the game.


Gotta say, the design on this one is so bad it's nearly comical.
   
Made in nz
Stealthy Space Wolves Scout




In ur base, killin ur d00dz

Anyone know how many points it'd take to turn the fifth useless Long Fang into a TDA WG with CML? Worth the cost to have a six missile strong unit with a 2+ on the front?
   
 
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