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Made in us
Dakka Veteran






Today is the day! I expect some may have the PDF already and some of us will be picking it up at the store ready! I look forward to hearing everyone's tactical evaluation so we may destroy the enemies of the Allfather!
   
Made in au
Regular Dakkanaut




Your right my bad I was reading my quick notes on my note pad and got lazy just wrote all wolf guard the same. Question stands though just with combi weapons.
   
Made in us
Regular Dakkanaut





1st............but not


Chaplain(wolf priest dread)

Combo's

Ranged 1st turn gunline.
Twin las + beastslayer + armor of russ/stormbolter relic(storm bolter relic is quite good on this Warlord as he will be wounding all T5-7 on 4's and T8 and above on 5's).
Add a wolflord and WGBL for reroll 1's tohit or wound.
Add Logan for reroll all hits.

Fight phase Warlord.
CC arm any combo of weapons but(inferno arm +HFlamer is nasty) Hunter's + Wulfen stone.
Same character combo's as above.

In the fight phase the +1 str buff can be quite good buffing all chainswords and + str high ap weapons(power or frost weapons as example).

Wolfpriests, Ironpriests and Runepriests can also provide support but all depends on points and build.

This message was edited 4 times. Last update was at 2018/08/25 12:00:49


 
   
Made in au
Regular Dakkanaut




Edit: wrong thread but all the same - Read the wolf guard pack leader entry depending on the type of squad carefully. For example Terminators in long fangs can take terminator heavy weapons but can't in grey hunters.

This message was edited 1 time. Last update was at 2018/08/25 11:54:15


 
   
Made in us
Thrall Wizard of Tzeentch




I have an over abundance of Fenrisian wolves (70). Is there a viable way to actually field the wolves with the new book? I know they can fill a Brigade spot and are great screens but I loved a mass of wolves on the table protecting my TWolf Calvary. Please tell me there is a way to play them again!!!!
   
Made in rs
Regular Dakkanaut





Hey guys, check out my codex review here:

https://www.glasshammergaming.co.uk/2018/08/24/codex-review-space-wolves/
   
Made in au
Regular Dakkanaut




KnightScion wrote:
I have an over abundance of Fenrisian wolves (70). Is there a viable way to actually field the wolves with the new book? I know they can fill a Brigade spot and are great screens but I loved a mass of wolves on the table protecting my TWolf Calvary. Please tell me there is a way to play them again!!!!


You can play them and make combos that aren't bad but when you compare it to a Guard CP battery the guard just do the same and more for less points. When the battery hopefully gets strangled with chapter approved I expect they will become reasonable again.
   
Made in rs
Regular Dakkanaut





Unfortunately the fenrisian Wolves went up 2 points which is rediculous. I don't think they are bad as a screen but when guardsman can move move move on average 18 inches a turn and are half the cost with a better save, the fenrisian Wolves are hard to justify.
   
Made in us
Longtime Dakkanaut




Some initial Saturday morning bathtub thoughts:

HQs:

1. Rune priests. You're going to want at least 1 in your list almost no matter what. The power to give units cover saves, and the strategem to make units -1 to hit are very powerful and give SW some significant durability. They also rely somewhat heavily on the first turn. Vs knights with missiles, it's not a bad idea to have a rhino to put this guy inside as they are going to be the most obvious target. I can see taking more than 1 RP to use the lightning power and strat, and Njal seems like a good pick for one of them.

2. Ragnar seems good if you don't have any Wulfen to give your stuff charge rerolls. You'll need a rhino for him, so I can see putting him in a time with 8 blood claws and a rune priest. He is a wolf Lord, so he also gives you rerolls of 1s. His sword is pretty decent. The wolves seem okay to me but not required. He synergies well with another HQ carrying the Wulfen Stone.

3. Canis only seems good if you are using a lot of fun wolves because they need his leadership. He is a WGBL so he gives rerolls to wound. He rerolls his charges but no one else's.

4. Arjack is good if you have TWC (which are WOLF GUARD) or normal wolf guard units to give +1 attack. Note he doesn't buff the pack leaders in GH or BC etc squads. He lets you reroll wounds.

5. Bjorn seems solid if you need a source of rerolls of 1s to hit. The only thing I don't like about him is he might have some trouble keeping up with faster units, and he doesn't synergize with long fangs that well since they already reroll 1s to hit against their chosen targets.

6. I think I'd only ever take a wolf priest with Wulfen or TWC, since they have no shooting, usually hit on 3s with hammers, and the heal might be useful. I think the best option is the index bike. Ulric is cool, but the chances of him killing a character or monster seem small. And he needs a rhino to keep up unless you outflank him with some Wulfen.

7. Wolf Lords are solid. Jump pack seems like the obvious choice, but TWC seems okay as well, though it trades speed and mobility for durability. Blood angels still do it sightly better, due to the ignore overwatch relic and mobility strategems.

8. WGBL are decent. They now have 1 less than a Lord, and mathematically the two buffs (reroll ones to hit vs wound) are the same damage increase, but they cost a little less than Lords do. I think a lot of what goes into bringing Lords and WGBLs is what other buffs you're getting from the named HQs, as about half of them are Lords or WGBLs. It seems worth having a naked WGBL babysit 3 long fang squads if you bring that many. If you bring less than 3 the reroll wounds strategem seems good enough so I'd pass.

8. I don't see any reason to take Krom, Harold, or iron priests.

Other units:

1. Troops seem like a bit of a problem area for us. We don't have scouts so all of our options are pretty expensive. I've been considering 1 rhino with 6-8 blood claws in it to hide some HQs, and then two 5 man squads in another rhino. I can't really justify spending points on a 3rd rhino, or too many CP on outflanking troops, but those are options if you want to go more troop heavy. I'm not fond of razorbacks unless I have full re-rolls to hit (Santa sleigh time?) to counter act the movement penalty to hit, and bring able to pop smoke on rhinos is nice.
The troop unit loadouts I've been toying with are:
5 blood claws, power fist. Probably x2 in a rhino. Not as effective as having a WG with a hammer, but cheaper and you can fit two in a rhino. I only like the power fist because you get three attacks on the charge and hit on 3s.
5 grey hunters, plasmagun, plasma pistol. Like a bad tac squad, but almost twice as good in close combat. Same reasons as above for no WG.
5-9 Blood claws, power fist, WG with hammer. Possible Combi plasma on the WG. They'd need their own rhino/razorback, and only take 1 troop slot, but they are better than the 5 man squad above. Also a possible candidate for outflank, in which case the squad is probably better off at 6 men, or 15 if you also do something wild like outflank Ragnar or some Wulfen along with them for the charge reroll.
5 grey hunters, wolf guard, all the plasma. Im not sure a thunder hammer is worth it on a model that only gets 2 attacks, even if you are hitting on 3s, so I've been leaving it off.
5 intercessors. I don't like this option much as they don't really synergize with anything else SW want to do.
In my current list building I'm torn between whether to try to get a second battillion, as the CP are nice and I find myself wanting at least 4 HQs, but can't find too many ways to like the troop units enough to bring 6 of them.

2. The real damage units.

It seems to me that Wulfen and TWC are pretty solid units. I think the most obvious choice of the two are the Wulfen, as they are about as fast or faster, do more damage, you can outflank them, and they have their aura buffs. I do however think TWC become about as good when you have Arjac, Ragnar, and the Wulfen Stone all together (and Ragnar + Wulfen Stone is better for things like blood claws because you get both rerolls to charge and the extra attacks), and TWC benefit more from the cover save psychic ability since they come with a 3+ armor save. TWC and Wulfen are about as durable as each other, though they each like getting shot by some weapons more then the other.

Outside of that long fangs seem okay to me, so I can see bringing 1-2 squads to make use of all the strategems. If you bring 3 I'd spring for an ancient and WGBL.
The SW fliers also seem decent, especially the frostfang, which has pretty good synergy with the rune priest intercept strategem with so many shots.
I like that the Wulfen dreads can reroll their charges without any help, I like the wolf claw weapon, and the shield is nice, and it's actually a fairly cheap unit. I could see bringing 2 in a list with some TWC or some other scary shooting target. Their durability also goes way up with a rune priest around, which is probably why they lost the 3++.

I don't see too much use in the traditional/primaris space marine units, though I do think reivers could be decent if they drop in near +1 attack buffs and charge rerolls, and aggressors might be okay outflanking in a back feild.

The skyclaws and Swiftclaws just seem too expensive to me.

Wolf guard also seem pricey when you start loading them up with too many items, but I imagine some kind of Arjac bomb is possible.

All of the warlord traits are pretty meh IMO, so I don't see making SW the warlord if you have another faction allied in. Otherwise wolfkin, hunter, and beastslayer all seem okay depending on the matchup.

I'm sure I left out some units but that likely means I didn't find them very interesting.

Overall I think the rules and strategems are flavorful and pretty good, but it suffers from most of the issues other Marine books do, and lots of stuff costs more than it should. I think it is likely on a similar level to DW and DA competitively, but perhaps a bit less reliant on allies and better in a more casual mono faction setting.

I'm not sure how good of allies they are, though perhaps long fangs, Wulfen, rune priests, and stormfangs will make some showings.


Automatically Appended Next Post:
KnightScion wrote:
I have an over abundance of Fenrisian wolves (70). Is there a viable way to actually field the wolves with the new book? I know they can fill a Brigade spot and are great screens but I loved a mass of wolves on the table protecting my TWolf Calvary. Please tell me there is a way to play them again!!!!


You pretty much have to bring canis along with them or they will die to leadership. The only alternative would be a wolf Lord and be willing to blow 2 CP each turn for the auto pass bubble strategem.

This message was edited 1 time. Last update was at 2018/08/25 13:09:16


 
   
Made in us
Speedy Swiftclaw Biker





I think the wolf skull head on a black venerable dreadnought would make an awesome wolf priest dreadnought model. Even better than the official FW chaplain model (which is OOP now anyway).
   
Made in us
Stealthy Space Wolves Scout





Florida

KnightScion wrote:
I have an over abundance of Fenrisian wolves (70). Is there a viable way to actually field the wolves with the new book? I know they can fill a Brigade spot and are great screens but I loved a mass of wolves on the table protecting my TWolf Calvary. Please tell me there is a way to play them again!!!!


I plan on buying a bunch of fenrisian wolves. Harald Deathwolf boosts their leadership and Canis Wolfborn gives them more attacks.



My contribution so far is something I personally am excited about.
Canis Wolfborn with wulfen stone supporting Thunderwolf Calvary. Sample list below
Canis will give +1 to the wolf mount attacks
Warlord trait wolfkin +1 attack to Calvary and no morale test in 6"
(Deed) gives + 1 attack even when heroically interven or was charged by enemy
Canis gives reroll 1 to wound
Hunters unleashed +1 to hit on charge
Overwhelming savagery- +1 to wound, 1CP
Wolf claws reroll failed wounds
...so in conclusion +2 attacks, +1 to wound , +1 to hit, reroll wounds on claws, and no need for morale test!

1 double wolf claw regular Thunderwolf cav guy would have 5 attacks plus 4 for the mount! 9x S 5 attacks at -2/-1 is nothing to sneeze at.

Adding Arjac near by would give Canis and the Calvary another +1 attack each because they are wolf guard.

Canis Wolfborn

Thunderwolf Calvary x3- Sgt TH/SS , 2x double wolf claw
Thunderwolf Calvary x3- Sgt TH/SS , 2x double wolf claw
   
Made in us
Longtime Dakkanaut




TheunlikelyGamer wrote:
KnightScion wrote:
I have an over abundance of Fenrisian wolves (70). Is there a viable way to actually field the wolves with the new book? I know they can fill a Brigade spot and are great screens but I loved a mass of wolves on the table protecting my TWolf Calvary. Please tell me there is a way to play them again!!!!


I plan on buying a bunch of fenrisian wolves. Harald Deathwolf boosts their leadership and Canis Wolfborn gives them more attacks.



My contribution so far is something I personally am excited about.
Canis Wolfborn with wulfen stone supporting Thunderwolf Calvary. Sample list below
Canis will give +1 to the wolf mount attacks
Warlord trait wolfkin +1 attack to Calvary and no morale test in 6"
(Deed) gives + 1 attack even when heroically interven or was charged by enemy
Canis gives reroll 1 to wound
Hunters unleashed +1 to hit on charge
Overwhelming savagery- +1 to wound, 1CP
Wolf claws reroll failed wounds
...so in conclusion +2 attacks, +1 to wound , +1 to hit, reroll wounds on claws, and no need for morale test!

1 double wolf claw regular Thunderwolf cav guy would have 5 attacks plus 4 for the mount! 9x S 5 attacks at -2/-1 is nothing to sneeze at.

Adding Arjac near by would give Canis and the Calvary another +1 attack each because they are wolf guard.

Canis Wolfborn

Thunderwolf Calvary x3- Sgt TH/SS , 2x double wolf claw
Thunderwolf Calvary x3- Sgt TH/SS , 2x double wolf claw


Canis can't take a relic. But someone else could.
   
Made in de
Stealthy Space Wolves Scout




Germany, Frankfurt area

1. No relics for special characters
2. You must have hiding under a rock not to know that the warlord traits have already been change by an errata

 
   
Made in us
Fresh-Faced New User




Going with what I've got right woofin' now. So here's my list for my local meta.

HQs:

Wolf Lord on Thunderwolf - Hammer / Shield - Warlord: Saga of the Wolfkin

WGBL on Thunderwolf - Hammer / Shield - Relic: Wulfen Stone

Wolf Priest - Plasma Pistol / Powerthirst

Troops:

GH x5 base loadout + WGPL w/ Storm Bolter

GH x5 base loadout + WGPL w/ Storm Bolter

GH x5 base loadout + WGPL w/ Storm Bolter

Elites:

Wolf Guard Bikers x5 - SS/SB (Yes, they're still legal and I'm using them till they ain't and then selling them).

Wulfen x5 - Hammers and Shields (Leader with Claws)

Fast Attack:

Cyberwolf

TWC x3 - Hammers and Shields

Heavy Support:

Long Fangs x5 - Las

Flyer:

Stormwolf - Standard Loadout

Transport:

Razorback - Twin Ass Cannon - SB
Razorback - Twin Ass Cannon - SB

-

I also have Bjorn, have a Ven Dread I'll be converting to a Wulfen Dread. I have a squad of Intercessors, a squad of Plasma Inceptors and a Predator.

The plan is to basically spearhead right into the hurtiest part of the enemy and lock them into combat. If I survive getting there I have a good chance at winning. The Grey Hunters and likely one of the razorbacks will stay back in my lines to deal with any deep strikers. The Cyberwolf will be back there to prevent deep striking between these units. Simply try to force all deep strikes to be midfield. The GH will run out to claim objectives if things start looking good. The Wulfen and Priest go in the Stormwolf and charge the biggest, meanest unit(s). All Thunderwolf mounts run towars big ugliest unit. Bikers are there to clear chaff that might be in the way / to act as a distraction because people in my local meta seem to hate them.

Longfangs are there to do what longfangs do best. Can't wait to use lonewolf strat on one.

(Edits) Fixed things.

This message was edited 5 times. Last update was at 2018/08/25 17:40:53


 
   
Made in us
Stealthy Space Wolves Scout





Florida

Ragnar69 wrote:
1. No relics for special characters
2. You must have hiding under a rock not to know that the warlord traits have already been change by an errata


The PDF that was released after wasn't an errata per se. They just added the deeds to the Sagas. I have it saved on my phone. I guess I missed the part where a special character can't use the relic . I will just add a generic thunderwolf Lord and give him the relic.
   
Made in us
Longtime Dakkanaut




TheunlikelyGamer wrote:
Ragnar69 wrote:
1. No relics for special characters
2. You must have hiding under a rock not to know that the warlord traits have already been change by an errata


The PDF that was released after wasn't an errata per se. They just added the deeds to the Sagas. I have it saved on my phone. I guess I missed the part where a special character can't use the relic . I will just add a generic thunderwolf Lord and give him the relic.


It completely replaces the ones in the book though. You aren't allowed to use them.
   
Made in us
Decrepit Dakkanaut




How do Blood Claws look right now? If they went down in price, outflanking large squads with some LD buff wouldn't be a terrible idea.

CaptainStabby wrote:
If Tyberos falls and needs to catch himself it's because the ground needed killing.

 jy2 wrote:
BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

 vipoid wrote:
Indeed - what sort of bastard would want to use their codex?

 MarsNZ wrote:
ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
 
   
Made in us
Longtime Dakkanaut




Slayer-Fan123 wrote:
How do Blood Claws look right now? If they went down in price, outflanking large squads with some LD buff wouldn't be a terrible idea.


They are still the same 13 points, but the wolf guard pack leaders went up to 16. Everything else is the same with them. The chapter tactic makes them better than before, though.
   
Made in us
Speedy Swiftclaw Biker





Why the hell dont we get a free upgrade sprue with our primaris kits like the blood angels and dark angels got?
   
Made in us
Decrepit Dakkanaut




jcd386 wrote:
Slayer-Fan123 wrote:
How do Blood Claws look right now? If they went down in price, outflanking large squads with some LD buff wouldn't be a terrible idea.


They are still the same 13 points, but the wolf guard pack leaders went up to 16. Everything else is the same with them. The chapter tactic makes them better than before, though.

Hmm, that's slightly annoying.

So a squad of 9 with a Pack Leader being outflanked isn't TOO much. Main question is what weapons to run, if at all. I like the idea of Power Fists now with the extra attack and no penalty to hit first round of combat, but I have trouble justifying it in my head at the same time.

CaptainStabby wrote:
If Tyberos falls and needs to catch himself it's because the ground needed killing.

 jy2 wrote:
BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

 vipoid wrote:
Indeed - what sort of bastard would want to use their codex?

 MarsNZ wrote:
ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
 
   
Made in us
Longtime Dakkanaut




Slayer-Fan123 wrote:
jcd386 wrote:
Slayer-Fan123 wrote:
How do Blood Claws look right now? If they went down in price, outflanking large squads with some LD buff wouldn't be a terrible idea.


They are still the same 13 points, but the wolf guard pack leaders went up to 16. Everything else is the same with them. The chapter tactic makes them better than before, though.

Hmm, that's slightly annoying.

So a squad of 9 with a Pack Leader being outflanked isn't TOO much. Main question is what weapons to run, if at all. I like the idea of Power Fists now with the extra attack and no penalty to hit first round of combat, but I have trouble justifying it in my head at the same time.


I think the hammer is worthwhile on the wolf guard pack leader because 3 hammer attacks hitting on 3s is pretty okay. The power fist starts being pricey IMO and I personally hate rolling for D3 damage.
   
Made in de
Stealthy Space Wolves Scout




Germany, Frankfurt area

I don't think BCs are worth it. GHs may have 1 less attack on the charge but they will double-tap before charging so it's evened out. And GHs are just more flexible.

 
   
Made in ca
Commander of the Mysterious 2nd Legion





 beir wrote:
Why the hell dont we get a free upgrade sprue with our primaris kits like the blood angels and dark angels got?


we don't? laaame

could be a GW beancounter realized that the seopertae boxes with upgrade sprues in them where costing them too much? could just be that thats next just a release in a week or two....

This message was edited 1 time. Last update was at 2018/08/25 20:06:37


Opinions are not facts please don't confuse the two 
   
Made in us
Longtime Dakkanaut




So i have a tournament tomorrow, 1500 pts. I am taking my new wolves codex out for a test run and am torn between two ideas.

First army list would be 3 longfang squads with 2 rune priests starting on the board. Off the board would be njal in term, herald dearhwolf, 5 wolfen outflanking, and 6 wolfscouts. Plan is to hit them with long range firepower, move runes up for psycic might, and hit a flank with the wulfen / herald to try and sweep an enemy up.

2nd list would be with multiple squads of bloodclaws in rhinos, like 3 squads of 10, with 10 grey hunters droping in from drop pod, and have a large pack of thunderwolves moving up with them. I want to take as cheap hq as possible here, going for the wolf rush. I want to blitz them as hard as possible and eldar with their-1 to hits and jets.
   
Made in ca
Been Around the Block




Azuza001 wrote:
So i have a tournament tomorrow, 1500 pts. I am taking my new wolves codex out for a test run and am torn between two ideas

First army list would be 3 longfang squads with 2 rune priests starting on the board. Off the board would be njal in term, herald dearhwolf, 5 wolfen outflanking, and 6 wolfscouts. Plan is to hit them with long range firepower, move runes up for psycic might, and hit a flank with the wulfen / herald to try and sweep an enemy up.
.


This sounds like a good list except I'd either keep Njal back or include another Runepriest so you can make use of the Living Storm stratagem which increases Living lightning to D6 mortal wounds. D6 mortal wounds with a chance at 2D6 or more is really good.
   
Made in ca
Commander of the Mysterious 2nd Legion





BTW I compiled as much of the new lore from the space wolves codex as I could here https://www.dakkadakka.com/dakkaforum/posts/list/762802.page feel free to check and those with the codex please note if I've forgotten anythin g

Opinions are not facts please don't confuse the two 
   
Made in us
Speedy Swiftclaw Biker





Well gak. They nerfed Harald's rule to not apply to his invuln save. This codex is getting worse and worse...
   
Made in ca
Commander of the Mysterious 2nd Legion





 beir wrote:
Well gak. They nerfed Harald's rule to not apply to his invuln save. This codex is getting worse and worse...


I was expecting that, GW's tried to avoid 2++ saves this edition. it's a little suprising they didn't FAQ/Errata that out months ago

This message was edited 1 time. Last update was at 2018/08/25 23:51:49


Opinions are not facts please don't confuse the two 
   
Made in us
Decrepit Dakkanaut




jcd386 wrote:
Slayer-Fan123 wrote:
jcd386 wrote:
Slayer-Fan123 wrote:
How do Blood Claws look right now? If they went down in price, outflanking large squads with some LD buff wouldn't be a terrible idea.


They are still the same 13 points, but the wolf guard pack leaders went up to 16. Everything else is the same with them. The chapter tactic makes them better than before, though.

Hmm, that's slightly annoying.

So a squad of 9 with a Pack Leader being outflanked isn't TOO much. Main question is what weapons to run, if at all. I like the idea of Power Fists now with the extra attack and no penalty to hit first round of combat, but I have trouble justifying it in my head at the same time.


I think the hammer is worthwhile on the wolf guard pack leader because 3 hammer attacks hitting on 3s is pretty okay. The power fist starts being pricey IMO and I personally hate rolling for D3 damage.

With Grey Hunters having come down I'm more iffy on Blood Claws too. Deciding these things is hard as I'm the one who has to spend money!

CaptainStabby wrote:
If Tyberos falls and needs to catch himself it's because the ground needed killing.

 jy2 wrote:
BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

 vipoid wrote:
Indeed - what sort of bastard would want to use their codex?

 MarsNZ wrote:
ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
 
   
Made in ca
Commander of the Mysterious 2nd Legion





Slayer-Fan123 wrote:
jcd386 wrote:
Slayer-Fan123 wrote:
jcd386 wrote:
Slayer-Fan123 wrote:
How do Blood Claws look right now? If they went down in price, outflanking large squads with some LD buff wouldn't be a terrible idea.


They are still the same 13 points, but the wolf guard pack leaders went up to 16. Everything else is the same with them. The chapter tactic makes them better than before, though.

Hmm, that's slightly annoying.

So a squad of 9 with a Pack Leader being outflanked isn't TOO much. Main question is what weapons to run, if at all. I like the idea of Power Fists now with the extra attack and no penalty to hit first round of combat, but I have trouble justifying it in my head at the same time.


I think the hammer is worthwhile on the wolf guard pack leader because 3 hammer attacks hitting on 3s is pretty okay. The power fist starts being pricey IMO and I personally hate rolling for D3 damage.

With Grey Hunters having come down I'm more iffy on Blood Claws too. Deciding these things is hard as I'm the one who has to spend money!


I think I prefer grey hunters myself. but part of that is I prefer the flexability, with blood claws you've got your tatical options set, "charge the enemy" Grey Hunters give you just such an amazingly flexable force, proably the most flexable space marine troop choice in 40k.. it feels wrong to not use it.

This message was edited 1 time. Last update was at 2018/08/25 23:59:13


Opinions are not facts please don't confuse the two 
   
 
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