gatebuster202 wrote:If I had to guess to the Wolf Success, they have tons of Re-roll Charge, access, plenty of models that can takes storm shileds without the whole unit requiring them, and a easy source of melee rerolls. (Wolf Priests)
In general, if you get across the table, and get into melee, you'll make a impact on the poor sods in front of you. Wolf Armys, just so happen to have units that already prefered a mix of Storm Shields and Other Things, Plenty of Deep Strike options (Pods anyone) and the best armored assualt list from the Iron Wolf (That everyone dreamed of working and no-one ever got to work)
Their psychic phase is all about keeping their troops alive as well, with one of the few
BS penaties you can inflict in the game. (Which given a number of armies saw a shooting buff, this makes a huge impact.)
In general. I see this meta being three Core things.
Mobility. Anything with a double move. (Sisters, and
CSMs come to mind first off)
Mortal Wounds. (While a good chunk of these are tied to the psychic phase, the first tau player that effectively figures out the magic formula to put consistent mortal wound on Knights will be the guy to murder.)
Strength 7... Strength 7 seems to be the magic number to deal d3 or D2+, wounds on a 4 and tends to be minus 1 to
Ap. If your hitting in Melee on
Str 7 on a Charge, you wound both current primarchs at 50%, (Is girlyman a T6 or T7 model?) all light to medium vehicles, and almost every non monster model.
Now these are just some observations from a total of 10 games, mostly against imperium forces, while playing my Chaos, or a friends Foot Crons. (The guy needs Monoliths, actually, ALL Necron players, this edition is like 5th edition, you NEEEEEEED a Monolith)
I think you've pretty much nailed it - just to extend.
Space Wolves success recipie.
You don't have to charge the unit you shot at - that alone is HUGE for all-rounder armies like Space Marines and possibly bigger still for melee-centric armies like Space Wolves.
Almost all Space Wolves characters help the Space Wolves to deal damage.
Space Marine dedicated transports survive to deposite their cargo and even if they don't the embarked unit can still charge.
Bloodclaws - Their
Headstrong weakness is damn near irrelevant.
Grey Hunters cost 14ppm but are armed with Bolters, Bolt Pistols and Chainswords.
Space Wolves' Troops no longer being "tax" units is huge.
Snowflake Dreadnoughts with Storm Shields - that can be repaired.
Wulfen - 37
ppm, 25 points for Storm Shield+Hammer combo, 17 points for Great Frost Axe, 15 points for Frost Claws pair.
M7' + adv - S5 - W2, A3. Capable of hitting at S10, aura buff for re-rolls to charge or extra attacks for allied Space Wolves.
Wolf Guard Bikers - 34pts + 5points for each Storm Shield.
M14' - S4 - T5 - W2 - A2 almost
TWC from 7th. Due to wording a unit of
WG Bikers models can each have three Boltguns, a Storm Shield and a Chainsword for 39
ppm. Capable of taking an extra Bolter each and pumping three shots each a turn at 24' or six shots each at half range.
TWC - 45ppm suffering Character tax on Storm Shields 15ppm.
Lost the ability to get S10 and one attack for the rider but gained an extra wound and three extra attacks at S5 with one rend value for the mount.
Swiftclaws - 31ppm but can be purchased in units as small as three models.
Long Fangs - Have always been pricey but missed out on any benefit aside from access to Heavy Weapons.
Fire Discipline is amazing.
Spamming the same unit isn't how you win with Space Wolves in 8th. Having high mobility models available in just about every slot backed by very focussed synergy for bashing stuff is the Space Wolves' power.