Warhammer 40,000/Tactics/Space Wolves(7E): Difference between revisions

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:#'''Murderous Hurricane''' - WC2. 18" Witchfire, S4 AP- Assault 1, Large Blast, Rending for cleaning key units.
:#'''Murderous Hurricane''' - WC2. 18" Witchfire, S4 AP- Assault 1, Large Blast, Rending for cleaning key units.
:#'''Fury of the Wolf Spirits''' - WC2.  A witchfire with two profiles (both can be used in either order on successful cast): 18" S6 AP- Assault 4 and 18" S5 AP2 Assault 2, Precision Shots
:#'''Fury of the Wolf Spirits''' - WC2.  A witchfire with two profiles (both can be used in either order on successful cast): 18" S6 AP- Assault 4 and 18" S5 AP2 Assault 2, Precision Shots
:#'''Jaws of the Wolf Wolf''' - WC2.  18" Focused Witchfire, target has to pass an I test or be removed.  Definitely a step down from the old hax, this can no longer destroy vehicles or MCs.
:#'''Jaws of the Wolf Wolf''' - WC2.  18" Focused Witchfire, target has to pass an I test or be removed.  Definitely a step down from the old hax, this can no longer destroy <s>vehicles or</s> MC (it could never destroy vehicles).


*'''Wolf Priest:''' This guy is, for all intents and purposes, a Space Marine Chaplain, with more options.  Oath of War isn't as useful as Liturgies of Battle on the charge (as it doesn't apply to everything) but you do get its bonus beyond the first round, so it's about even. In the end, he's not that useful, not being as killy as the Wolf Lord nor providing for the whole army as the Rune Priest, and is far worse stat-wise than the former, losing 1 WS, 1 BS, 1W, 1T, and 2A.  If you still want to use him, then put him in 2000 point games where you have more HQ options, and give him a large unit of Blood Claws, You'll lose an extra attack in the charge, but you'll get your shooting back, and it's better to rely on Overwatch+Counter Attack, this makes for a great tarpit unit.
*'''Wolf Priest:''' This guy is, for all intents and purposes, a Space Marine Chaplain, with more options.  Oath of War isn't as useful as Liturgies of Battle on the charge (as it doesn't apply to everything) but you do get its bonus beyond the first round, so it's about even. In the end, he's not that useful, not being as killy as the Wolf Lord nor providing for the whole army as the Rune Priest, and is far worse stat-wise than the former, losing 1 WS, 1 BS, 1W, 1T, and 2A.  If you still want to use him, then put him in 2000 point games where you have more HQ options, and give him a large unit of Blood Claws, You'll lose an extra attack in the charge, but you'll get your shooting back, and it's better to rely on Overwatch+Counter Attack, this makes for a great tarpit unit.

Revision as of 22:39, 7 August 2014

This is the latest Edition's tactics. 5th Edition Tactics are here.

Why Play Space Wolves

  • Why you should play them: Awesome Space Vikings with a thing for wolves. They told both Girlyman and the Inquisition where they can stuff it, value individuality and heroic antics above all, distrust Psykers and their warp-craft and specialize in close combat.
  • Why people actually play them: They're cheaper Speehs Muhrines with arguably the single most broken psychic power in the game A whole lot of reasons:
    • Special Wargear and units unavailable to any other marine variants.
    • Awesome looking exclusive models.
    • Powerful HQ characters, both special and standard.
    • All the close-ranged firepower you expect from marines, backed by excellent h2h ability.
    • All the Wolf you could ever wolfy wolf wolf.
    • The third army you can make all-Terminator, the other two being Dark Angels and Grey Knights. Probably not anymore.
    • They're getting a new codex very soon, and if you thought the StormRaven was a crime against the laws of aerodynamics, Oh-oh-oh boy!

The New Codex has also been quite kind to them, but at a price...

  • Large price cuts everywhere.
  • Blood/Sky/Swiftclaws, Long Fangs, and Grey Hunters can all upgrade a unit to be a Wolf Guard leader as opposed to splitting a squad up, and these leaders can take all the versatility they normally have.
  • Rune Weapons give AW, which cannot be transferred outside of the Rune Priest's squad. They also lack hoods.
  • Logan's a LoW, and he has the silliest little sled as a chariot.
  • Deadly flyers with Helfrost weapons.
  • Loss of the Wolftooth Necklace and Talisman. The Mark of the Wulfen is also gone. Goodbye melee specialization.

The Wolves Unleashed

Like the Orks, the Wolves gain a new FOC to semi-compensate for the loss of HQ's reorganizing FOC units. You have 2 mandatory HQ's and 2 Mandatory Troops, with 4 extra HQ slots. Word has it that they have 2 benefits:

  • Before deployment, each unit rolls d6, adding +2 to the result if the unit is a troops choice and has an attached IC. On a 6+, they get Outflank. Also, each turn after the first, one unit gets to automatically enter from reserves.
  • Re-roll on Codex Warlord Traits

Wargear

  • Frost Blades - These work as +1 Strength Power Swords or Power Axes. It's probably more economical to go with the Frost Swords rather than Axes, as for a few points extra you could have a Power Fist instead, whilst the difference between a Power or Frost Axe have no value when fighting low toughness GEQ like Sisters/Tau/Eldar. It appears they will be the same in the new book. Disappointing.
  • Helfrost Weapons- These were added in 7th edition and are looking to be the newest brand of cheese. Like the Fire Prism's Prism Cannon, they have two different firing modes- a dispersed mode that's 24' S6 AP3 Heavy 1 with Blast (Large Blast for the Destructor) and a focused mode that's 24' S8 AP1 Heavy 1 (with Lance for the Destructor). But the most painful part is the Helfrost's special rule - for each unsaved wound taken from the weapon, the target has to pass a Strength test or be removed from play, even if they have Eternal Warrior. So far, both flyers are equipped with these, and Bjorn will also have them available as a possible weapon. Regardless of who's using them, their potential to fuck with blobs and armored targets alike is all but certain to make them a considerable threat, especially to units reliant on multi-wound models like Nobz, Tyranid Warriors, Obliterators, Paladins or Crisis Suits DAMN YOU SPACE WEABOO COMMIES AND YOUR STRENGTH 5!
  • Rune Weapons - They're pretty much Force Weapons with a bonus Adamantium Will, making Rune Priests a better anti-psyker force.
  • Wolf Claws - These weapons can be bought either individually or as a pair with S+1 AP3 Shred and Specialist Weapon. Power Claws but wolfier.
  • Runic Armor - You grab a 2+/6++ artificer armor. Not much.
  • Thunderwolf Mount - Generic mount, increases S,T,A,W by 1 and all attacks made by the wolf in combat have rending. This definitely is a good thing to look into for stock Lords and WGBL.
  • Homing Beacon - If you're running a WG Termie Squad, then this is a must-take.
  • Shrapnel Launcher - Tank fires frag grenades.

Relics of the Fang

  • Bite of Fenris - It's a bolter with pseudo-Sternguard-ammo. One mode is S4 AP5 with Helfrost, which is meant for cleaning up lesser mooks. The other mode is more priority-killing with S5 AP4 and Ignores cover.
  • Armour of Russ - Armor with 2+/4++. It forces a -5I Penalty on the enemy in a challenge. It's super-Runic armor meant to kill daemons and Eldar, and not much else. Otherwise, you're probably better off taking a Storm Shield to up your Invul.
  • Black Death - S+2 AP2 Frost Axe that gives +3A when outnumbered. On a horde army, this is Rampage incarnate.
  • Fang Sword of the Ice Wolf - Yeah, this name is fucking ridiculous. It's an S+1 AP3 Frost Sword with Rending and Helfrost. I guess the Rending is nice if your have forces with an S higher than 5.
  • Wulfen Stone - Trinket that gives Furious Charge to the unit and wearer, while the wearer alone gets Rage.
  • Helm of Durfast - Helm that gives re-rolls to-hit for all weapons (making Saga of the Warrior Born redundant) and Ignores Cover on shooting. Yeah, it'll definitely give you incentive to charge on anything.

Warlord Traits

Despite the new name, these are just new paintjobs on the Sagas of old.

  1. Saga of the Warrior Born: Take this one dammit, if you don't Russ and the Allfather are disappointed. Allows the Warlord to re-roll to-hit in combat. (Very beastly and a gift for any choppy hero build) Ragnar and Krom start with this.
  2. Saga of the Wolfkin: Grants Cavalry and Beasts (Mostly Fenrisian Wolves and Thunderwolves) Stubborn and Furious Charge when they're within 12" of the Warlord. Harald begins with this.
  3. Saga of the Beast Slayer: Warlord has Monster Hunter. Ulrik starts with this.
  4. Saga of the Bear: A strange not-wolf reference that though not-wolfy gives your Warlord and his squad a 6+ FNP. A bit of a step down from EW, but still useful-ish. Arjac has this by default.
  5. Saga of the Hunter: Warlord has Stealth and Outflank. When running a Grand Company formation, this will get wasted if you roll a 6 before deployment.
  6. Saga of the Majesty: Allows units within 6" of your HQ to re-roll failed morale and pinning tests. Great take for an army that can be lacking in squad level morale, unless Wolf Guard are taken on squads the boost of leadership is a must have. Works especially well with drop pod armies, where units will be in close proximity to each other. Logan and Bjorn have this trait by default.

Unit Analysis

HQ

  • Wolf Lord: This guy is pretty much a Space Marine Captain, but he has an extra attack, a free 4++ Invuln, and can take better (albeit more expensive) wargear. He can be tooled out to be a total hand-to-hand combat monster, but gets expensive very quickly; be careful not to go overboard. A good rule of thumb is "boys over toys:" take a cheaper HQ and more troops. A good tactic with this lord is to give him twin wolf claws and you always pick re-roll hits [as shred gives you the re-rolls to-wound] and give the dude a thunderwolf and you are now the god of rape. To make him even better at rape, try rolling for Saga of the Warrior Born. All this with an invuln 4++ makes him about 195 pts. If you massed up a high number of attacks you could go against Failbaddon and stand a chance at giving him a smarting. Another thing to consider is to replace one of the wolf claws with a power fist. As they're both specialist weapons, you can attack with the full amount of attacks and can choose each turn whether you need to cut down MEQs or crack open TEQs.
  • Wolf Guard Battle Leader: Bog-standard dirt-cheap version of the Wolf Lord with a few less options. He's a fine HQ for low-point games, but Rune/Wolf Priests are almost always better choices. He is slightly better at close combat than the others, with one more attack and one higher initiative. However, the free wargear and squad-enhancing abilities of the Wolf Priest and the psychic abilities and psychic defense provided by the Rune Priest more than make up for that difference. Also bear in mind that he may take saga of the hunter while the Wolf Lord may not. If you want to strike from the edge of the board with a pack of wolves or blast away with a selection of troops, this is your option.
  • Rune Priest: These are your Librarians. They don't have many wargear options, and they have access to fewer disciplines (Only Tempestas, Daemonology, Divination, Biomancy, Telekinesis) than other marines. They also give you access to the Rune Staff, which unlike libby's tinfoil hat increases the priest's own DtW, rather than that of everyone else around him, but he can purchase the hat for that. He also lost Chooser of the Slain, meaning that anyone can sneak up on him now. Turning him into a Divination buffing machine is probably the best way to use him now. Do note though that making him a level 2 psyker now costs half as much, so it is worth considering.
    • Tempestas Discipline: Like the Orks and Grey Knights, the Wolves have had their powers re-shuffled a little.
Primaris. Living Lightning - WC1. 18" Witchfire S7 AP- Assault 3. Any 6s to-hit give 2 extra hits outside of snap-firing.
  1. Stormbringer - WC1. Caster and unit gets Shrouded
  2. Tempest's Wrath - WC1. 18" Malediction, target gets -1BS and moves as if in Difficult Terrain. Skimmers, jump troops and similar units must take Dangerous Terrain. Watch those Tau suck it when they're tripping all over themselves.
  3. Thunderclap - WC1. 12" Nova, S3 AP- Assault 2d6. Meant for clearing out blobs, but S3 means you won't do much higher than GEQs.
  4. Murderous Hurricane - WC2. 18" Witchfire, S4 AP- Assault 1, Large Blast, Rending for cleaning key units.
  5. Fury of the Wolf Spirits - WC2. A witchfire with two profiles (both can be used in either order on successful cast): 18" S6 AP- Assault 4 and 18" S5 AP2 Assault 2, Precision Shots
  6. Jaws of the Wolf Wolf - WC2. 18" Focused Witchfire, target has to pass an I test or be removed. Definitely a step down from the old hax, this can no longer destroy vehicles or MC (it could never destroy vehicles).
  • Wolf Priest: This guy is, for all intents and purposes, a Space Marine Chaplain, with more options. Oath of War isn't as useful as Liturgies of Battle on the charge (as it doesn't apply to everything) but you do get its bonus beyond the first round, so it's about even. In the end, he's not that useful, not being as killy as the Wolf Lord nor providing for the whole army as the Rune Priest, and is far worse stat-wise than the former, losing 1 WS, 1 BS, 1W, 1T, and 2A. If you still want to use him, then put him in 2000 point games where you have more HQ options, and give him a large unit of Blood Claws, You'll lose an extra attack in the charge, but you'll get your shooting back, and it's better to rely on Overwatch+Counter Attack, this makes for a great tarpit unit.

Special characters

  • Bjorn the Fell Handed: Poor old Bjorn. On the one hand he's a AV 13/12/10 WS/BS6, Venerable Dreadnought with an Invulnerable Save and the option for a Helfrost Cannon for free (He can also take a Plasma Cannon for free, while the TL Lascannon is 5pts). He also no longer becomes an objective once destroyed. On the other hand he's within a handful of points from the most expensive characters in the game (He's 220 Points for Russ' sake!). At first glance this makes him look like an overcosted dread that's bad at doing a dread's job, but Bjorn's real value is in bolstering/defending a shooty-wolf army. Ancient Tactician means you get a +1 on the Seize, which is huge. Saga of Majesty means he can chill with Long Fangs and fire off a plasma cannon (or better yet, a Helfrost Cannon) while giving them re-rolls on leadership and being in a good position to defend against assault units as a decent tarpit. He can also give a helluva fight in close combat with 4 WS6 hits with his True Claw, which is a Master-Crafted S10 AP2 claw with Shred and a Heavy Flamer. From this player's experience, he is the single most resilient unit in the entire game. He only died once on my watch, from a guard player firing 3 lascannons at him a turn, for SIX TURNS.
  • Njal Stormcaller: Expensive at 245 points, fragile without Terminator Armor (But why wouldn't you take it if you can get it for free?), potentially game-changing with ML3. He does also comes with the useful Saga of Majesty, and an improved rune staff, which grants him a re-roll on a failed DtW test. As a bonus, he can also re-roll to manifest a Tempestas power. His crow Nightwing gives Assault d6 S3 AP- hits in combat.
  • Ulrik the Slayer: He's a Wolf Priest with a Stat-line slightly better than a Wolf Guard Battle Leader (+1 WS and W), with Fear and Fearless. He allows any friendly unit within 6" of him Preferred Enemy, and friendlies within 12" get Stubborn. Stack him with a killy unit, and watch as they keep on truckin' through hits.
  • Canis Wolfborn: Yes, his name really is "Dog Wolfborn". He also dual-wields Wolf claws (a weapon unique to the Space Wolves) while riding a gigantic thunder Wolf , and wearing a Wolf tail talisman, and a Wolftooth necklace. He may also be accompanied by up to 2 Fenrisian Wolves. He is marked with the Saga of the Wolfkin (Notice a pattern yet?) and is responsible for at least 80% of the Space Wolf rage threads on /tg/. He's quite nasty in hand-to-hand combat (for his point cost) and has an interesting special rule: Lord of the Wolfkin - This rule allows all units of Wolves within 12" to use Canis' leadershipe
  • Ragnar Blackmane: The other 200+ pts costed character, even counting the price cut the entire codex gave (To point, he's 205 Pts. A stock Wolf Lord would be 105). A Wolf Lord who was promoted straight from Blood Claw to Wolf Guard, and the youngest Wolf Lord ever, Ragnar is an all or nothing h2h unit. He boasts an impressive stat-line, has a Frost Sword with S+1 AP3 Master-Crafted and Rending, gives his squad Furious Charge, can give every unit within 12" of him Rage, and has Saga of the Warrior Born, which synchronizes with his Insane Bravado rule which forces him to issue/accept challenges.. In exchange, however, he wears simple Power Armor, and has a built-in 4++ save, and doesn't have Eternal Warrior, making him extremely fragile. He will also probably be the focus of your opponent's melee assaults, so don't expect him to live very long. He will wipe out shooty units in a single turn, but against lots of power weapons (I'm looking at you, Grey Knights), Ragnar will go down quickly. But he will probably take a few models down with him. Either you love him or hate him. Nice in drop-list with a lot of grey hunters.
  • Harald Deathwolf: Another new-ish character from 2E, Harald's kinda like Canis, except with a less retarded name. He has a frost axe and bolt pistol, rides a wolf, and any Beasts or Cavalry within 12" of him uses his Ld, making them a much more troubling force. He can even take a retinue of 2 Fenrisian Wolves to help him out. But his most shocking ability is his relic, which makes him immune to all flamers and Pyromancy. THE FUCK. Seriously, this would be acceptable if this were He'Stan or Ashmantle, but a Wolf?! Yeah, use him for the cavalry focus, keep the fire immunity for fun.
  • Krom Dragongaze (Stormclaw): The cheapest special character that Space Wolves get in the HQ slot and comes in around 15 points cheaper than a Wolf Lord with nearest equivalent wargear (Belt of Russ + Frost Axe). But his own Frost Axe is master crafted and he also gets Stubborn & Furious Assault added into the deal too. His Saga is probably an indication of things to come in that it is his warlord trait and is no longer counted as an upgrade. Despite how lackluster his wargear selection and special rules compare to the other named special characters that the Wolves get, Dragongaze is a worthy choice if you want to save those points on upgrading other units, particularly if you're playing smaller games. He's also a required special character along with the other Stormclaw units in his unique formation.
  • Bran Redmaw (Forgeworld): A new special character added in the latest Imperial Armour book. For 210 points you bring home a common Wolflord with Rune Armor, Wolftooth Necklace, a Belt of Russ and a special +1S power weapon that rerolls to wound. Also, he gives a single Grey Hunters pack Infiltrate and Behind Enemy Lines, and has a special Saga of the Hunter that extends to any Fenrisian Wolves unit he joins, but that's not why you take him. His main selling point is the "Curse of the Redmaw". From turn 2 onwards, before movement, you must roll a d6 and add the number of friendly units locked in combat: on a 6+ (reduced by 1 each turn, until you need only a 3+), he transforms into the big daddy of all Wulfens. He gains a Mephiston-like statline, counts as a Monstrous Creature and keeps the Necklace and all his old special rules, plus Fleet, Eternal Warrior, Feel no Pain and Furious Charge. Yup, you can still Outflank him. Yup, you can stick him in a normal unit to ensure nobody will ever want to charge it. Yup, your opponent will do the impossible to blast him off the board before he goes all werewolfy on his ass. To take full advantage of him you really need to build a list around him, otherwise you're better off with the other characters. Abuse his ability to give Grey Hunters the scouts "Behind Enemy Lines" rule, and make Bran outflank with Fenrisian Wolves later on in the game to make sure he goes werewolfy as safely as possible, this way you get at best a unit that shows up in the side and eats every unit it can come across with (not even terminators can survive the bucket of dice the wolves throw out), and at worse a really fucking hard to break tarpit.

Elites

  • Wolf Guard - Your Veterans. They can take all sorts of wargear, from simple power weapons and plasma pistols up to Frost Blades and combi-weapons. You can even stick them in bikes or on Jump Packs. Versatile, powerful, customizable. You can't go wrong. A good squad of these with a wolf lord and wolf priest can take any land raider as a dedicated transport. They can also take combi-weapons and take Drop Pods for dedicated transport providing a vicious alpha strike option.
    • Wolf Guard Terminators - Curiously enough, now Termies are their own entry instead of being an upgrade for the WG, but are otherwise identical. As a plus, they have Deep Strike, finally allowing them to go somewhere without having to be shoehorned into a Land Raider.
    • Arjac Rockfist - One Wolf Guard pack per army (PA or Termie) can purchase Arjac Rockfist, a Terminator Wolf Guard with a Storm Shield with EW and a S10 Thunder Hammer that he can throw before he charges, as a free Elites Slot like Snikrot and his Kommandoz. Essentially Lysander with 2 wounds instead of 4. He's great at popping vehicles and mashing Independent Characters and Monstrous Creatures, but he's only useful in melee; make sure you stick him in a Land Raider to make sure he gets into combat safely. Still, he's cheaper than a Wolf Guard Battle Leader with the same wargear. Now he gets an extra rule in Champion of Grimnar- this forces him to issue and accept challenges but gives him the ability to re-roll to hit when in a challenge.
  • Dreadnought - It's a Dreadnought, it's not much different from Dreadnoughts of other Marine armies. A good way to put some mobile heavy weapons on the field, and a close combat monster with its Dreadnought CCW and packs a Multi-Melta for extra pain.
    • Venerable Dreadnought - 25 points more than the normal Dreadnought, has 1 WS/BS more, and forces your enemy to reroll vehicle damage, but is otherwise identical to the standard Dreadnought. Definitely a ton cheaper than before. They can also take a Dread-sized axe and Shield with a 3++ shield for a big price. If you're planning for more killy, take MURDERFANG, if you want more shooty, take Bjorn.
  • Murderfang the Curseborn - A brand new character Dreadnought from the new codex who somehow turned into a Wulfen while entombed in the Dread on a planet named Omnicide (relation to MURDER, planet of the giant space spiders, yet to be known), Murderfang is actually 15 pts more than a Venerable Dread, but packs IWND, Furious Charge, Rage and Rampage alongside two 2 MC S7 AP2 MURDERCLAWS (Relation to the Chaos Marines MURDER SWORD yet to be determined) with Shred and a mounted Storm Bolter and Heavy Flamer. Flat-out, he's a melee MURDER machine with immunity to Crew Stunned and Crew Shaken, but is otherwise is not much different than a plain Ven Dread besides a weak BS3, which he's not meant for using a lot. Just beware that he lacks the Venerable rule despite having the statline, so play him like he's a dual-fisted Dread.
  • Space Wolves Contemptor Pattern Dreadnought (Forgeworld) - It's a Contemptor, so you know it's awesome already. 13/12/11, Atomantic Shielding, fleet, WS5, S7 - yeah you've seen this before; sadly not as good as the Contemptors from other chapters. You can load this bro with a handful of the Contemptor goodies, but we recommend a chainfist or the Kheres Assault Cannon plus a carapace-mounted cyclone launcher if you have the points to spare; for this small sacrifice in options (no heavy conversion beamer, no targeting upgrades, no graviton guns or plasma blasters either) you get access to either a Wolf Tail Talisman or a Wolf Tooth Necklace for bouncing psychic powers or hitting on 3's always ever, respectively. It also costs 10 pts more than a Contermptor from a Wardex, but for that ten point bump you get yourself a free Night Saga:
    • Saga of the Black Call - Furious Charge. Not so good anymore thanks to 6th edition.
    • Saga of the Forsaken One - Counter-attack at LD10. Could be useful.
    • Saga of the Iron God - +1 on the damage charts against enemy walkers (now we're talking)!
  • Lone Wolf - A 20-point non-scoring kamikaze model with Eternal Warrior and Feel No Pain that can take pretty much any wargear he wants. Great for drawing retarded amounts of fire away from your other units. Load him for bear (TDA+SS+Chainfist), send him against the biggest enemy you can find, and hope he goes down swinging. They become free choices for each troop choice or Wolf Guard unit, making fielding a ton of them a very viable tactic. They also don't give over points if they live, so you can now totally field them with impunity.
  • Iron Priest - Your Techmarine. Can be useful on a Thunderwolf running around with Cyberwolves as a mini-Thunderwolf-Servitor Cavalry squad of sorts and with IC, he can join more wolves or cavalry. Otherwise, skip.
  • Wolf Scouts - More expensive than other Marine's scouts and take up an Elite spot instead of Troop, but have WS/BS 4 because they're experienced warriors rather than neophytes. In addition, they can take flamers, meltas, and plasma guns, in addition to plasma pistols and/or power weapons. Good for surprise attacks against a vulnerable flank, but they can be overwhelmed easily thanks to their light armor. Also make very good snipers because of the extra BS skill. Give them a meltagun, a Power Fist + Combi-melta Wolf Guard Pack Leader. Keep in mind that you can't charge from reserves anymore, so these guys will go down. Give them a chance, but keep in mind they are pricy.

Troops

  • Grey Hunters - Ultrasmurfs wish their infantry were as good as these. Mostly the same as regular Tactical squads, minus a heavy weapon, but so much more nasty in Close Combat. Their basic profile gives them a close combat weapon and a bolt pistol along with their bolter. Yes. They get TWO weapons for close combat. Also they can get one special weapon and if you have ten you get one special weapon for free so 2 meltas for only 5 pts and plasma for 10 pts and flamers for FREE.
    • Hengist Ironaxe's Grey Hunters (Stormclaw): A fixed five man unit that comes with a plasma gun, plasma pistol and a power axe. For 10 points more than the cost of a normal Grey Hunters unit but without the CCW + Pistol + Boltgun combination that Grey Hunters have always been famed for. This is probably a sign of things to come in the upcoming codex. However, the one bright side is that your Power Axe wielder is a character with two base attacks and can accept and issue challenges without requiring a Wolf Guard to be attached to the squad. It's also a requirement in Krom Dragongaze's unique formation.
  • Blood Claws - Unlike Grey Hunters, they gain +2 Attacks instead of the usual +1 on the charge. Get a squad of 14, give them a fist and a meltagun. Attach a Wolf Priest. Load them up in your Land Raider Crusader, and then send this neat little package of violence at the nearest enemy. If you don't have a Stormwolf or Land Raider of any kind, don't bother with the Blood Claws. They're not worth using in any other way, and even then, one Land Raider can be easily delayed (just park a Land Speeder in front of it). If you REALLY have points to sink to it, you can also confer the Wolf Guard Leader Termie Armor, which will make him a bigger target, but still surrounded by bodies that will die quickly.
    • Lukas the Trickster - One Blood Claw per army can purchase Lukas, who comes equipped with a Wolf Claw and a Plasma Pistol, as a free Troops Choice. Attacks against Lukas (only Lukas himself, not his squad) in a challenge hit at -3WS, making sure that he'll keep up as a tarpit. He can also suicide-bomb if he is killed in a challenge (sense a trend here?)- both players roll a 1d6, and if the player controlling Lukas rolls higher then the enemy who killed Lukas dies too. Good stats and a nice way to put some more special weapons in your Blood Claws, but his points cost and negative effect he has on Leadership make him a dicey proposition- much like his personality in the fluff, really.
    • Egil Redfist's Blood Claws (Stormclaw): Like Ironaxe's Grey Hunters, this squad is also probably a good indication of what's to come in the future codex. It's a fixed five man squad with a plasma pistol and a power fist, where the fist wielder is Egil Redfist himself and can accept and issue challenges and has +1 base attack. Unlike the Stormclaw grey hunters, these guys come in at 5 points cheaper than codex blood claws and do not have the Headstrong or Berserk Charge rule, instead just being straight up replaced by the Rage USR.

Fast Attack

  • Fenrisian Wolf Pack - Cheap beasts, but not super-killy compared to other units in the list and can be gunned down easily due to their terrible 6+ save. They're basically tarpits to use to tie up big units in assault until your Terminators or Thunderwolf Cavalry can get to them. Also, cannot hold objectives ever.
  • Land Speeder squadron - Basically the damn same as the Land Speeders in the Space Marine codex. If you run one, run two, same as other vehicles. The key feature of these is that you can speed 'em around the field fast enough that they always get their 4+ cover save from moving flat out. If you're lucky, you can get people to waste a turn or two shooting at these while your real vehicles are unimpeded. Of course, if your enemy ignores them, then you probably get a chance to pop something with your Multi-meltas, so you might win either way. Deepstriking also works, providing there is space for that.

Of note is giving them two heavy flamers to run around toasting infantry.

  • Skyclaw Assault Squad - Blood Claws with jump packs, good for delivering a power fist into the enemy and generally being a damn nuisance. However, their low WS/BS means they could be overwhelmed by more elite assault units; make them go for weaker targets, where their mobility and sheer number of attacks will hurt the most.
  • Swiftclaw Biker Squad - Blood Claws on bikes, with all the WS/BS 3 goodness that implies. Because they have a close combat weapon and a bolt pistol, they get +1 Attack compared to other Marine bikers, and twin-linked weapons help to offset BS3. An attack bike with a multimelta will help with any tank problems you might have. Like Skyclaws, these guys are great at keeping your enemy distracted and making attacks of opportunity. Just avoid getting them bogged down in melee and they'll be fine.
    • Note: On average, all of the *claw units are not worth it if you want to win, as they're overcosted. Use them in fun/casual games only.
  • Thunderwolf Cavalry - These are probably the best-in-slot for Fast Attack choices, but can also end up being one of the most costly. They're basically Nob Bikers with a potential 19-24" assault threat. It's best to run as many without upgrades as you can but it is a good idea to bring a couple of Storm Shields along to cope with those pesky melta/lascannon shots. Also work as separate models (just give them powerfists and stormshields and keep them behind Rhinos until they can charge).
    • Be careful running them in small squads. They've only got Ld8 so a three man squad has to take a morale check if just one bites it; then you run 3D6 backwards if you fail.


Heavy Support

  • Land Raider - Schizophrenic AV14 box. You should take a Crusader instead, and you really don't need two more lascannons anyway, if you think you do, drop the Land Raider entirely, get another pack of Long Fangs, and/or more Razorbacks with Twin-Linked Lascannons, they'll be more spread out (which helps with their survivability) and they're much more cost-effective.
    • Land Raider Crusader - The golden cow of Land Raiders. Pintle-mounted Multi-Melta plus the sheer bullet rape spewed out by this thing will lay a hurt on squishy things in its way, or stupid Guard or Ork drivers who decide to pull up next to it.
    • Land Raider Redeemer - You're better served by a Crusader. While they burn MEQs, this variant suffers from not doing anything before it reaches the frontlines, and it needs to be in melta-range to fire. Melta = death, so take a Crusader instead. Also, it's a pain to use both their flamers simultaneously and devastatingly.
  • Long Fangs Pack - Take Devastators, get rid of the regular Bolter Boys and give the heavies Split Fire. Long Fangs are the most popular tank-hunting choice of the Space Wolves Heavy choices, and are easily paired up with the more mobile Dreadnoughts to bash in the METAL BOXES. Running them with Missile Launchers is recommended, with an occasional Lascannon thrown in if you have points to spare. Just beware that the basic Sergeant isn't tooled for heavy weapons for some dumb reason, but can take a plasma pistol or meltagun for some compensation.
  • Predator - It's a Predator. Duh. Not worth it in a Space Wolf army, you'd better served with Fangs instead. If you, for some reason, want to use one, keep it cheap and arm it with HB sponsons. Sit back and pound the enemy, or provide AV13 for your bawkses.
  • Vindicator - It's a Vindicator. Low side armor, single hull-mounted gun, short range pie plate gun. Due to the Wolves' assault-heavy gameplay (WTF?!), you've got a chance of that plate scattering on your own Wolves. Bad, bad, bad. Which is why you don't shoot where you are assaulting, and the Space Wolves don't have assault heavy gameplay anyway. The vindicator is great for drawing absurd amount of fire from inexperienced players who are too scared of a strength 10 weapon to shoot more useful units like the Long Fangs, regardless of how short the range on its cannon is.
  • Whirlwind - In an army like the Space Wolves, your mileage may vary on how useful the Whirlwind is, it's decently cheap, and allows you to ignore cover, but has really weak armour, one Lascannon shot or better and you can kiss it goodbye. It might be a little more useful if you play Cities of Death a lot, but otherwise you'll probably be better off with Long Fangs who can usually do its job far better anyway.
  • Stormfang Gunship: The alternate kit to the Stormwolf flyer that Space Wolves now get. This one still has a transport capacity, though only 6 models and is not an assault vehicle either (but it keeps the Ceramite plating and PotMS), though it has the same weapon upgrade options (although it starts with two hull-mounted Stormstrike missile launchers instead of a twin-linked lascannon, it can swap to the lascannon for 15 points) so can utterly ruin the days of vehicles with S8+ weaponry. In balance to it's reduced transport capacity it has a Helfrost Destructor instead of having a Helfrost Cannon. This has the same range and firing modes, but it's S6 version is the Large Blast marker and the S8 version is also a Lance weapon. So the Space Wolves went from having no aircraft or anti-aircraft to essentially having flying Fire Prisms that make a mockery of Eternal Warrior! All for 30 points less than a Land Raider.

Dedicated Transports

  • Rhino - 35 points for a metal box that keeps your Grey Hunters safe, makes them a lot more mobile, and meltagun tanks out of the top hatch...hell, why not?
  • Razorback - The best friends of your Long Fangs. LasPlas, while the most expensive, is THE shit, since it has two good guns (so Weapon Destroyed won't cripple it) that punch through medium armor and heavy infantry alike. Take three-four or go the whole cog (aka Razorwolves, famous for fielding 8-10 LasPlases at 2k pts)
  • Drop Pod - Drop Pods are your best friend from high school who married your sister and parties with you every weekend. Okay, maybe I blew the point, but Drop Pods and Space Wolves are a classic combo. The Drop Pod Assault Special rule means that half of your pods have to deploy in your first turn (round up if you have an odd number of pods). This has a few different uses: Mess with your enemy's head by Deep Striking Grey Hunters in a place where it's not expected. Deep Strike Long Fangs or Dreadnoughts into prime places for popping enemy vehicles. Deep Strike your HQ, his squad, and several supporting squads to put a heavy hammer somewhere. FYI, the other half of your pods come down normally. Make sure you keep this rule in mind when you're writing the army list, so you can figure out how you want to deploy for best effect and capitalize on it when you are at the table. Again, it is better to either mount up all your squads in Pods or none, as one-two Pods can be easily countered and made useless by a good player. (DISCLAIMER: GTFO AND AWAY FROM THE DROP PODS IN A KILL POINTS GAME. DROP PODS CAN EXPLODE WHEN SHOT AT AND DEAL HEAVY DAMAGE TO YOUR INFANTRY IF THEY ARE TOO CLOSE.) Yet they're harder to kill than Rhino's and Razorbacks, don't cause S4 hits to the entire squad on an explodes result if they are embarked (which obviously they are not in a drop pod when it explodes) and aren't basically free kill points like rhino chassis crap is.
  • Stormwolf: The Space Wolves finally get a flyer so they can quit complaining about facing anything higher than head height! The Stormwolf is one of two new flyers they get and fills a similar role to a Storm Eagle, with a transport capacity of 16 (so it can carry more Terminators than even a Land Raider), AV 12 all around with built-in ceramite plating, and is an assault vehicle with Power of the Machine Spirit, so it makes a good option for bringing large Blood Claw or Terminator units onto the tabletop, it is equipped with a hull-mounted twin-linked Lascannon, two twin-linked heavy bolters (which can be swapped for Skyhammer missiles for free or twin-linked multi-meltas for 20 points) on sponsons, and has its own unique weapon on a turret: a twin-linked Helfrost Cannon which is a 24" range weapon that removes models on failed strength tests if they take a wound (and it ignores Eternal Warrior since it's not technically Instant Death) and can be fired either as S8 AP1 or S6 AP3 (Blast). Expect to see loads of these spamming the table tops, raping high armour vehicles and fucking up squads with multi-wound models, all for 35 points less than a Land Raider.


Lords of War

  • Logan Grimnar: OBLIGATORY 200+ PTS NAMED CHARACTER, now taking up the Lord of War slot. He is pretty great. Lets you take Wolf Guard as Troops, so your Wolf Guard will have to share your troop choices with the Grey Hunters (who you should never take if you can take Wolf Guard instead because they have so many more options and are only 3 points more) and the Blood Claws. Logan gives everyone within 18" +1A once per game, gives a bonus (that you can choose each turn) to the squad he joins, and is a pretty nasty h2h fighter, complete with good gear (His axe can either be an S+2 AP3 Frost Blade or an Sx2 AP2 Two-handed Unwieldy weapon to kill big monsters), Eternal Warrior, and the ability to let nearby friendly units re-roll failed morale, an ability quite useful to the painfully-average LD units of the Space Wolves. He is quite expensive though, more expensive than two discount characters, and good at little beyond bashing people in the face, so consider him carefully...I've seen Mr.Grimnar take on a Dreadknight AND Kaldor Draigo 1v2. Guess what? He came out victorious with two wounds.
    • Stormrider: 7th Edition has given Logan a baffling new accessory for 70 points: An open-topped hovering chariot, dragged along by wolves. We couldn't make this shit up even if we tried. This Armor 13/12/12 has 3 HP and 3 BS, which is worse than his own, but it comes with a 4++ that makes pens against it into glances, making sure he'll last as long as he can. To make the wolfing thing even worse, it gives Logan a bonus 4 S5 AP- Rending attacks on the charge at I5 and gives him an extra move during combat. Yeah, he's finally getting the ability to go fast without joining with Termies.


Formations

  • The Fierce-Eye's Finest (Stormclaw): - Krom Dragongaze along with the named Grey Hunter, Blood Claw and Wolf Guard terminators from the Stormclaw boxed set. All models get Furious assault, which makes the Wolf Guard and Blood Claws a little bit more vicious but the best rule is the "Pack Instincts" which allows you to get re-rolls to hit with the rest of the formation if one unit has already hit the target, or re-rolls to charge distances if one unit has already charged the victim. This is ideal if you are just taking the Wolves as an allied formation as it is nicely self contained and can be dedicated to completely obliterating one chosen unit at a time while the rest of your army does it's normal thing.
  • The Great Company (Codex) - A Wolf Lord, Wolf Guard squad with a Battle Leader, 5 Grey Hunter squads with one using a Wolf Banner, A Wolf Scout squad, 2 Long Fang squad, and 3 choices between Blood Claws, Skyclaws, and Swiftclaws.
    • This is better compared to the Apoc formation. Before deployment, each unit rolls d6, adding +2 to the result if the unit is a troops choice and has an attached IC. On a 6+, they get Outflank. Also, each turn after the first, one unit gets to automatically enter from reserves. The Wolf Lord gives everyone Fear and Furious Assault so long as he's along. As an extra incentive to use this, if the formation is the main detachment, they get a re-roll on the codex Warlord Trait.
  • Librarius (Apocalypse) - 5 Rune Priests. If you want, you can replace one of them with Njal.
    • These Librarians form a Warp Charge 4 (!!) power called Force Vortex, a 24" S:D AP1 Heavy 1, Large Blast Vortex. IF they don't recall it before it moves, then it'll scatter off and kill everyone. Before you run with this ask yourself: How confident am I that this won't kill everything your own dudes?
  • The Great Company (Apocalypse) - Lots of options here. A Wolf Lord/Ragnar, a Rune Priest, a Wolf Priest, a Wolf Guard pack with a leader, 1 Scout pack, 5+ Grey Hunters, 3+ Blood Claws and/or Sky Claws, 2+ Long Fangs and 3+ Dreads and/or Ven Dreads are mandatory for this formation. Then you can opt to take an Iron Priest, 2 Thunderwolf Cavalry units, 3 Lone Wolves, 3 Swiftclaw Biker packs, and 3 packs of Wolves.
    • This massive WOLFING thing gives you Stubborn and re-rolls on either to-hit on Overwatch or to Charge. The Wolf Lord can also get Furious Charge and Fleet and give it to everyone within 18" of him once per game.
  • Brethren of the Great Wolf (Apocalypse) - Ragnar, Ulric, Njal, Bjorn, and a 10-man Wolf guard Pack with Arjac and a Banner Bearer all get to be a character squad.
    • This meeting of greats gives them Fear and everyone gets Stubborn. Everyone within 24" of the banner also get Furious Charge and the squad can all opt to use their Finest Hours/Sons of the Primarch abilities at once.
  • Wolfpack Flanking Force (Apocalypse) - A mounted Wolf Lord/mounted Wolf Guard leader/Canis takes 2+ Thunderwolf Cavalry units with 5 men each and 3+ packs of wolves.
    • This is meant to be a quick assault team, with the formation getting Acute Senses, Hit & Run, Outflank, and Rage, as well as the ability to charge out of reserves. Very fast.

Building your Army

Start with a Battleforce and a spare box of Space Wolves or Space Wolves Terminators to make your HQ and Wolf Guard. Rune Priests are easily made from plastic parts, and with the new SW stuff, the same goes for Wolf Priests (if you field them, which you shouldn't). If you can, exchange the Drop Pod sprue for a Rhino, as with Gay Knights around Deep Strike is at best unreliable. Better to go with an old-fashioned Metal Bawks. Buy another one when you can, and that will net you 2 mechanized Grey Hunter squads and some support. Taking hold of meltagun and missile launcher bitz is paramount, as the SW Pack box only comes with two Plasmaguns. With these core units, you may then proceed to buy anything else you wanted. A good idea is to buy a Space Marine box (or even a Battleforce) and use your remained bitz to make Marines wolfy. Dem vanillas (speaking Tactical Squad) also have sum good bitz (and more bolters/bolt pistols for your Hunters), and a Missile Launcher/Flamer to boot.

In a short time, you will need armor support. Dreadnoughts are a better and cheaper early investment than Predators, so one or two Dreads to carry your heavy guns (twin Autocannons or Multi-meltas) should do you well until you learn what exactly you want to do with your army. You may skip this part, of course, if you managed to get enough Missile Launchers so you can build a decent number of Fangs.

Alternate Start: Buy the battleforce. It's seriously all you need if your opponent lets you do counts as, which they should because Grey Hunters, Blood Claws, Long Fangs and Wolf Guard all come from the same basic parts (their models just have different guns). It's more than enough to get you an early start at the lower points games while still giving you a fighting chance at winning games, make at least 6 long fangs (You'll have to do counts as since you won't ever have the all of the parts even in the actual kit they're fucking sold in), 10 grey hunters (two squads of 5 since you need two troops), and 3 wolf guard (to buff up units where you think it's appropriate). Use the final remaining model as any generic character you want, playing with this setup should be enough to give you an idea of the armies strengths and weaknesses, how to play them and what you'll need to buy in the future, and spend time experimenting with the drop pod.

Honestly the Space Wolves lucked out pretty hard considering their battleforce is all you really need to play them, unlike some other armies.

Tactics

Space Wolves' strength is not in close combat, but rather in spamming shooty units and using assault defensively; making big expensive CC units is fail. Their Terminators are too expensive when kitted for combat, and while you can easily build an army to use big units of Thunderwolf Cavalry their Ld8 sucks when it comes to getting Tank Shocked repeatedly and their 3D6 Fall Back move means they're likely to run out of play if there's anything nearby to stop them regrouping.

Instead of combat units, bring a few small Grey Hunters packs with a single Meltagun, a Wolf Standard and a Rhino to ride in, some Wolf Guard with Combi-Meltaguns to lead them, a Rune Priest HQ to shit on Blood Angels flying Dreadnoughts and Grey Knights' magic tanks, then spend the rest of your points on Missile Launchers, Lascannon/ Plasma Gun Razorbacks, and Land Speeders with Multimeltas. The Meltagun Grey Hunters and Land Speeders go forward, everything else is fire support.

The basic gist; shoot big guns at tanks until infantry falls out, and when infantry falls out use Rapid Fire Boltguns, Frag Missiles, Plasma turrets, Rhino Storm Bolters, and anything and everything else to drop them. Thanks to Counter-Attack your units are as good when defending as they are when attacking, which means where other Space Mehrens need to work out how to get their dumb asses into combat from the back of a Rhino, your Hunters can quite happily roll up to some schmuck, Rapid Fire him with their Boltguns, then sit beside their Metal Bawks and eat the charge next turn, at which point you pop your Yiff Standard and beat face. Unfortunately, this plan begins to fall apart against armies that are even more focused on shooting than you are such as Tau, Necrons and Imperial Guard who can easily wreck your Metal Bawks and mow down your Marines before they can even get in range with their own guns.

In such an increasingly shooty oriented edition, taking Drop Pods instead of Rhinos is a reasonable alternative to assure that you can actually do some devastating damage. Space Wolves make an excellent Drop Pod army. Make your Grey Hunter squads as full as you can with all the normal fixings (two meltas/plasma guns/flamers), Wolf Standard, and perhaps Mark of the Wulfen if you're expecting a charge in retaliation. Load up Wolf Guard with Combi-weapons and send them in with the alpha strike fray as well.

Tactical Objectives

A new addition to the 7E, the Space Wolves can take new Tactical Objectives for use in the Maelstrom of War missions.

11 - Oath of Vengeance
When taken, the enemy must select an enemy unit. You win a VP if this unit dies during the turn.
12 - Worthy of the Sagas
1 VP for killing a Vehicle of MC. 1d3 VP if it's a Character.
13 - Let Loose the Wolves
1 VP if an enemy is destroyed during your assault phase.
14 - Maintain the Position
When drawn, your enemy must pick an Objective on your side of the board. If it's held by the same unit for 2 turns, you win 2 VP.
15 - Cunning Hunt
Win 1 VP if an enemy unit is destroyed by a unit with Scout, Outflank, or Infiltrate. If the dead unit came from reserves, you win 1d3 VP.
16 - Heroes of Fenris
Win 1 VP if a character issued a challenge or fought during your turn. If 3-5 characters did this, take 1d3 VP. If you have 6+ Characters do this (In what, Apoc?), you get 1d3+3 VP