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==={{W40Kkeyword|[[Space Wolves]]}} and {{W40Kkeyword|[[Wolfspear]]}}=== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> <tabs> <tab name="Space Wolves"> [[File:Space_Wolves_Chapter_Livery.jpg|100px|left|]]In the grim darkness of the far future, the [[Furry|wolves]] are the fiercest predators. Thematically, these guys are <s>fucking furries</s> a bunch of football hooligans <s>angry space Vikings</s> who <s>can't read</s> have no respect for anything other than their own strength and culture rather than any book. Their way of organisation is rather unorthodox but no less effective. On the tabletop, these guys focus on the assault. Though they aren't White Scars swift or Templar strong, they have a means of tying the enemy up in combat by any means necessary and an emphasis on using melee characters. It also helps that they're good in combat. ''For the All-Father and Leman Russ!'' </tab> <tab name="Wolfspear"> [[File:Wolfspearshouldernew.png|100px|left|]]In the grim darkness of the far future, the pack hunts from the shadows. Thematically, they are the first successful Space Wolves successor chapter with the return of Roboute Guilliman and the Ultima Founding, they feared being rejected by the Sons of Russ for not being born of Fenris, but an influx of volunteers from the Space Wolves by Logan Grimnar ensured that their traditions would be carried over, strengthening their bonds. On the tabletop, the Wolfspears are a kind of mix between Raven Guard and their parent chapter, in that they are hard to hit from a distance but when they get close they pack a punch. ''Stalk the prey from afar, then when they expose their weakness, go for their throats! </tab> </tabs> <div class="mw-collapsible-content"> ====Special Rules==== As a general rule, you're Blood Angels but worse in terms of your rules. Look to your special units and unit options to find a way to shine, or be a successor. *'''Hunters Unleashed (Chapter Tactics):''' If a unit with this ability charged, was charged, or made a Heroic Intervention this turn, [[RIP AND TEAR|it gains +1 to hit rolls in the Fight Phase.]] In addition, all units can perform Heroic Interventions like a Character. ** Much worse than the Blood Angels chapter tactic, particularly in light of how much better their Doctrine bonus works than yours does: baseline, a Blood Angel with most melee weapons that don't have an accuracy penalty will just outperform you against most targets. You'll often pull ahead with the penalty ones - a thunder hammer or power fist in your hands is usually better than in theirs - but your secondary benefit doesn't help characters at all, and you'll struggle to fill units with those weapons cost effectively, unlike Blood Angels, whose secondary benefit makes them much better at getting into melee intentionally than you are. Your benefit instead makes you better at ''getting'' charged, since if you have a bunch of units close together, charging any one of them will force the enemy into melee with all of them. *'''Dark Terror (Wolfspears Chapter Tactic):''' Units gain light cover 18" away from any enemy unit and they get +1 to advance and charge rolls. They have the Hungry for Battle and Stealthy successor traits. *'''Savage Fury (Specialist Doctrine):''' While the Assault Doctrine is active, an unmodified roll of 6 to hit in melee will grant an additional hit, i.e. you temporarily get the Whirlwind of Rage chapter tactic. ** The big problem here relative to Blood Angels is that this benefit acts like +1 to hit only better (as it stacks with +1 to hit and plays even more nicely with chapter master re-rolls), which means diminishing returns - a WS2+ model with a Thunder Hammer is now going to act like it's WS1+, which is only 20% better - whereas Blood Angels get +1A, which is usually more than 20% better, since most of the army is A4 or less. Your bonus doesn't require charging or anything, but your plan was already to wait for the Assault Doctrine and charge, not charge in before that and hope to stay in melee. **If you want to fix your weirdly mixed buffs, switch to being a Successor. Whirlwind of Rage ''is'' your doctrine bonus, but they'll ''stack'', and Whirlwind of Rage is strictly better than your actual +1, since your WS2+ models will be able to use it properly. For your second tactic, Hungry for Battle will typically work best with your other rules. *'''Berserk Charge:''' One of your two Blood Claw rules, including Skyclaws and Swiftclaws (pg. 45 of the Space Wolf Expansion). If the unit benefits from the Hunters Unleashed Chapter Tactic as a Space Wolf or a Successor, the unit gains +1A if they charge (excluding {{W40kKeyword|Wolf Guard}}). *'''Headstrong:''' Second part of your Blood Claw rules. If the unit doesn't include a {{W40kKeyword|Wolf Guard}}, it must charge the closest eligible enemy unit. *'''Swift Hunters:''' On your Fenrisian, Cyber, and Thunder Wolves. Can advance and charge, and adds +1" to pile-in and consolidation moves. *'''Options:''' **Primaris Lieutenants can replace their auto bolt rifle with a carbine, which trades A3 AP0 for A2 AP-2, and a master-crafted power axe. **Techmarines can replace their bolt pistol and axe with a helfrost pistol and tempest hammer - the tempest hammer is just a thunder hamer with one better AP at AP-3, while the helfrost pistol is either Pistol d3 (Blast) S4 AP-2 D1 or Pistol 1 S6 AP-4 D3, both at 12", and you can't both perform this swap and take a servo-harness. Right now the whole thing is badly overcosted, mostly because you ''have'' to buy both at once, and the pistol is like a combi-melta but worse - meaning for fewer points, you can take a combi-melta and power fist, and generally get better performance overall. **The heavy weapons guy in a Scout squad can take a Special weapon instead, and an extra scout can swap his bolter for a power sword, power axe, or plasma pistol, but Scouts are worthless now. **Dreadnoughts (basic and venerable) can swap their melee weapon for a Great Wolf Claw, which is a no-brainer - you lose a point of AP and 2 of Strength for re-rolling wounds, which is easily worth it - or venerables can swap both the melee arm and the gun arm for a Fenrisian Great Axe and Blizzard Shield (4++). The axe can behave like a normal CCW, at 2 less S but 1d3 more D, with a melee penalty you'll ignore, or double attacks at SU AP-3 D1, functionally turning your venerable into an ironclad with extra durability and versatility in melee, but less dakka. **Helfrost Cannons are added to the Dreadnought Weapons list, which before Forge World means just basic and venerable dreads again, for the gun arm. It has two profiles, both 36": in Focused mode it's a multimelta but worse, hitting at d3+3 damage but only shooting once, while in Dispersed mode it's a plasma cannon but worse by 1 S, AP, and D. Since it costs the same as a multimelta, take that instead. **Your bike squads special weapons dudes can take plasma pistols instead of special weapons, if you want to be a moron. *'''Unit Restrictions:''' The Space Wolves cannot take the following: **Apothecaries (replaced with almost nothing; your chaplains have a stratagem for healing, and just can't heal multiple times (even with multiple chaplains), provide an FNP, or bring back the dead). **Tactical Squads (replaced with Blood Claws and Grey Hunters). **Assault Squads (replaced with Skyclaws). **Devastator Squads (replaced with Long Fangs). **Sternguard Veterans and Vanguard Veterans (replaced with Wolf Guard, who aren't really either - they're closer to company vets with jump packs than anything else). ====Crusade Additions==== ====Secondary Objectives==== *'''Purge the Enemy''' **''Glory Kills:'' Score 2 VP if you slay an enemy {{W40kKeyword|Character}} or 3 VP if you kill a {{W40kKeyword|Monster}} (or 1 VP if you deal 3+ wounds to either without killing). Note that these can't overlap, so Hive Tyrants and Daemon Princes won't give you 5 VP on a kill. **''Heroic Challenge:'' At the start of the game, you and your enemy must select one {{W40kKeyword|Character}} or their warlord to become sworn enemies. You score 5 points if the enemy character is killed, 5 more if it's in melee, and the last 5 if it was caused by your character. In short it's a Slay the Warlord type deal with more restrictions, but you'll be game for it. *'''No Mercy, No Respite''' **''A Mighty Saga:'' Score 2 VP each turn (max 5 per turn) for the following: Your warlord wounds an enemy {{W40kKeyword|Vehicle/monster}}, your warlord slays a {{W40kKeyword|Vehicle/Monster}}, your warlord slays an enemy {{W40kKeyword|character}}, your warlord kills 5+ models in a turn, or your warlord is within range of an objective in the enemy DZ. Why yes, it makes your warlord super-important, but they were pretty selfish bastards anyways. **''Warrior Pride:'' 3 VP if two or more of your units are either engaged with an enemy or made a charge. Pretty much a no-brainer here. ====Stratagems==== <tabs> <tab name="Battle Tactics"> *'''Cunning of the Wolf (1 CP):'''You select one {{W40Kkeyword|INFANTRY}} unit to gain the outflank rule. Congratulations, you got outflanking back. Enjoy watching your opponent's backline melt. For only a single command point to spend on each unit you do that for. Hell yeah! Shenanigans will ensue for armies with similar abilities (aka. Eldar, Blood Angels, Raven Guard etc.), prepare for hilarity. *'''The Emperor's Executioners (1 CP):''' In the Fight phase, a Space Wolves unit can reroll hit and wound rolls against Thousand Sons unit in melee. *'''Savage Strike (1/2 CP):''' When a Space Wolf unit is selected to fight the turn it changes, add +1 to wound for each time it fights this phase. 1cp of a unit of 5 models or less and 2 for more than 5. *'''Healing Balms:''' Instead of just being a full-on ability to heal like an apothecary, this gives the {{W40Kkeyword|Wolf Priests}} their means to restore d3 wounds to the appropriate {{W40Kkeyword|Space Wolf Infantry, Bikers}} or {{W40Kkeyword|cavalry}} within 3". A serious nerf since Space Wolves still can't use apothecaries for actual healing. *'''Vicious Executioners (1 CP):''' One {{W40Kkeyword|Wolf Guard}} unit during the fight phase gets to deal a MW on top of any normal damage when they roll a natural 6 to hit. *'''Pack Hunters (1 CP):''' During the Charge phase, pick an enemy currently engaged with a {{W40Kkeyword|Space Wolf}} unit, {{W40Kkeyword|Space Wolf Calvary}} and {{W40Kkeyword|Space Wolf Beasts}} roll 3d6 drop one when charging that enemy, and they reroll their teeth and claw attacks against them. *'''Relentless Assault (1 CP):''' Lets a {{W40Kkeyword|Space Wolf}} unit consolidate an extra 3". Not cumulative with other rules. </tab> <tab name="Epic Deed"> *'''Cloaked by the Storm (2 CP):''' In the Psychic phase, when Space Wolf psyker manifests a power from the Tempestas discipline, he imposes a -1 penalty for all ranged attacks made against Space Wolves units within 6" of it until the next Psychic phase. Expensive, but now you can buff your army without ever using a buffing power. *'''Deed Worthy of a Saga (1 CP):''' When a character without a Warlord trait fulfills a requirement listed for a saga, they gain that saga's aura for the rest of game. </tab> <tab name="Requisition"> *'''A Trophy Bestowed (1 CP):''' Lets a Space Wolf successor chapter take a chapter relic instead of being stuck with just the special-issue wargear list. *'''Thane of the Retinue (1 CP):''' If you have a Space Wolf Warlord, a sergeant or pack leader can take a special-issue wargear. *'''Warrior of Legend (1 CP):''' Put a second WT on your Warlord. This second WT must be from the Space Wolves codex and they gain the associated deed. Worth noting that the first trait could be from the Space Marine codex. </tab> <tab name="Strategic Ploy"> *'''Bestial Nature (1 CP):''' In the Command phase, a Space Wolf {{W40Kkeyword|Space Wolf INFANTRY}}, {{W40Kkeyword|Cavalry}}, or {{W40Kkeyword|Bike}} unit is treated as being in the Assault phase. *'''Counter-Charge (1 CP):''' This allows one unit to perform a Heroic Intervention against an enemy charge, letting them move 6" to do so. This little gem is useful in protecting more vulnerable forces by throwing more durable (or disposable) forces against the enemy. *'''Keen Senses (1 CP):''' Use this stratagem in the Shooting phase. Choose a SW unit from your army; they suffer NO penalties to hit until the END OF TURN. Those Alaitoc Shadow Specters will hate your guts. Time to break out the BIG guns. Use this broke-ass stratagem on leviathans, fellblades, and tank destroyers. The more guns the better. **This stratagem lets you turn your Long Fangs into Dark Reapers, meaning you can have move without suffering any minuses to hit. This makes any unit you wish had Power of the Machine Spirits that much faster. *** RAW, you could use this in your shooting phase, and negate all melee negative modifiers (Hammers, Fists etc.) in preceding fight phase. Super sweet on Wulfens and TWC hammering foes on 2+ to hit. **** Dope combo: use this on Aggressors, find some Hunter saga near by, advance and shoot with gauntlets without penalty, then charge and pulverize survivors with fists on 2+. </tab> <tab name="Wargear"> *'''Runic Wards (1 CP):''' Lets any of your units Deny the Witch like a Psyker, but only within 12". </tab> <tab name="Wolfspear"> *'''Track and Hunt (1 CP):''' at the end of the Movement Phase to pick an enemy unit within 24” of one of your Wolfspear Core units; that unit doesn’t get cover for the rest of the turn. *'''Killing Blow (1 CP):''' in the Shooting or Fight phases, give a unit +1 to wound against a unit that’s either below Half Strength or consists of 1 model and has lost more than half its wounds. *'''On the Scent (1 Cp):''' in the Charge phase, pick an enemy unit that lost models or wounds this turn – you get to re-roll charges for Wolfspear Core units that charge them. </tab> </tabs> ====Warlord Traits==== Most of These Warlord traits are selfish by nature, boosting up the ability of the badass, but also supportive later in game. Completing the Deed of Legend (DoL) unlocks an Aura that is slightly weaker than the Warlord Trait. *'''Beastslayer:''' Add 1 to hit and wound rolls made against {{W40Kkeyword|monster}}s and {{W40Kkeyword|vehicle}}s and +1 attack when within engagement range with one. ** DoL: Very straightforward, just use the Warlord to slay a {{W40Kkeyword|Monster}} or {{W40Kkeyword|Vehicle}}. This can be done with the character's ranged weapons. ** Aura: Space Wolf Core units gain +1 to wound rolls when attacking Monsters and Vehicles in melee. *'''Wolfkin:''' Warlord always counts as having charged for Shock Assault and gains +d3A from it instead of +1. This is Canis Wolfborn's designated trait. ** DoL: Kill any enemy model in melee with your Warlord. Ridiculously easy to complete. ** Aura: Space Wolf Core units within 6" always count as having charged for Shock Assault. *'''Warrior Born:''' Warlord always fights first in the Fight Phase when in engagement range of enemies. This is Ragnar Blackmane's and Krom Dragongaze's designated trait. ** DoL: Kill an enemy Character in melee with your Warlord. ** Aura: Space Wolf Core units within 6" of this model and within engagement range of enemy units also fight first. *'''Hunter:''' +1 to advancing and charge distances, and the Warlord can charge after advancing or falling back. This is Harald Deathwolf's designated trait. ** DoL: Successfully charge an enemy unit. ** Aura: Space Wolf Core units within 6" can charge after advancing or falling back. *'''Majesty:''' Gain an extra 3" to all Captain, Lieutenant, Chapter Master, and Chaplain abilities and auras, to a maximum of 9". This is Logan Grimnar's, Bjorn the Fell-Handed's, and Ulrik the Slayer's designated trait. ** DoL: Be within range of an objective that is more than 6" away from your deployment zone. ** Aura: Space Wolf Core units within 6" automatically pass morale tests. *'''Bear:''' Gain a FnP on a 6+ and enemy attacks can't re-roll wound or damage rolls against this warlord. This is Arjac Rockfist's and Njall Stormcaller's designated trait. ** DoL: Lose a wound. ** Aura: Space Wolf Core units gain a 6+++ FnP. *** Particularly useful since you can't take an Apothecary and this 100% works on Dreadnoughts; best on librarians (including Njal), since this both makes your librarian resistant to Perils, and means you can use Perils to help the aura trigger faster. *'''Wolfspear Warlord Traits:''' **'''Strike for the Throat:''' Your warlord re-rolls hits and has extra AP on melee attacks. **'''Hunt from Afar:''' Your warlord automatically hits and wounds on 2+ against Non-Vehicle/Monster units, good for a Phobos Captain. **'''Howling Beasts:''' Your Warlord gets +2 attacks when in engagement range of an enemy unit with 7 or less leadership. ====Psychic Discipline: Tempestas==== Your Space Wolf and Successor specific psychic discipline. #'''Living Lightning (WC6, Witchfire):''' Deals d3 mortal wounds to the nearest visible enemy unit within 18", then on another roll of 2+ the closest (to the caster) other enemy unit within 6" of the target also takes a mortal wound, increasing to 1d3 on a 5+. #*Note that due to the wording, if the first unit dies, there's no way to select the second unit. See the wording on the Iron Hands spell Machine Flense for the necessary wording on a spell to avoid this problem. #*This power beats Smite (1.79 mortal wounds dealt), provided it has : 1.44 to the primary target, 0.84 to the secondary, 2.29 total (due to rounding). It does very slightly less than the Iron Hands spell Machine Flense (2.41), but hits the nearest instead of any vehicle the caster wants. #'''Murderous Hurricane (WC6, Malediction):''' Target a visible enemy within 18"; until your next Psychic phase, it can't overwatch unless in terrain and nearly always fights last (actually always fights after Space Wolves, which is only a relevant nerf if you brought soup). The second ability is strictly worse than the Dark Angels spell Mind Worm, which has no such anti-soup wording, while the two spells have a radically different second ability (Mind Worm also deals a single mortal wound). #*This is radically worse than Veil of Time (from Librarius) to support a single melee unit of your own, so it's instead better when you're helping a bunch of melee units murder a single target, ideally when they also don't need help succeeding on the charge. #*In most situations, worse than Tempest's Wrath, but particularly useful on something charging you you ''don't'' want to be in melee with. #'''Tempest's Wrath (WC6, Malediction):''' Until the start of your next Psychic phase, an enemy unit within 24" has -1 to hit. Strictly worse than the Dark Angels spell Aversion, which is identical except that the target unit also suffers -1A while within 6" of the caster, but the difference doesn't matter for protecting a gunline. #'''Instincts Awoken (WC6, Blessing):''' Until the next psychic phase, a Space Wolf unit within 18" is treated as being in the Assault Doctrine instead until your next Psychic phase, or get a stackable -1 AP on UM wound rolls of 6 if already in Assault. #*''Significantly'' better in rounds 1 and 2 than in round 3; definitely consider putting this on a librarian in a drop pod with a squad of angry boys (you'll want your other power to be Tempest's Wrath, most likely). #'''Storm Caller (WC6, Blessing):''' Until the start of your next Psychic phase all friendly Space Wolves within 6" gain the benefit of being in light cover. Worse than Psychic Fortress from Librarius for melee protection, but in many many cases ''better'' for protecting a gunline. Don't forget to add the Cloaked by the Storm stratagem to buff them further - the units in cover will also be at -1 to be hit with ranged attacks! #'''Jaws of the Wolf World (WC7, Witchfire):''' Pick an enemy unit within 18". Roll a D6 for each model, with +1 to rolls if the test passed on a 9+. On a 6+, inflict a mortal wound. #*Deals slightly more than 1/7 of a mortal wound per model in the unit, which means at 13 models or more, this power outperforms Smite (at 13, it's 1.87 to Smite's 1.79). That means there are basically 3 collections of spells: Living Lightning and Jaws of the World Wolf are situationally Smite but better, for mortal wounds sources. Storm Caller and Tempest's Wrath are good protection for a gunline. Instincts Awoken buffs you in melee, primarily on the first two rounds - by round three it gets nearly useless. Murderous Hurricane can be used as a charge deterrent or if you need to charge something with dangerous Overwatch. ====Relics & Special-Issue Wargear==== <tabs> <tab name="Space Wolf Relics"> *'''Armor of Russ:''' Bearer gains a 2+ armour save, 4++ invulnerable save, and one enemy unit within engagement range of the wearer always fights last. ** No restrictions on who can take it, so give it to a non-wolf non-terminator Lieutenant or Librarian for best results. *'''The Wulfen Stone:''' Friendly {{W40Kkeyword|Space Wolves Core}} units within 6" of the bearer re-roll charges and once per battle, as a {{W40Kkeyword|Space Wolves}} unit triggers Savage Fury on a 5+ (it neither grants SF nor applies the Assault Doctrine, so you want the target to have both in place from other sources). **Far and away the best relic you can take, and better than most relics of any SM chapter, in general, *'''Fireheart:''' Replaces a plasma pistol. 18" S9 AP-4 D3, no overheating. *'''Black Death:''' Replaces a power axe or master-crafted power axe with a power axe (S+2 AP-2 D1) that also grants +d6A that must be made with it. ** Makes your character a decent GEQ blender. If you're giving this to anyone, make sure they're on a Thunderwolf; the pup's additional teeth and claw attacks mean they'll want to have similar targets. *'''Mountain-Breaker Helm:''' After the bearer finishes attacking but before consolidating, you can roll a d6 on an enemy within 1" (so if you killed off all your melee targets, this does nothing). You deal d3 MWs on a 2+, or on average 5/3 of a mortal wound. *'''The Storm's Eye:''' {{W40Kkeyword|Librarian}} only. After using your first Tempest power in a Psychic Phase, roll a d6 for every enemy unit within 12". Each unit takes a mortal wound on a 4+. ** A lovely way of dishing out the MW, this also smacks Characters without the usual -1 modifier most similar powers have. Like any time you use a Librarian to dish out mortal wounds, Deep Strike is the way to go here, and then after that, you'll want mobility to be near enemy units, so a Jump Pack can be clutch. *'''The Pelt of Balewolf:''' -1 to melee hit and wound rolls against the bearer. </tab> <tab name="Special-Issue Wargear"> *'''Adamantine Mantle:''' When this model loses a wound, roll a D6; on a 5+, the wound isn’t lost. Not that great in an army with access to so many rolls to negate wounds. *'''Artificer Armour:''' Gives a model a 2+ armour save and a 5++ invulnerable save. *'''Master-Crafted Weapon:''' Give a weapon +1D. Good on a thunder hammer for D4 or on weapons with variable damage (force weapons and chainfists) to guarantuee at least 2D. *'''Digital Weapons:''' When you fight, you make one extra attack that scores a mortal wound if it hits. Not terrible, but your Characters are pretty much renown for how hard they punch stuff. It's better to invest relics in durability or supporting other troops. *'''Morkai's Teeth Bolts:''' Markerlight, Space Wolf edition. One of the bearer's bolt weapons can make one hit roll and if it hits, ''any unit'' attacking that target re-rolls wound rolls of 1 (but the bolt weapon doesn't wound, penetrate, deal damage, or anything else). ** In melee, this is ''radically'' worse than the Blood Angels Quake Bolts, which a) provides +1 to hit, which is better than re-rolling 1s to wound in all cases except for WS2+ ''and'' is harder to provide in bulk because Lieutenants exist, and b) lets the bolt weapon resolve its damage and any other rules. As ranged support, it can be ok for bringing down a target with attackers not near a Lieutenant. *'''Wolf Tail Talisman:''' Bearer ignores MW on a 4+ during the Psychic Phase. *'''Frost Weapon''': Replaces all the Frost weapon options. Can give a lighting claw (single or pair), power axe, master-crafted power axe, power sword, or master-crafted power sword +1S and +1D and treat it as a Chapter Relic. ** Lightning claws: Sticking it on these bumps you up to the ever useful S5, meaning you now wound T6-9 targets with odds 5/9. The benefit against MEQs is much slighter, since you were already re-rolling wounds (you from odds 27/36 to 32/36, i.e. 3/4 to 8/9), but D2 is awesome against MEQs, and this gets both claws, unlike Master-Crafted. ** Power sword: Now this bumps you to S6, thus wounding T3 models on a 2+. More importantly, you can stick this on a master-crafted sword, bringing it to D3, i.e. as much as an unbuffed Thunder Hammer, with better AP and no accuracy penalty. ** Power axe: Eh, take a something else. S+3 resulting in S7 is an awkward value. Against T5 and below (i.e. most models), you wound on a 2+/3+ but the frost sword gets AP-3. Against T7 and T8 models, you wound on a 4+/5+ but the powerfist wounds on 3+/4+ and doesn't eat a relic slot. *'''Runic Weapon:''' {{W40Kkeyword|Librarian}} only. Gives +1 to Deny the Witch rolls and a force weapon gains +1S and is considered a Chapter Relic. ** Similar to the frost weapon explanations above with regards to strength values, you'll get a lot of use on force swords getting bumped to S6, but force staves do go to S8 for a diet thunder hammer. ** Unless you have a hard-on for denying the witch, this is far less useful than master-crafting the force weapon in question for D1d3+1. </tab> <tab name="Wolfspear Relics"> *'''Elemental Shroud:''' Gives incoming attacks -1 to hit and makes you ineligible as a target for ranged attacks if you’re more than 18” away from the firing model, but you lose this benefit until your next Movement phase if you make any kind of move. *'''Totem of Storms:''' Once-per-battle-round re-roll on a psychic test or deny attempt. *'''Blacktooth:''' Replacement for a knife or pair of knives and gives you +2 attacks plus all of your wounds turn into mortal wounds. </tab> </tabs> ====Special Units==== *'''Wolf Guard:''' Many of your firstborn infantry can take a Wolf Guard Leader in addition to the normal pack leader. Often they are the models to give the unit the +1Ld. Comes in power armour or (usually - not for Skyclaws) Terminator flavour. Either option gives you effectively two Sergeants: the one that comes with the unit typically has limited access to melee weapons (usually only a power axe, fist, or sword) and buys from the special weapons list for guns, while the WGL typically buys from the full melee and combi-weapons lists, as well as being allowed to buy a plasma pistol or storm shield. The termiWGL usually loses access to chainswords but gains access to chainfists, and is otherwise what you'd expect, except that the WGL normally costs the same as a unit member, but the termiWGL normally costs as much as a normal termi, despite not being able to deep strike. =====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 the Angel Artifice relic (Sv2+, +1T, +1W). Your statline becomes WS2+ BS2+ S4 T6 W8 A4 Ld9 Sv2+/4++ (and you can buy a storm shield to get down to 1+, if you want). Adding the Imperium's Sword (+1A and +1S on the charge), Bear (6+++ FNP, and as soon as you lose your first wound, it turns into an aura), or Iron Resolve (another +1W for W9, and a 6+++ FNP to boot) Warlord Traits truly turns you into the Space Wolf Smash Fucker. *'''Wolf Guard Battle Leader in Terminator Armour:''' Finally, a Lieutenant in Terminator Armour, which only Space Wolves and Dark Angels have any access to. 85pts compared to the power armoured 70pts. Gains a 5++ invuln, 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, but attached to a Lieutenant instead. ======Named 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 (not that your WS2+ models take the penalty to begin with) or an 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 (making him lose Look Out, Sir, ''and'' he can't benefit from Company Vets anymore), and M10"/7"/4" (that's right, in his weakest state it would be faster if he could legally get out and walk). He also gains 6 of the Thunderwolves' teeth and claws (S+1 AP-2 D1), because fuck GEQs. He can also advance and charge like other Thunderwolves, but he can't Deep Strike. Beware, though; he swaps Infantry for Chariot, so some rules, abilities, or stratagems may not apply to him. ***Don't be dumb - this is exactly as bad an idea as it looks. If you need a mobile Chapter Master, field one on a bike, thunderwolf or just shell out cash for a Storm Eagle, StormRaven or Land Raider. Logan's Sled is just too fragile, plain and simple. *'''[[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 above other WGBLs, in conjunction with his buffed thunder hammer which he can YEET at an enemy unit. 12" Assault 1 S10 AP-3 D3, gains +1D against Character or Monsters, with the melee profile being that same S, AP, D, and rules. His Champion of the Kingsguard rule lets him re-roll failed hit rolls in melee against Characters as well, meaning it's the same as re-rolling 1s to hit since he's WS2+. He's also one of the only Marines to have kept an 8th edition storm shield, meaning he has a 3++ invulnerable save (and a 2+ save, not a 1+). ** He's 120pts compared to a Battle Leader Hammernator's 105pts. For those 15pts, you gain what amounts to a meltagun, +1S (which is +2 after you account for the hammer), +1A, trading 1+/4++ for 2+/3++ (which is usually better), and an excellent character smasher. The only reason you'd take a generic Battle Leader in Terminator Armour is for relics or a Warlord Trait of your choice instead of Arjac's fixed Warlord Trait (the Bear, which is the 6+++ FNP that turns into an aura when the warlord loses his first wound), or if you really wanted to trade his melee prowess for long-range prowess, i.e. a storm bolter. *'''[[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+++ fnp and Character makes him very hard to kill. He's kept his Captain re-roll 1s to hit aura but hasn't got the Captain keyword, meaning you can take him and a captain and a chapter master if you really want, 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 punches, before you calculate shock assault. For shooting, he comes standard with a heavy flamer and assault cannon, the latter of 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 2+/4++, and his Mantle of the Troll King lowers any damage received by 1 (suck it, Dreadnoughts). He's a thunderwolf captain that can outflank, and has the same leadership-sharing aura chaplains have, but with a different name. His former frost axe is now a masterwork power axe with a buff on it, coming out at S+2 AP-2 D2 and unmodified wound rolls of 6 inflict an additional MW. *'''[[Canis Wolfborn]]:''' Dog Dogborn has returned as a Thunderwolf "Company Champion" with Frost lightning claws (S+1 AP-2 D2 re-roll failed wound rolls) instead of the master-crafted power sword and combat shield on a real company champion. His unique aura boosts him to a borderline auto-take if you have a Thunderwolf Deathstar, as he grants +1A with Thunderwolf and +2A with Fenrisian Wolf teeth and claws (he works on Ragnar's chariot, but only adds +1A, not the +2A you'd expect from it having two wolves); he won't buff them as much as a captain or lieutenant on a thunderwolf will, but he's a reasonably solid third buff to them. That being said, he's a glass cannon at T5, W6, Sv3+, and no invulnerable save - his only nod to durability is that he has outflank, letting him keep up with Harald. He has a bolt pistol and frag and krak grenades, but his BS is a laughable 5+, so that's a marginal downside compared to a real company champion. ** It's a fine question how anyone with BS5+ - he's less accurate than an ''Ork'' - managed to rise through the ranks of a Space Marine Chapter, even given how non-compliant the Space Wolves are. *'''[[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 6”. Get this guy in an Impulsor with either Incursors, Reivers, Bladeguard Veterans, or Assault Intercessors (Give the Sarge something tasty) and then RIP AND TEAR, UNTIL IT IS DONE! Put short, this guy is a beast, but he won't carry you to victory on his own and requires a little support and strategy to truly shine. **'''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 melee. Each and every one can take a chainsword for 1pt each, and 5pts gets them a Wolf Banner, which lets them re-roll any and all 1s 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 his chainsword with a power axe, sword, or fist, and the WGPL can replace his weapons with any melee weapon, combi-weapon, or plasma pistols or storm shields (limit one storm shield, no 0++ for you) For some reason, one Hunter can swap his bolt pistol for a plasma pistol. ** 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 133 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. ** Until it's FAQed, the terminator Wolf Guard doesn't have his 5+++ invuln, as it's missing from the Grey Hunters datasheet. *'''Blood Claws: CORE.''' Instead of starting as scouts, Space Wolves start you off as Diet Assault marines, with bolt pistols and chainswords all around. 1A base + 1A from Shock Assault + 1A from Berserk Charge (the babysitter doesn't get this) + 1A from chainswords makes them brutal on the charge. They also have a rule where if they charge, the closest enemy unit must be one of the charge targets - a problem shared with Skyclaws, Bike Squads, and Attack Bikes. This isn't an issue most of the time, as that's where they want to be, but if you give them a Wolf Guard babysitter, this problem goes away entirely. ** 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 with lower Ld at size 5, 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+ (i.e. 2+), with 2 wounds. ** Until it's FAQed, the terminator Wolf Guard doesn't have his 5+++ invuln, as it's missing from the Blood Claws datasheet. =====Elites===== *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.''' ** '''Veteran Intercessors.''' ** '''Bladeguard Veterans.''' ** '''Terminators.''' ** '''Assault Terminators.''' ** '''Relic Terminators.''' *'''Dreadnoughts:''' Your dreadnoughts can take Helfrost Cannons, which suck for their cost, and can upgrade their melee weapons to Great Wolf Claws, which is an autoinclude, since it's free and better, but none of that changes the fact that like for all chapters, Venerables are better. *'''Venerable Dreadnoughts:''' Your venerable dreadnoughts can take Helfrost Cannons, which suck for their cost, and can upgrade their melee weapons to Great Wolf Claws, which is an autoinclude, since it's free and better. In fact, a Venerable Dreadnought with a Claw, Heavy Flamer, and Assault Cannon or Multimelta (depending on what you're planning on shooting) is not only incredibly effective, it's the primary reason ''not'' to bother taking a Wulfen Dread. You can also swap ''both'' weapon arms for a Fenrisian Greataxe and Blizzard Shield. While 3+/4++/6+++ is awesome defensively, that radically cuts your offensive output so much you have to seriously consider if it's worth it - when a Wulfen Dread does melee and shield, it has an option for ''two'' heavy flamers. *'''Wolf Guard:''' The Space Wolf equivalent of the various types of Veterans, Wolf Guard lack any sort of bodyguard ability or special weapons, and have crippled pistol access - plasma pistols only. They cost as much as Vanguard Vets base and can buy Jump Packs, Storm Shields, and Melee Weapons at Vanguard/Company prices, but buy their combi-weapons at Company Vet prices, ''not'' Sternguard. While you can field them as melee and/or shield only and pretend they're Vanguard Vets just fine, what they do that no other Chapter can is drop down with their Jump Pack wielding a combimelta and melee weapon (i.e. thunder hammer on the sergeant and either hammers or fists on the rest), shoot something nearby surprisingly well, and then either charge it, or if it was a transport and it died, its erstwhile occupants. Their Termi cousins can do this as well, but as usual for termis, trade cost and mobility for durability. *'''Wolf Guard Terminators:''' Similar to their power-armoured little brothers, Wolf Guard Terminators can mix-and-match close combat and ranged loadouts in ways no other terminators can, not even Dark Angels or Deathwatch, even able to equip each Terminator with combi-weapons (much like Chaos Terminators) and assign storm shields individually, without requiring hammers. That means a unit can basically start out as a 5-man squad of 5 storm shields, 1 heavy weapon, and any 4-5 combi-weapons you want (4 if you took an assault cannon or heavy flamer, 5 if cyclone). This also lets you issue only the sergeant, with his +1A, a melee weapon (i.e. a thunder hammer, chainfist, or lightning claw, depending on your plan). **The ''only'' downside of this otherwise best or second best (Deathwatch has a particularly compelling terminator unit) termi unit in the SM codex is that it's built for doing dakka particularly well and is attached to a very melee-focused faction. **If you don't take some combination of chainfists or heavy weapons, this'll often be just worse than fielding non-termi Wolf Guard with combis or melees and storm shields (or, if you extra committed to melee weapons, assault or relic termis). *'''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. *'''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, both with their guns and knives. In terms of defense, this unit has a 4+++ fnp against MWs 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. **There's no good way to use these, so don't - their offensive buffs against psykers aren't enough to make them actually better than just fielding a better unit for the same job (Eliminators or Jump Pack Wolf Guard), and their mobility is just overall lacking for ensuring they can be near the psyker you need harassed right now. *'''Lukas the Trickster:''' WS2+, W5, A5, and a Frost Lightning Claw (S+1 AP-2 D2, re-roll failed wound rolls - no +1A, but it's presumably in his statline), 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 weapons taking penalties to hit will often just him at the usual rate, but weapons expecting to be accurate will suddenly not be; note that he has no special protection at all against flamers and the like. He also has a nerfed version of the old Chaplain aura, in that Blood, Sky, and Swift Claw units within 6" can re-roll melee hit rolls (i.e. he has to be near the melee when it happens - he provides always-on Litany of Hate). If he's killed in melee, both players roll off (remember, per the rules, this means you both re-roll on ties until there's a winner); if you win, the enemy unit that killed him suffers d6 MWs. Finally, the bad stuff, he can never have a Warlord Trait and ''all'' friendly Space Wolf units within 3" suffer -1Ld. **''Don't'' forget that you can re-roll successful hits to fish for high numbers, which is ''usually'' worthless, even with your Doctrine bonus up, but as an example of how this can be useful, if Lukas's re-roll applies to a unit that's also being hit with the Wulfenstone's one-off ability during the Assault Doctrine ''and'' it's WS2+ (which it almost always will be - most of the members of the units he buffs can't carry melee penalty weapons, so it's usually a fuckton of WS2+ chainswords), it is 100% worth re-rolling hit rolls of 1-4 to fish for the 5+ you need for the additional hit. ** 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. *'''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 his weapons to match his companions. They cannot perform actions, so don't expect them to help with VP in that way. S5 T5 W2 4+ makes them a little survivable, but not much, which doesn't matter much since the whole unit can take Storm Shields to be 3+/4++. Plus, if they die in melee before they can swing, they can swing anyway on the way out. 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 6s 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 12" 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 lobotomised, 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. *'''Wulfen Dreadnought:''' Melee specialist dreads, but be warned, Wulfen Dreadnoughts kinda.. suck. Only has a single storm bolter (on BS5+, so not usually helpful) or heavy flamer as standard, along with a Fenrisian Greataze ''and'' Great Wolf Claw, which is as redundant as you'd expect - unlike an Ironclad, it gets no benefit from dual wielding melee weapons, so you'll almost certainly choose to drop one. Its Wulfen nature means it re-rolls charge rolls but cannot perform actions, and ''isn't CORE'', making it harder to buff. For options, you can pay 5 points to swap the axe or claw+bolter for a shield+bolter, granting a 4++ invuln, and you can pay 5 points per storm bolter to upgrade to a heavy flamer. That means the most broadly useful build is Claw, Shield, and two Heavy Flamers, but it'll still really struggle to keep up with a Venerable Dread with the same Claw (but hitting on 2+), one Heavy Flamer, and a ''real'' gun, especially a multimelta or assault cannon. *'''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 (16) AP-3 D3, re-roll failed wound rolls) hitting on WS2+ with A5 base (but A8 in reality with Shock Assault, as he gains +3 from it instead of +1), a storm bolter on BS5+, and a heavy flamer. As a Wulfen, he cannot be your Warlord, have a Warlord Trait, or perform an action, but he re-rolls charges. Unlike his un-named cousins, Murderfang is bona fide better a melee murder, per point, than any other dread you can field, and against heavy targets especially, he borders on being your best melee, full stop. =====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, and you can add a couple more Ld with a Cyberwolf sergeant, 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. *'''[[Swiftclaws|Bike Squad/Attack Bike]] (CORE):''' Your Bike and Attack Bike Squads have the {{W40kkeyword|swiftclaw}} keyword, which means they also get, in a Space Wolves detachment, Berserk Charge and Headstrong, just like Blood Claws and Skyclaws do, only you have no way to attach a Wolf Guard model to fix headstrong. This doesn't really change anything about how they play, since your bikes are still fundamentally built for ranged combat. *'''[[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. You can fit three special weapons in the base squad, with a combi if you give them a babysitter (and the babysitter costs less than he does in a Wolf Guard squad, base). **At least right now, there's no ''good'' excuse for fielding them: the minimum two Skyclaws who are stuck with their base loadouts mean that anything this squad can do, Wolf Guard with Jump Packs can do better. The closest the competition gets is flamers - Skyclaws are 145 points for 3 flamers and a combi-flamer (plus two assholes with bolt pistols), while Wolf Guard are 155 points for 5 combi-flamers, and the latter is so much more points efficient it should be immediately obvious to you. *'''[[Thunderwolf Cavalry]]: CORE.''' Remained somewhat the same from 8th, 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. ** Field this unit for ''durability'', not melee output - due to their sheer cost, they don't actually hit as hard as Wolf Guard with Jump Packs, per point. But part of what you're paying for is higher T and W on a unit with ''very'' good mobility, since it can charge after advancing, so use what you're paying for. ** 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 to 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 2s 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, but he ''loses'' access to combi-weapons, meaning he's functionally nerfed relative to a normal Dev Sgt. ** 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 terminator Wolf Guard does give extra firepower and mass, being able to raise to the pinnacle of Terminator-mounted dakka; storm shield, any combi-weapon you want, including a storm bolter, and cyclone missile launcher. It's a good model to use the signum and cherub on, netting you 4 BS2+ Storm Bolter shots and "4" BS2+ frag or krak missiles in one turn (due to how Blast works, against a unit of size 6-10, a cyclone frag is worth about 1.76 frags rather than 2; fired twice, it comes to 3.52). This is somewhat expensive though, with this model raising to 58 points (an actual pair of missile launcher long fangs will cost you 66 points and only one of them can be signumed/cherubed). Also, until it's FAQed, he doesn't have his 5+++ invuln, as it's missing from the Long Fangs datasheet. =====Flyers===== *'''[[Stormwolf]]:''' The [[Stormwolf]] is the Space Wolves equivalent of a [[Stormraven]] or [[Storm Eagle]], only it's a bit more expensive, holds 16 models and no dreadnoughts, and has very different guns. The flying refrigerator (wolf snout?) looks a bit doofy, but don't be fooled: this thing rocks. From a gun perspective, if you sink the extra 50 points for two melta arrays (multimeltas, with rate of fire 2 changed to 1d3 with Blast), for 350 you get what amounts to 2 lascannons, 2 multimeltas, and 2 hybrids between the two (the twin helfrost destructor has a nearly useless blast mode that's bad at murdering hordes, but in its main mode of 36" Heavy 2 S8 AP-4 D4, it acts like a compromise between 2 lascannons and 1 multimelta). A Stormraven costs 340 for 2 lascannons, 2 multimeltas, and 2 stormstrikes, which fire like the Helfrost but sacrifice AP and D for R: 72" Heavy 1 S8 AP-3 D3 each. Don't try to compete with a Stormraven kitted for anti-horde murder; you don't have the options. That said, you can cut costs and field a Stormwolf for only 300 points by leaving the multi-meltas off and sticking with the default Skyhammer Missile Launcher, a nearly useless, slightly upgraded autocannon. The main purpose of this flying boat is carrying a litter of puppies, after all, not murdering things itself. 16 is enough room for 3 truly MSU Blood Claws with a babysitter (e.g. Lukas), 2 that each have a Wolf Guard and ''four'' more dudes (or 2 termis or jump pack dudes), 2 with a ''terminator'' WGL each and 2 more dudes or 1 termi/jump pack babysitter, and so on and so forth. This is also a credible way to deliver Wulfen: you can fit an MSU unit of Wulfen, 1 MSU unit of Firstborn (e.g. Blod Claws), and 1 more dude, who can be a babysitter or a WGL on the Firstborn as you like. You can fit up to 8 Wulfen inside maximum, which can be helpful because the Wulfen sergeant is typically the only fucker in the unit ''not'' carrying a thunder hammer, so their output goes ''up'' as the unit gets bigger. *'''Stormfang Gunship:''' The Stormfang is extremely similar to the Stormwolf, but sacrifices most of its transport capacity for a bigger version of the Helfrost Cannon. Focused mode gains more S and D but loses reliable rate of fire: 36" Heavy d3 S10 AP-4 D6, Blast, making it slightly ''better'', on average, than a multimelta in melta range. Dispersed mode also finally becomes credible: 36" Heavy 3d3 S6 AP-2 D1, Blast. The Blast mode is a joke against most targets since you can't roll less than 3 regardless, but on average that mode fires 6 shots, making it an assault cannon with slightly better AP, making this the only version of the Helfrost gun where Dispersed mode is genuinely sometimes worth the price of admission. It also carries the same skyhammer/multimelta/thb sponsons as the Stormwolf, and its wing weapons are stormstrike missiles by default, but for 20 points you can upgrade to the Stormwolf's lascannons. This is 300 base, but with all upgrades it's 370 for the big Helfrost, 2 multimeltas, and 2 lascannons. That's a genuinely pathetic amount of dakka for the points, mind - 220 points will buy you 4 multimelta attack bikes with nearly identical output - and the transport capacity is only as much as a Razorback, so you ''really'' need to think carefully about fielding this. Counting the contents, a Stormwolf's efficiency is ''far'' better (the easiest comparison to draw is a Stormfang with 1 Long Fangs unit in it and a Stormwolf with 3). ====Tactics==== *'''White Scars but Different:''' This works best if you're a successor, so you can swap your tactics out for Whirlwind of Rage and Hungry for Battle. Whirlwind of Rage combines with your Doctrine bonus to make it worth re-rolling even successful hits to fish for 6s, so the name of the game is bringing full re-rolls to hit in melee: that means your HQ choices should start off with a Primaris Chaplain on Bike who knows Canticle of Hate (he'll have +2 to Advance and Charge personally, so this is for ensuring those around him can succeed on a charge as well if absolutely necessary - usually no one will need help and you'll use Litany of Hate), and you should strongly consider a Captain on Bike or Wolf Lord on Thunderwolf Chapter Master. The Warlord Trait you want most is Hunter on the Chaplain, but Majesty and Rites of War are also very helpful, so you should consider bringing all three traits across the two Characters, if possible. Neither Hunter nor Majesty should give you any significant problems popping the Saga for, and Majesty doesn't need you to pop the Saga to be helpful. Pay the CP to give one of the two the Wulfenstone, mostly because its 1/game ability is ''incredibly'' good mixed with Whirlwind of Rage + Your Doctrine Bonus + Full Re-rolls to Hit (the unit with all three should fish for 5s, not 6s). Then build the rest of your army around Thunderwolf Cavalry, Scout Bikes, and Bike Squads; if you need Troops, put Blood Claws in Rhinos. The whole mess will act like a White Scars army is supposed to be: you'll advance it shockingly quickly (remember, Hungry for Battle gives everything ''except'' the Bikes +1 to Advance distances) into the enemy, have basically no problem charging it after advancing, and then the Chaplain, the Wolf Lord if that's what you went with, and the Thunderwolf Cav will be able to Fall Back and Charge as it pleases to boot. </div></div>
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