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===Pros=== *You like any of these things: assault, Vikings, runes, wolves, werewolves, wolves, Space Marines, snow, ice, honor, beards, Nordic names, repeating words, wolves, and not wearing helmets. And wolves. Wolves too. *Your troops units reliably pull their weight. Blood Claws hit impressively hard on the charge, and your Grey Hunters can be more mobile and choppy than Tactical Squads. *The Space Wolves have access to unique wargear that is generally slightly better than what Codex Astartes Space Marines use. *Awesome looking exclusive models. Space Wolves are covered in pelts, teeth, talismans, and runes which gives them a Viking-inspired, savage appearance. **Consequently, an added benefit of playing Space Wolves is that you'll piss off PETA *Powerful HQ characters, both special and standard. *The Tempestas discipline is good for helping you survive shooting long enough to get into combat, comes with some decent damage spells, and allows you to force a Fight Last effect and even get access to the assault doctrine early *Unique access to Thunderwolf Cavalry and Wulfen means that few armies come close to being as good at assault as the Space Wolves. * A unique flyer in the Stormwolf which is essentially a flying Land Raider. Packs a 16 troop capacity and half a dozen heavy weapons to back it up. *Between Prospero Burns, Leman Russ: The Great Wolf, Horus Heresy Inferno and Wolfsbane the fluff is being overhauled to make the Wolves both more serious and more likable. * Grey Hunters, Blood Claws and Long Fangs can take Wolf Guard who are able to upgrade to Terminator armor. It might not seem like much at first since the rules now state that once a wound is allocated, all the remaining wound must be allocated on the same model until it dies; but that 3 wounds with a 0+ armor (thanks to cover and storm shield) make him last longer. However an extra heavy or power weapon can't be understated. Cyclone Missile Launchers have enough strength to take out a few wounds on a vehicle/monster or hit hard a larger unit, with more range and doesn't have to exchange his Storm Bolter. * Do you like orkz? Space wolves play horde armies better than any other marine army. Simply put your average troop choice can carry 16 marines, which is 32 sv 3+ wounds, alongside a decent punch in melee. Then you go to the fast attack section of the codex and you realize that you can bring 16 assault marines, with their jump packs for an expensive high mobility unit, that can chew through anything or even better 15 bikes for a whooping 45 T 5 Sv 3 wounds. Simply put Space wolves can become a sort of elite horde army that can be unstoppable since their dedicated melee units can and should reach the frontlines without losing their combat effectiveness due to being able to absorb a higher amount of casualties without compromising the squads punching power.
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