Tuesday, September 8, 2009

Space Wolves!!!!

So my local store just got a copy of the space wolf codex in, so I gave it a quick read, and here is my opinion on the new rules...

The HQ's are beastly, independant character or not, however I feel that they are all points costly enough to justify it. It is difficult to make an hq of less than 200 points and feel satisfied with his wargear... They also have the ability to take 4 hq's, which is nice at first glance, but really, the more expensive hq's the better, as that means that there are less points for troops and stuff like that. 

The Elites are where all the cool stuff is. The dreadnoughts, "mandatory" wolf guard elite choice, wolf scouts (which are beasts) and my personal favorite, the lone wolf. He the last remanent of a wolf pack wiped out, and thus counts as a 1 man unit. He can have any wargear, is WS 5 and has 2 wounds. In addition, he does not count as a kp. So basically in kp missions he is a freebee!!! So not only is he strong is fluff, but his rules aint bad either.

Troops are basically the same as last edition, except now greyhunters and bloodclaws are each 15 points. The 1+ rule for greyhunters was also removed (obviously)

HS: Long Fangs are basically as they were with the serg able to distribute fire. The Leman Russ is gone, but they now have the redeemer and crusader to replace it. (They also got the basic chapter upgrade package which includes new beastly 3+ storm shields etc...) 

FA: The "wolfriders" (thunderwolves?) are beastly. For 50 pts u get a 2 wound S 5 T 5 calvary space wolf with 4 attacks and rending. 1 man can have a power fist etc... There are also skyclaws (bloodclaws with jump packs) which are the same as before but cheaper. 

Notable differences: Frost weapons can be taken on anyone. Runepriests are now beastly with force weapons that wound demons on 2+ and nullify enemy psychic powers on a 4+. Sagas are nice, as the oaths that one takes with a saga means nothing except bragging rights once the game is over so there really is no drawback. One in particular (of warrior born) is beastly and the most expensive. It allows you to add the number of wounds inflicted (not casualties caused) by the character that assault phase to his number of attacks the next assault phase. Today I saw a lord with 7 attacks on a wolf inflict 6 casualties on a necron unit, then inflist 10 the next turn, then inflict 18 to wipe out 3 squads of crons over 1.5 turns.... whoa.

Final Verdict: They are on the whole very similar, just cheaper. They got the basic chapter upgrade, and the only notable things are the wolfriders and lone wolves. Basically they are regular marines when you shoot at them, which is all my saim hann really care about. If you play a close combat army be wary though because they will most likely eat you alive. Just watch out for those wolfriders, as their charge range is monstrous and they will catch you from up to 24 inches away with a 6 inch fleet. 

Basically, if you are fast and shooty like me, less enemy models = less crowded table = better, so space wolves should be a pleasure to pick apart, but cc builds and stationary shooting armies will have trouble with this army as it is very elite, has fast elements and will rape most armies in cc. Hope this helped!

No comments:

Post a Comment