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==Unit Analysis== Many units are taken directly out of [[Warhammer 40,000/Tactics/Space Marines (9E)|Space Marines (9E)]]. This page will focus on the small Wargear or Keyword differences that may appear, or if there's a relevant build that can be pointed out. Otherwise you have access to the entirety of the Space Marine Codex. ===HQ=== *'''Wolf Lord on Thunderwolf:''' The melee version of a Biker Captain. While slower at M10", they can advance and charge in the same turn. The doggy adds 3A at S+1, AP-2, D1. ** Note that if your primary desire is combining mobility with number of attacks, Harald Deathwolf does this better, not least due to having Outflank. ** As this model has the Captain keyword, they can become a Chapter Master and take a storm shield and the Angel Artifice relic (Sv2+, +1T, 4+ invulnerable). Your statline becomes WS2+, BS2+, S4, T6, W8, A4, Ld9, Sv1+/4++. Adding the Imperium's Sword (+1A and +1S on the charge) or Iron Resolve (+1W) Warlord Traits truly turns you into the Space Wolf Smash Fucker. *'''Wolf Guard Battle Leader in Terminator Armour:''' Finally, a Lieutenant in Terminator Armour, <strike>shame it's exclusive to the Wolves</strike> the Lion would like a word. 85pts compared to the power armoured 70pts. Gains a 5+ invulnerable, a storm bolter, and a power sword as default wargear. *'''Wolf Guard Battle Leader on Thunderwolf:''' Lieutenant riding a Wolf. Has all the benefits as the Wolf Lord on a Thunderwolf above. *'''Librarian/Rune Priest:''' Mobile cover is still useful, and with the Cloaked By the Storm Stratagem he can buff allies even without Storm Caller. ** '''Terminator:''' Can still take Storm Shields through Legends, giving them the staying power to keep up with Arjac and Logan Grimnar. That being said, why aren't you taking Njall? ** '''Biker (Legends):''' Allows them to keep up with Thunderwolf units for buffs, while being more survivable and carrying more dakka than the Jump Pack Librarian. *'''Chaplain/Wolf Priest:''' Your Chaplain that also gets a stratagem that lets him heal like an apothecary. He makes you deadlier with the slew of different litanies he can attempt to invoke and braver (friendly Space Wolves within 6" use his Ld9), but can also heal wounded models. Makes a natural companion to Wolf Guard Battle Leaders, as their buffs are complementary, and the priest can keep the Wolf Guard alive. Remember to keep in mind that he can't return slain models back to a unit, unlike our apothecary brethren. Can't swap his gun for a power fist, unlike the codex version, instead of letting you take a power fist outright, which allows him to keep his pistol. ** '''Primaris Biker:''' Benefits from not being in Legends, +1W, and better guns. Lets them keep up effectively with Thunderwolf units. ** '''Dreadnought (FW Legends):''' Shares Bjorn's awesomesauce "ability" of being a 5++, 6+++ dread that can't be shot at (apart from snipers). Mentioned here as a gentle reminder that you really have the most Dreadnought options from any army. *'''Techmarine/Iron Priest:''' Your Iron Priests have become generic Techmarines. Vehicles may be tougher this edition, but their performance diminishes with wounds, and this guy repairs them for 1d3 Wounds a turn, no roll required! Also in the 2020 codex, Techmarines can now give a vehicle +1 to hit during the command phase (hitting on 2+). Non-Primaris Techmarines that do NOT have a servo-harness can swap their axe and bolt pistol for a 9th edition helfrost pistol that has two fire modes (12", pistol d3, S4, AP-2, D1, blast or 12", pistol 1, S6, AP-4, D3) and 9th edition tempest hammer (thunder hammer with AP-3). ** '''Techmarine on Thunderwolf (Legends):''' One of two units that can have the 8th edition Iron Priest weapons; helfrost pistol (12", pistol 1, S8, AP-4, Dd3, models that aren't killed by this suffer a mortal wound on a 6) and tempest hammer (thunder hammer with the same special rule as the helfrost pistol). ** '''Techmarine on Bike (Legends):''' The best Iron Priest to babysit your multitude of Dreadnoughts. The other unit that can have a helfrost pistol (12", pistol 1, S8, AP-4, Dd3, models that aren't killed by this suffer a mortal wound on a 6) and tempest hammer (thunder hammer with the same special rule as the helfrost pistol). ** It would be up to you to decide if the two units above can use the weapon profiles featured in the 9th edition expansion or the 8th edition Legends. Arguments for 9th edition profiles would be that this is the most recent datasheet, and arguments for 8th edition would be those are the weapons on the profile and thus RAW. ====Special Characters==== *'''[[Logan Grimnar]]:''' Everybody's favourite Santa returns once more to the HQ slot but he's no less a killing machine than before. He comes equipped with Terminator armour, a 4++ invulnerable, a storm bolter and a big ol' axe, and is a venerable mountain of wounds, attacks and MANLINESS. He gained the Chapter Master keyword and ability (one Space Wolf Core unit within 6" re-rolls all failed hit rolls). He always counts as having completed his Warlord Trait, so his Chapter Master and Captain abilities are extended to 9", and Space Wolf units within 6" automatically pass morale tests. The Axe of Morkai now functions as either a thunder hammer without the hit penalty or a S+2, AP-3, D1, make-two-hit-rolls-for-each-attack GEQ blender. All for a neat 155pts. *'''[[Logan Grimnar]] on Stormrider:''' For a mere 25pts extra, he can take his sled. Bumping his stats to T6, W14, and M10"/7"/4". He also gains 6A with the Thunderwolves teeth and claws (S+1, AP-2, D1), because fuck GEQs. He can also advance and charge like other Thunderwolves. Beware though; he swaps Infantry for Chariot, so some rules, abilities, or stratagems may not apply to him. ** Jolly Old Saint Logan can be a fairly cheap murder machine that fills out any list. Conferring a re-rolls to-hit aura to your Thunderwolves or Predator gunline, he is one of the few characters you want riding in front of your army. He soaks a decent amount of firepower with a 4++ invulnerable on 14 wounds and has a MANLY fight phase. He requires good [[Dakka]] to bring down and protects the rest of your list for at least a turn from most of the enemy's multi-wound shots. Great as a [[DISTRACTION CARNIFEX]] and provides good aura buffs to boot. *'''[[Arjac Rockfist]]:''' "<s>Mjolnir</s> Foehammer to me!"*cough* The Anvil of Fenris is your Wolf Guard Battle Leader in Terminator Armour. His standard Lt. aura is mostly a secondary role; his primary one is flattening enemy Characters and Monsters. S5 and A4 puts him on top of other WGBL's, in conjunction with his buffed thunder hammer which he can YEET at an enemy unit. R12", assault 1, S10, AP-3, D3, gains +1D against Character or Monsters, with the melee profile being that same S, AP, D, and rules, but also does NOT inflict a -1 hit penalty. His Champion of the Kingsguard rule lets him re-roll failed hit rolls in melee against Characters as well. WS2+, re-rolls hit rolls against Characters, and gains +1 to hit rolls from his Chapter Tactics mean you should really always be making four hits against Characters. He's also the only Marine so far to have kept an 8th edition storm shield, meaning he also has a 3++ invulnerable save. ** He's 120pts compared to a Battle Leader Hammernator's 105pts. For those 15pts, you gain a powerful weapon that outshines most relics, +1S, +1A, a 3++ invulnerable save, and an excellent character smasher. The only reason you'd take a generic Battle Leader is for relics or a Warlord Trait of your choice instead of Arjacs fixed Warlord Trait. ** An absolute auto-include if you're running an army with Terminators. *'''[[Njal Stormcaller]]:''' Sticking the Tempest that Walks inside a suit of Runic Terminator Armour is a no brainer. At 140 pts he's got an extra wound, 5++ and the ability to deep strike. Along with his improved stat line Njal knows 3 Tempestas powers along with Smite so he can pick and choose which 2 he wants to cast with +1 on he psychic tests. He can also deny 2 enemy powers per turn with a re-roll on all of the attempts, combined with his psychic hood this gives you a damn good chance of denying an opponents powers which really matters with all the Smite spam out there this edition. Nightwing is still underwhelming but Assault 3 strength 3 shots are better than nothing. Play aggressively and drop him with another deep striking unit so he can support them, throw out Powers and shut down enemy casters. *'''[[Bjorn the Fell Handed]]:''' Now that Bray'arth got taken out back and shot in the kneecaps by FW, Bjorn is roughly tied for toughest non-Leviathan Dreadnought now. T8, W8, Sv3+, 5+++ ignore wounds rolls, and Character makes him very hard to kill. He's kept his Captain re-roll 1's to hit aura and gained Duty Eternal from the Codex, meaning any damage he does suffer is reduced by 1. In melee, he packs five S12, AP-4, Dd6, re-rolling failed wound rolls. For shooting, he comes standard with a heavy flamer and assault cannon, which can be switched for a heavy plasma cannon, multi-melta, twin lascannon, or helfrost cannon. At M6", he has a fairly nippy power-waddle as well, and he's only 175pts with the assault cannon. ** He's an excellent addition to gunline armies compared to a regular Captain. The same aura, better shooting, tougher, and a better deterrent against enemies who get too close. *'''[[Harald Deathwolf]]:''' This guy, right here. Exceedingly tough at T5, W7, 3+ armour, storm shield provides +1 to armour saves and a 4++ invulnerable, and his Mantle of the Troll King lowers any damage received by 1 (suck it, Dreadnoughts). He can deploy 9" from enemies and within 6" of the board edge through outflank to threaten a charge. His frost axe has undergone yet another change, coming out at S+2, AP-2, D2, wound rolls of UM6 inflict an additional MW. ** For 1CP, one Space Wolf Infantry unit gains outflank (cough, Wulfen, cough). It's a bit shitty that this can't be done to another Cavalry unit, but Canis, A Rune Priest on Bike or with Jump Pack, and a Thunderwolf unit should be able to safely get upfield where this guy can safely pop out to join in on the fun. *'''[[Canis Wolfborn]]:''' Dog Dogborn has returned as a Thunderwolf Battle Leader with Frost lightning claws (S+1, AP-2, D2, re-roll failed wound rolls). He also fights first against Characters, and his unique aura boosts him to a borderline auto-take if you have a Thunderwolf Deathstar, as he grants +1A with Thunderwolf and Fenrisian Wolf teeth and claws. That being said, he's a glass cannon at T5, W6, Sv3+, and no invulnerable save. ** Similar to Arjac, it's possible to outfit a WGBL on Thunderwolf with similar equipment. Again, the only reason you'd take a generic version is for relics or Warlord Traits, and again, the difference is 15pts. You gain +2A (WGBL has 3 base, +1 from two lightning claws), +1S and +1D from Canis' claws, his anti-character rule, and his wolf aura. *'''[[Krom Dragongaze]]:''' A fairly inexpensive but fluffy alternative to a regular footslogging Wolf Lord/Captain. At 90 pts he boasts an extra attack, his Wyrmclaw is a +3 strength, AP-2 D2, and he reduces enemy units' combat attrition tests within 3" by 1. Awesome model, and offers something different from the usual Wolf theme. Cheaper than similarly equipped Wolf Lord, making him the budget choice. *'''[[Ragnar Blackmane]]:''' Got Primarised in the last edition. As expected he gets the extra wound and attacks (he is A7) that all Primaris have, but more conspicuously he replaces Shock Assault with his old Berserker Rage, giving him 3 attacks when Shock Assault would trigger instead of one. Additionally, he lets nearby Space Wolves within 6" make a consolidation move of 6" instead of the usual 3". And he has a re-roll charge aura for friendly SW non-vehicles within 6β. Get this guy in an Impulsor with either Incursors, Reivers or Veteran Intercessors (Give the Sarge something tasty) and then RIP AND TEAR, UNTIL IT IS DONE! Put short, this guy is a beast, but you'll probably want an Impulsor to get him where he wants to go, along with some Bladeguard Veterans. **'''Ragnar Blackmane (Legends):''' His non-Primaris form comes in at 100 points, which is starting to hit the pricey side for a footslogging Lord. He's got an extra attack but has lost his Furious/Berserk charge bonuses of previous editions so isn't quite the whirlwind of charging death he used to be. His War Howl now grants all units within 6" re-rolls to failed charge rolls, Insane Bravado doubles his heroic intervention range and his Frost Sword hits at S5 AP-4 D2, chewing through anything without a decent Invulnerable save. If you're using a number of deep striking units Ragnar's a decent bet to support them in a pod, allowing anyone around him a better chance of hitting that first turn charge with his re-rolls. More expensive than a Smash Lord, and re-rolling charges is something Wulfen give. *'''[[Ulrik the Slayer]]:''' Ulrik's a named Master of Sanctity with +1 to BS, W, and A, 9" to his Leadership-boosting ability, and the Slayer's Oath, which greatly improves his support ability provided he's managed to kill a Character or Monster (which isn't terribly likely, especially with his low mobility). Slayers oath now allows all Litanies cast to auto-cast instead of wounding bonuses, so he is more a buffer instead of a beater. Also has an AP-2 Crozius, for an almost relic blade. **Even though he is footslogging, he has options to get where he is needed, and can seriously buff other units when he gets there. He is currently 30pts above a regular wolf priest. ===Troops=== *'''Grey Hunters: CORE.''' Tactical Marines, Space Wolf flavour. However, these guys are geared mostly towards assault. Each and every one can take a chainsword for 1pt each, and 5pts gets them a Wolf Banner, which lets them re-roll 1's when advancing and charging. They lack the ability to take heavy weapons, instead being able to take one special weapon per five Grey Hunters. Unlike regular Tacticals, your Sergeant is Ld7, and you have to pay extra for the Wolf Guard Pack Leader in either power armour or terminator armour to get Ld8. The Grey Hunter Pack Leader can replace their chainsword with a power axe, sword, or fist, and the WGPL can replace their weapons with any melee weapon, combi-weapon, or storm shield. ** One of the more popular and effective ways of running these guys is a 6-man unit that includes a Wolf Guard Pack Leader with a Combi-Plasma, a marine with a Plasma Pistol, and a marine with a Plasma Gun. That's 5 Plasma shots and 6 Bolter shots on a 128 pt troops choice. Stick them in a Razorback (Assault Cannons are fun). This setup allows Grey Hunters to reliably hunt MEQs, TEQs, charge weak models with Chainswords, and sit on objectives, making them one of the most versatile troop choices in the game. ** Due to the changes to Blood Claws and the introduction of Assault Intercessors along with Phobos units, the above strategy may be the most reasonable. Like other Tactical Marines, the only pressing use of Grey Hunters is access to assault weapons (they don't even get heavy weapons). Everybody else is either tougher, faster/sneakier, or more deadly on the charge. *'''Blood Claws: CORE.''' Instead of starting as scouts, Space Wolves start you off as Diet Assault marines. 1A base + 1A from Shock Assault + 1A from Berserk Charge + 1A from chainswords makes them brutal on the charge. they also have a rule where they must charge if they are able. This isn't an issue most of the time, as that's where they want to be. However lets' say the closest unit is somehow a Leman Russ at 11". You're forced to charge it and if it's successful, you end up being stuck in combat where you'll probably dink off a few wounds by sheer numbers. If your opponent doesn't fall-back, you have to either spend another turn in combat with half the number of attacks (you haven't charged, thus you don't benefit from SA or BC), or you must fall-back and be unable to charge. ** Remember, the whole unit is a Blood Claws unit, so buffs like Lukas or Wulfen resolve against the Wolf Guard model, too. ** You can stuff three 5 man squads with a power-armoured Character into a Land Raider Crusader. Solves troops requirements for battalions, takes up 1 model for deployment rather than 5, and altogether serves as a top-notch horde/chaff removal tool allowing other units to move about more freely. Excellent place to make use of a stalker pack if you have the CP. ** Functionally, these guys are very similar to Assault Intercessors, being 1 point cheaper per model but without heavy bolt pistols and the need for HQ support, yet they can access a much more diverse selection of transports and can take better Wolf Guard options/buffing opportunities. Both units dish out 4 attacks on the charge with Astartes Chainswords, at WS 3+, with 2 wounds. ** Do you like Orks? These guys allow you to play Space Marines as if they were Orks. 16 Blood Claws will provide you 32 power armoured wounds on a single unit, making it difficult for your opponent to claim objective markers and unit killing objectives. Additionally at that size, even if a lot of the pack dies, a bunch will reach melee and make anybody suffer. Take three units of these for way too much wound saturation for your enemy to be able to effectively counter you. ** Something to note is that you only have to declare a charge against the closest enemy unit. You do not have to charge them if there is another enemy unit within charging distance. ===Elites=== *'''Wolf Scouts/Scout Squad:''' Not a unit by themselves anymore. You're a Scout Squad with two Space Wolf-exclusive options; one Scouts boltgun can be swapped for a special weapon instead of a heavy bolter or missile launcher and one Scouts boltgun and bolt pistol can be replace for a bolt pistol and power sword, bolt pistol and power axe, or boltgun and plasma pistol. Not too expensive to Outflank and spray five plasma shots against a target though. *'''Hounds of Morkai:''' For whatever reason, the furries now get a special Reiver squad made to kill Psykers (hardly surprising given the beef against the Thousand Sons and Grey Knights). These guys have a fixed load-out of grapnels, pistols, and combat knives, so no Deep Striking. Either cram them in a Transport or Outflank them with grapnels. They can always target Psykers with shooting, even if they're Characters, and they gain +1 to hit rolls and +1D against them too. In terms of defence, this unit has a 4+ save against MW's caused in the Psychic Phase, and casters within 18" suffer -1 to Psychic Tests, rising to -2 if they're within 6". With that said, they've lost Terror Troops and Shock Grenades. **The psychic suppression allows a broken combo; rule of three lets you take up to three units of Hounds. -1 to cast at 18" of THE unit, not a unit and -2 at under 6" stacks a written. What else stacks? Sisters of Silence who also have a 18" -1 modifier to cast or deny that stacks to a maximum of -4. The Culexus causes a further -2. Inquisitor Karamazov has the Supreme Will rule for -1 within 12". There is also the Galthamor relic which also gives a 18" bubble of -1. Assuming they stack, that's a theoretical -4 for the sisters, -2 for the Culexus Culexus, up to -6 for Hounds at short range, -1 for Karamazov and a further -1 and mortal wounds for the relic. That's an insane potential -14 to cast or a lot table coverage at a lower penalty in a otherwise impractical army. Grey Knights, Thousand Sons and Magnus would be unable to cast against that and it would make Abhor the Witch a near foregone conclusion. Await a FAQ to disallow this, although it'll fit the some of the fluff of nullifying the Thousand Sons during the burning of Prospero. *'''Lone Wolf (Legends):''' He's now more expensive than a Primaris Lieutenant, with a worse statline and zero buffing ability. He DOES have better wargear, and rerolls 1s against monsters and characters, but is awkward to transport, expensive when geared up, and he takes up one of the most crowded parts of your FoC. In the past, his utility was found in being cheap enough to be disposable while still being a credible threat to lone characters and monsters, and now with 3 attacks at 75+ points, he's neither. Hard skip. His one redeeming factor could be his one chucklesome ability to ignore the loss of his last wound, rolled per hit, which makes him acceptably good at tying up high damage, low attack volume models. *'''Lone Wolf in Terminator Armour (Legends):''' He's less terrible than his PA equivalent, but now costs more than a Wolf Lord. Teleport this bad boy next to the enemy and hope he gets his charge off. If not, your opponent will have to dump a fair bit of firepower into bringing him down, and as a character, that's only if he's the closest unit to them. *'''Wulfen:''' One of the best melee units from 8th, the Pack Leader can now swap out their weapons to match their companions. They cannot perform actions, so don't expect them to help with VP in that way. S5, T5, W2, and a 4+ makes them a little survivable, but not much. Not too much of an issue once they've gotten stuck in with melee as they always make an attack before being removed from the field. This unit always counts as being in the Assault Doctrine (thus always benefiting from the extra AP on melee weapons as well as the exploding 6's with melee attacks if you have an all-Space Wolf army) and as always having charged for Shock Assault. Finally, Space Wolf Infantry, Biker, and Cavalry units within 6" and Blood Claw units within 1" always re-roll failed charge rolls. So, 3A base + 1A from always having counted as charged. How are you using those attacks? Wulfen claws only give them AP-1, but frost claws are S+1, AP-2, D1, give +1A and re-roll failed wound rolls, and they only cost 5pts each. So unless you're lobotomized, the frost claws are effectively the basic weapon. They can be swapped for the MEQ-mulching great frost axe (S+3, AP-3, D2), but we both know you're here for the thunder hammer and storm shield combo. It does get expensive quickly however, pushing them to 41pts per model. That being said, it is always worth having at least two in your squad, as you're only sv4+ but become Sv3+/4++ with the inclusion of the shields. January 2022 Updates: Wulfens got a nice point reduction: -2 for base model, -3 for Axes, and massive -6 for Hammer+Shield, thus making a THSS Wulfen a sneaky 30 ppm. Full "TH+SS" squad will cost us 145 points, which is not a big investment for a unit that can MURDERIZE ANYTHING in line of sight. *'''[[Dreadnought]]: Core.''' Same as the one mentioned in Codex: Space Marines, but you get the option to swap the powerfist (Sx2, AP-3, D3) for a great wolf claw (S+4, AP-2, D3, re-rolling failed wounds). *'''[[Dreadnought#Castraferrum_Pattern|Venerable Dreadnought]]: Core.''' Again gaining the option to replace a powerfist with a great wolf claw, they also can swap all their assault cannon and powerfist for a Fenrisian great axe and blizzard shield. The blizzard shield provides a tasty 4++ invulnerable save, but the Fenrisian great axe is for when you really want to clear out those swarming 'Gaunts and then slice a Carnifex in half the next turn. Scythe mode is SU, AP-3, D1, but you get two hit rolls for each A. Cleave mode is S+4, AP-3, Dd3+3, but you suffer -1 to hit rolls. *'''Wulfen Dreadnought:''' The Furioso Dreadnoughts aren't the only melee specialist dreads now. Only has a single storm bolter or heavy flamer as standard, but its paired axe and wolf claw make it a death machine in melee and it can re-roll failed charges. Going for single-wound infantry? Flamer and axe, since he gets to swing eight times with it. Going for anything else? Flamer and claw, since you re-roll failed wound rolls and always deal 3 damage in melee. Be careful about which armies you pit him against. **If you take the claw and shield combination, you actually end up with two storm bolters, any of which can be swapped for a heavy flamer. If you decide on the storm bolters, remember he's only BS5+. ====Wolf Guard==== Many units from Codex Space Marines gain Wolf Guard. This is important for certain rules and stratagems that only affect Wolf Guard. They're listed below; * '''Company Champion.''' * '''Ancients of all flavours.''' * '''Company Veterans.''' * '''Intercessor Veterans.''' * '''Bladeguard Veterans.''' * '''Terminator Veterans.''' * '''Terminator Assault Veterans.''' * '''Relic Terminator Veterans.''' *'''Wolf Guard:''' The Space Wolf equivalent of the various types of Veterans, Wolf Guard lack any sort of bodyguard ability or special weapons. Instead, you have your pick from combi-weapons, melee weapons, plasma pistols, and storm shields (the only caveat is they can only have one combi-weapon each). They also have the option of taking jump packs for 2pts per model. *'''Wolf Guard Terminators:''' Similar to their power-armoured little brothers, Wolf Guard Terminators can mix-and-match close combat and ranged loadouts, and can equip each Terminator with combi-weapons (much like Chaos Terminators). Mixing and matching mean you can protect your assault cannon Wolf Guard with a few storm shield-wearing Wolf Guard. ** One alternate way to look at the Terminator Wolf guard is as an exceedingly tough dakka squad; equip each one with a storm shield and combi-weapon, and you've got a 1+/4++, 3W deep striking unit with exceptional ranged output. ** As for melee, mix and match to your hearts content. Lightning claws, hammernators, sword and board, you name it. *'''Wolf Guard on Bikes (Legends):''' One option that fills a similar role to Thunderwolves in a fast moving shock unit, but a bit more geared towards shooting than stabbing. Each model can take a combi weapon and any combination of melee weapons, shield, or bolt/plasma pistol. ** Like the Wolf Guard Terminators, this can become yet another tough dakka squad. Two storm bolters and a couple storm shields mixed with melee weapons makes for a lot of shots with each model pumping out eight bolter shots at 24". A couple storm shields bump the squad to 2+/4++ and melee weapons help in case they get caught in an enemy charge. ====Special Characters==== *'''Lukas the Trickster:''' WS2+, W5, A5, and a S+1, AP-2, D2, re-roll failed wound rolls melee weapon, he's no slouch in combat. He also has a plasma pistol, so don't overcharge it unless you want to risk becoming a cartoonish pair of smoking boots on the ground. He can also never be hit on a roll of unmodified 1-3, so fear Snipers a little less. He also has a lite version of the old Chapter Master aura, in that Blood, Sky, and Swift Claw units within 6" can re-roll all failed hit rolls. If he's killed in melee, both players roll off; if you win, the enemy unit that killed him suffers d6 MW's. Finally, the bad stuff, he can never have a Warlord Trait and ALL Space Wolf units within 6" suffer -1Ld. ** Lukas saw a deep discount going into 9th, dropping from 110pts to 80pts. ** You may think cramming Lukas and three five-man Blood Claw Packs into a Crusader is a good way to go. You wouldn't be wrong per se, but they will easily be one of the most cowardly Marine units at Ld6. *'''MURDERFANG:''' What Bjorn is to Venerable Dreadnoughts, this guy is to Wulfen Dreadnoughts. As a Character with fewer than 10 wounds, Murderfang can only be targeted with ranged weapons if he's the closest enemy. With a decent screen of infantry and good use of his Murderlust ability, getting him into close combat unharmed is almost too easy. His weapons are the Murderclaws (Sx2, AP-3, D3, re-roll failed wound rolls), a storm bolter, and heavy flamer. Ignore the bolter, you're BS5+. As a Wulfen, he cannot be your Warlord or perform an action. However he gains a the Duty Eternal ability and +3A from Shock Assault instead of +1, so he's swinging his claws eight times if he charges. ===Dedicated Transports=== *'''Razorback:''' Good for carting a Grey Hunter + Wolf Guard Pack Leader as a makeshift special weapon squad that has some teeth with melee. *'''Dreadnought Drop Pod (FW):''' C'mon, you know you want to see what happens when you Deep Strike Murderfang into the enemy army. *'''Termite Assault Drill (FW):''' Everything that it does for regular Space Marines, it does better for Space Wolves due to their desire to be stabbin'. *'''[[Impulsor]]:''' With Ragnar now being a Primarine, stuffing him and Assault Intercessors or Bladeguard Veterans inside one is a respectable choice. ===Flyers=== *'''[[Stormwolf]]:''' The [[Stormwolf]] is the Space Wolves equivalent of a [[Stormraven]] Gunship, only it's a bit more expensive, holds 16 models and no dreadnoughts, and has better guns. The flying refrigerator (wolf snout?) looks a bit doofy, but don't be fooled: this thing rocks. With the default [[lascannons]]/[[helfrost]]/heavy [[bolter]] loadout, the Stormwolf can handle a variety of threats with ease, and you have the option of dropping the heavy bolters for skyhammer missiles to deal with flyers or two twin multi meltas to kill the bigger stuff (although this option will cost you a whole lot of points). With it's Flyer mobility you can feel a lot more comfortable sinking points into it though as it can essentially deliver 2 Long Fang squads worth of Heavy Weapons exactly where you want on turn 1. Build your heavy support around this beast and equip it to your needs. The Stormwolf works fairly well on its own, and it might even be preferable to not put infantry inside because it's already going to be a massive target on the table, but the option is there should you want to stuff a bunch of Blood Claws or Terminators inside. **SW are not prevented from fielding the [[Stormraven]], so it's not a replacement, it's an alternative. The [[Stormwolf]] features a larger infantry transport capacity than the storm raven, but trades that for no dreadnought transportation option. The two are otherwise very similar in both weaponry and defensive profile. Main thing is that this can hold an entire maxiumum size [[Bloodclaw]] unit, while the Stormraven cannot. *'''Stormfang Gunship:''' The Stormfang is extremely similar to the Stormwolf in appearance (same kit), however, the Stormfang is very focused on anti-tank, with a reduced transport capacity. Hellfrost cannon features D3 shots with a scary flat Damage 6 attack at-4 AP. The Stormstrike Missiles feature flat 3 damage each, or can be replaced with d6 damage lascannons. And another 2 melta arrays featuring d3 shots each with the melta d6+2 at half range (half range is 12"). And all of these at AP-3 or AP-4. So it's up to 78 damage at a minimum of -3 AP (from 12" away and with perfect rolling). The main downside to the Stormfang is that it's overkill against most targets, and the opponent might not even bring anything to justify your stormfang. ===Fast Attack=== *'''[[Fenrisian Wolves]]:''' Fast and do some damage now that they fight at AP-1, but still die to a stiff breeze (T4, W1, Sv6+). Very cheap FA chaff, they gain more leadership the more wolves you have in a unit, but it's still pretty crappy. If you want them to get into combat and do some damage you'll need a Wolf Priest to shepherd them, otherwise, leave them as fodder. ** These guys are basically our only good screening option if you don't want to ally with another Imperium faction. A unit of 10 or 15 dogs is cheap and makes for a fairly decent screen to help us against smiting and mortal wound spam. Consider taking them if you have a hole to fill in your list. These guys have AWFUL leadership though, and you are very likely to lose just as many models to moral as you are to shooting, which is not what you want from a screen. Don't expect these to be as effective as a Conscript conga. *'''Cyberwolves:''' This lets you field just the Fenrisian Wolves sergeant, in units of 1-3; the big seller here is that this is the cheapest thing any SM faction can field, period, at 15 points for an entire unit. If you literally just need a cheap body to throw at a problem, this unit has you covered. *'''[[Swiftclaw|Swiftclaws]]: CORE.''' Almost standard Space Marine Bikers. 30pts for a M14", T5, W3 model, with a storm bolter and chainsword (because as Space Wolves, you're going to swap the bolt pistol for a chainsword). The Sergeant can have a combi-weapon, melee weapon, or pistol weapon instead of the chainsword, and 0-2 Bikers can swap their chainsword for a special weapon or the Space Wolf-exclusive plasma pistol. This gives you the flexibility to be a very fast and tough special weapon unit. Their unit size is a fairly chunky 3-15 models, making them one of the bigger units available to Marines. Page 45 of the Space Wolf Codex has given them the iconic Blood Claw abilities of Headstrong (must charge the closest enemy unit unless the unit contains a wolf Guard... which isn't an option for Swiftclaws) and Berserk Charge (+1A after charging). GW truly would've been better off just giving them their own unit entry in the SW Codex. ** 175pts gets you three Bikers with meltaguns and an Attack Bike with a multi-melta. This has competition with Eradicators, who are 160pts for three models with two melta rifles (24" assault 1 meltaguns) and one multi-melta. Both are T5, W3 (W4 for the Attack Bike), and Sv3+. The Eradicators can shoot twice at one target if they haven't advanced, giving them 4-8 attacks with a 24" range, but the Bikers need to be within 12" to get their maximum five attacks. Bikers are FAR faster with M14" and a 6" advance, can take basic Bikers for ablative wounds, and also have four bolter shots per model to provide some opportunistic D1 firepower. Both are great anti-tank options. ** As far as anti-infantry goes, 150pts gets you three Outriders or five Swiftclaws (or four Swiftclaws with special weapons). Three Outriders give you 12 AP-1 shooting attacks and 18 AP-1 melee attacks after charging (2A base, +2A for charging, +1A for chainsword, +1A for Shock Assault). In the same scenario, five Swiftclaws give you 20 AP0 shooting attacks and 20 AP-1 melee attacks (1A base, +1A for charging, +1A for chainsword, +1A for Shock Assault). Outriders are individually tougher with W4, meaning they need at LEAST two Dd3 attacks to take down, and also do not have to charge the closest enemy unit, but Swiftclaws give you more attacks. *'''[[Skyclaw|Skyclaws]]: CORE.''' Skyclaws are essentially Blood Claws with jump packs; but their extra attack when charging gives them an edge over other versions of Assault Marines. This means they might just be worth it, especially if babysat by a jump-pack Character. ** RAW; "Up to two Skyclaw and Skyclaw Pack Leaders' bolt pistols can be replaced with one of the following: one plasma pistol; one weapon from the special weapons list". It's up to you to decide whether this grants you two or three special weapons. If it grants you three, these guys quickly rise to one of the best kamikaze units in the Astartes range once you add in a combi-weapon Wolf Guard. This is especially true with anything more than Flamers in this edition since they have a 3+bs and not a 4+bs as in 8th. *'''[[Thunderwolf Cavalry]]: CORE.''' Remained somewhat the same from 8th but now with 4W per model wich is nice. But losing wolf claws is a smidge of a kick in the teeth. The teeth and claws give three extra S5, AP-2, D1 attacks per model, a slight increase from AP-1 last edition. Shove storm shields on them to bump them up to an amazing standard of survivability. Their Swift Hunters rule allows them to charge after advancing, giving them a 13" - 28" threat range, and the Wolf Guard Keyword gives you access to some WG-only stratagems and Character Auras. ** By themselves, these guys are pretty good, but they do need to be combo'd to becomes the murder machines of 7th. Harald Deathwolf grants them Ld9, Canis Wolfborn grants them an extra attack with teeth and claws, Wulfen let them re-roll failed charge distances. Wolf Priests and Rune Priests on Bikes give them the usual benefits of those two Characters. ** You could give the Pack Leader a Frost Weapon upgrade for 1CP on two lightning claws; that would give him A6 on the charge with S5, AP-2, D2, hitting on 2's and full re-rolls to-wound. ===Heavy Support=== *'''[[Long Fang|Long Fangs]]:''' The Space Wolves version of [[Devastator Squad|Devastators]], only older and wiser. 9th has boiled away their unique hunter rule, and you're now just a Devastators all with Ld8 through the whole team and can take a Wolf Guard with or without Terminator armour as an extra weapons platform. The armourium cherub lets one model shoot twice once per game, and the signum lets one model shoot at BS2+ once per turn. The Long Fang Pack Leader can still take a special weapon in place of a boltgun though, so that's something. ** Combine the cherub and signum. On turn 1, use the signum on a key gun (e.g. lascannon) and then use the cherub to get the extra shot. The signum will apply for the whole phase, meaning 2 powerful shots at BS2+. ** The Wolf Guard does give extra firepower and mass, being able to raise to the pinnacle of Terminator-mounted dakka; storm shield, storm bolter, cyclone missile launcher. It's a good model to use the signum and cherub on, netting you four BS2+ frag or krak missiles in one turn. This is somewhat expensive though, with this model raising to 63pts. ===Lords of War=== *'''Wrath of Mjalnar (Open Play Only, Chapter Approved 2017):''' The Wolves' unique take on the Land Raider is inexplicably power level 30 and drops the twin heavy bolters for a twin helfrost cannon (24", heavy 2d3, S6, AP-2, D1 or 24", heavy 2, S8, AP-4, Dd6). It's more flexible, but with heavy bolters being bumped up to D2, it's fallen behind the 9th edition curve. That being said; as this unit can only be taken in Open Play games, your opponent probably won't have an issue with you using the much better twin helfrost cannon profile that can be found on the Stormwolf. Oh and this unit can transport five models, if that even matters.
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