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Codex Next Week


lonewolf81

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Actually, it'd be kinda crazy if we could resurrect, since that would prime the pump for making a lone wolf ;)

Sadly it wouldn't. Resurected models can be only brought back to a unit that hasn't been wiped out, and Lone Wolf works on a single model. It also happens at the end of your movement phase were you already created a Lone Wolf or you didn't. It would open up to a crazy exploit though, for example for Long Fangs. Let them be reduced to a single model (with am Ancient by them to shoot again), make him a Lone Wolf, and then resurrect his comrades, making a unit of Long Fangs Characters that can't be targeted while raining down heavy weapon hell... Probably that is why we can't resurrect.

 

Edit:

 

healing balms were in the index

 

haven't seen any details on the codex version so cant comment if different

Healing Balms seem to have stayed the same, but I believe with the addendum done after C:SM we had a regular Primaris Chaplain, instead of a Primaris Wolf Priest so he didn't get the access to Healing Balms.

Lone Wolf is at the end of “any phase”. So you can “Lone Wolf” a guy at the end of your opponents assault phase, then at the end of your movement phase bring a dude back....if you had an apothecary. Healing balms from the index did not allow you to bring back a model though.

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Actually, it'd be kinda crazy if we could resurrect, since that would prime the pump for making a lone wolf ;)

Sadly it wouldn't. Resurected models can be only brought back to a unit that hasn't been wiped out, and Lone Wolf works on a single model. It also happens at the end of your movement phase were you already created a Lone Wolf or you didn't. It would open up to a crazy exploit though, for example for Long Fangs. Let them be reduced to a single model (with am Ancient by them to shoot again), make him a Lone Wolf, and then resurrect his comrades, making a unit of Long Fangs Characters that can't be targeted while raining down heavy weapon hell... Probably that is why we can't resurrect.

 

Edit:

 

healing balms were in the index

 

haven't seen any details on the codex version so cant comment if different

Healing Balms seem to have stayed the same, but I believe with the addendum done after C:SM we had a regular Primaris Chaplain, instead of a Primaris Wolf Priest so he didn't get the access to Healing Balms.
Lone Wolf is at the end of “any phase”. So you can “Lone Wolf” a guy at the end of your opponents assault phase, then at the end of your movement phase bring a dude back....if you had an apothecary. Healing balms from the index did not allow you to bring back a model though.
It indeed does work that way. But as I understood Gherrik's comment hisbidea wouls be tonresurrect a model from a unit and make him a Lone Wolf. Which couldn't be done because for that unit to have a single model.after resurrection, it would need to have been wiped out. As I said if we coukd do it it couls be abised by first making a Lone Wolf and then resurrecting. Healing Balms as far as I've seen in the reviews remain unchanged, probably to avoid an exploit like this and making a unit of 3 or 4 models of a "Lone Wolf"
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Huh.  If there is a way to resurrect models from a SW unit, you could put a WG termie in a unit, lone wolf him, resurrect a friend, the opponent shoots him, lone wolf him again....
As far as i can see nothing stops the extra wounds from stacking.
I'm just chortling over the idea of this 7 wound termie monstrosity growing bigger as the apothecary repeatedly shocks the poor Long Fang back to life over and over.

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Hm, on another topic, just related to the Codex, I am having a thought, just, not sure what and where to put it.

 

Either here or in a new thread, we can, with some relative reliably sourced data, start to hypothesize SOME of our more consistent options, as far as all-rounders and Troops Units might be concerned. With the option for GH's and BC's being pretty close, I am going to guess that the intended purpose, and thus the wargear given, each unit type and unit's role will aid the fight greatly.

 

The single greatest issue is, with the two week FAQ looming, along with rules already being added, what, if any, changes should be kept in mind?

 

The Wolves have always been presented as a Chapter of heroes; now, we can play them as such on the table.

 

So, here, or in a new thread, what unit combinations do you look forward to? I finally have a reason to try and squeeze in my six RP models. Heck, I think I'm going to need more!

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Hm, on another topic, just related to the Codex, I am having a thought, just, not sure what and where to put it.

 

Either here or in a new thread, we can, with some relative reliably sourced data, start to hypothesize SOME of our more consistent options, as far as all-rounders and Troops Units might be concerned. With the option for GH's and BC's being pretty close, I am going to guess that the intended purpose, and thus the wargear given, each unit type and unit's role will aid the fight greatly.

 

The single greatest issue is, with the two week FAQ looming, along with rules already being added, what, if any, changes should be kept in mind?

 

The Wolves have always been presented as a Chapter of heroes; now, we can play them as such on the table.

 

So, here, or in a new thread, what unit combinations do you look forward to? I finally have a reason to try and squeeze in my six RP models. Heck, I think I'm going to need more!

For me it has to be 8 wulfen in a stormwolf with 7 hammers backed up by a wolfpriest with power fist and jumppack as my warlord.

 

The bit I'm struggling with is do I give him Saga of the Wolf kin to bump my attacks to 28 a turn or Aura of Majesty so that the reroll aura works at 9" (therefore not having to conga line a wulfen or 2 for that first turn)

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Hm, on another topic, just related to the Codex, I am having a thought, just, not sure what and where to put it.

 

Either here or in a new thread, we can, with some relative reliably sourced data, start to hypothesize SOME of our more consistent options, as far as all-rounders and Troops Units might be concerned. With the option for GH's and BC's being pretty close, I am going to guess that the intended purpose, and thus the wargear given, each unit type and unit's role will aid the fight greatly.

 

The single greatest issue is, with the two week FAQ looming, along with rules already being added, what, if any, changes should be kept in mind?

 

The Wolves have always been presented as a Chapter of heroes; now, we can play them as such on the table.

 

So, here, or in a new thread, what unit combinations do you look forward to? I finally have a reason to try and squeeze in my six RP models. Heck, I think I'm going to need more!

For me it has to be 8 wulfen in a stormwolf with 7 hammers backed up by a wolfpriest with power fist and jumppack as my warlord.

 

Wolf Priests can have Power Fists?

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For me it has to be 8 wulfen in a stormwolf with 7 hammers backed up by a wolfpriest with power fist and jumppack as my warlord

 

Wolf Priests can have Power Fists?

 

According to the review posts yes! Which again with our new chapter tactic makes them brutal

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For me it has to be 8 wulfen in a stormwolf with 7 hammers backed up by a wolfpriest with power fist and jumppack as my warlord

 

Wolf Priests can have Power Fists?

 

According to the review posts yes! Which again with our new chapter tactic makes them brutal

 

 

Nice.

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Yes, Crozius Arcanum and Power Fist Wolf Priests can be a thing. And, with two combat weapon profiles, there is an option to split or use each however one intends. 8th does not penalize for specialist weapons, however, with the Hunters Unleashed Faction Trait, that combo will favor the PF on the charge, whenever that WP can HI, which should be every single chance one can over multiple turns.

 

And, since the option for Chainswords is in the Index, GH packs can still each take a Chainsword however one wants. Until the points value of said CS's changes, there's no reason to pass on them, either. That +1 Attack paired with the +1 to hit from HU, means it's always a need now. Still, if CS's ever cost 1 or more points, this concept may well need to be reviewed.

 

As far as other options go, the classic Blood Claw Pack with a WGPL and WP shoved into either a LRC or a Stormwolf, or, points allowing, one of each transport with a pack in each, still seems a solid assault element, at least as far as clearing things like Gaunts might be concerned. WG TDA with an attached hero can either Teleport in, or, with either an air or ground transport, mobility is achieved.

 

Hm, there's a great deal of wiggle room for weapon options; I guess my question is, if anyone is privy to some advanced access to the actual Codex, please, by all means, weigh in.

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I do have a question for people hopefully they can help me work out a self inflicted conundrum

 

The Plate of Russ, forces an enemy unit to fight last unless they have an ability stating they can strike first.

 

So what happens if an enemy charges your character with the plate? Do the 2 cancel our or...is charging not "an ability" per say. Does this mean the plate of Russ makes a unit go last even if it charged?

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For me the unit combinations I’m super hot on are:

 

- 2x WG Cataphractii Terminators with Arjac (he buffs them so much and with teleport strike and 4++ they don’t need transport to get to CC)

- 8 Wulfen TH with Wolf Priest (self explanatory and with on the hunt stratagem you don’t forcefullt need transports)

- Njal + 2 rune priests (for the mortal d6 w stratagem)

- 3 5 man intercessor squads with stalker bolt rifles and Bjorn for mid field control (MSU increases chances of lone wolf stratagem on the sergeant which will be deadly since he can have power weapons, Bjorn with heroic intervention will make people think twice before charging in, stalker bolt rifles S4 AP-2 great to hold the line and with true grit become pistol 2 for 1 CP! That’s 10 AP-2 shots per squad)

 

Best part is all of it should be around 1,900 points so that leaves you plenty of wiggle room to change 1 thing or 2 if you want to add a Stormwolf.

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I do have a question for people hopefully they can help me work out a self inflicted conundrum

 

The Plate of Russ, forces an enemy unit to fight last unless they have an ability stating they can strike first.

 

So what happens if an enemy charges your character with the plate? Do the 2 cancel our or...is charging not "an ability" per say. Does this mean the plate of Russ makes a unit go last even if it charged?

I'd say it means they go last after the charge. Charging is not an ability. It is a state. But the vagueness will mean it will probably be FAQed. Another interpetation I am seeing is that even if the enemy interrupts, since it is not an ability, it would make them go last. Would have to check how Mind Worm.works.
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For me the unit combinations I’m super hot on are:

 

- 2x WG Cataphractii Terminators with Arjac (he buffs them so much and with teleport strike and 4++ they don’t need transport to get to CC)

- 8 Wulfen TH with Wolf Priest (self explanatory and with on the hunt stratagem you don’t forcefullt need transports)

- Njal + 2 rune priests (for the mortal d6 w stratagem)

- 3 5 man intercessor squads with stalker bolt rifles and Bjorn for mid field control (MSU increases chances of lone wolf stratagem on the sergeant which will be deadly since he can have power weapons, Bjorn with heroic intervention will make people think twice before charging in, stalker bolt rifles S4 AP-2 great to hold the line and with true grit become pistol 2 for 1 CP! That’s 10 AP-2 shots per squad)

 

Best part is all of it should be around 1,900 points so that leaves you plenty of wiggle room to change 1 thing or 2 if you want to add a Stormwolf.

Be careful of "on the hunt" with Wulfen, even rerolling a 9" charge has about a 47% chance of succeeding if I remember the person who worked it out months ago.

 

It's much more reliable using a storm wolf to do it as you can drop them, then move and advance them 

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For me the unit combinations I’m super hot on are:

 

- 2x WG Cataphractii Terminators with Arjac (he buffs them so much and with teleport strike and 4++ they don’t need transport to get to CC)

- 8 Wulfen TH with Wolf Priest (self explanatory and with on the hunt stratagem you don’t forcefullt need transports)

- Njal + 2 rune priests (for the mortal d6 w stratagem)

- 3 5 man intercessor squads with stalker bolt rifles and Bjorn for mid field control (MSU increases chances of lone wolf stratagem on the sergeant which will be deadly since he can have power weapons, Bjorn with heroic intervention will make people think twice before charging in, stalker bolt rifles S4 AP-2 great to hold the line and with true grit become pistol 2 for 1 CP! That’s 10 AP-2 shots per squad)

 

Best part is all of it should be around 1,900 points so that leaves you plenty of wiggle room to change 1 thing or 2 if you want to add a Stormwolf.

A thing though, Intercessor Sergeants for us only get Chainswords, not power Weapons of any kind.

 

Also I doubt the Cataphractii are worth it. Power fists are worse than Thunder Hammers, more with more attacks, and if you gonfor Chain Fists you can have THH/SS for 5 points per model less. And for SS/PF it is even cheaper and more durable

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For me the unit combinations I’m super hot on are:

- 2x WG Cataphractii Terminators with Arjac (he buffs them so much and with teleport strike and 4++ they don’t need transport to get to CC)

- 8 Wulfen TH with Wolf Priest (self explanatory and with on the hunt stratagem you don’t forcefullt need transports)

- Njal + 2 rune priests (for the mortal d6 w stratagem)

- 3 5 man intercessor squads with stalker bolt rifles and Bjorn for mid field control (MSU increases chances of lone wolf stratagem on the sergeant which will be deadly since he can have power weapons, Bjorn with heroic intervention will make people think twice before charging in, stalker bolt rifles S4 AP-2 great to hold the line and with true grit become pistol 2 for 1 CP! That’s 10 AP-2 shots per squad)

Best part is all of it should be around 1,900 points so that leaves you plenty of wiggle room to change 1 thing or 2 if you want to add a Stormwolf.

A thing though, Intercessor Sergeants for us only get Chainswords, not power Weapons of any kind.

Also I doubt the Cataphractii are worth it. Power fists are worse than Thunder Hammers, more with more attacks, and if you gonfor Chain Fists you can have THH/SS for 5 points per model less. And for SS/PF it is even cheaper and more durable

Oops true, maybe better then 3x grey hunters with WG terminator for the same cost then?

 

And heh I can’t not take cataphractii since my army is based on the lost 13 so indomitus is not an option! Just out of curiosity, indomitus with SS is 4++ or 3++?

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I do have a question for people hopefully they can help me work out a self inflicted conundrum

The Plate of Russ, forces an enemy unit to fight last unless they have an ability stating they can strike first.

So what happens if an enemy charges your character with the plate? Do the 2 cancel our or...is charging not "an ability" per say. Does this mean the plate of Russ makes a unit go last even if it charged?

I'd say it means they go last after the charge. Charging is not an ability. It is a state. But the vagueness will mean it will probably be FAQed. Another interpetation I am seeing is that even if the enemy interrupts, since it is not an ability, it would make them go last. Would have to check how Mind Worm.works.

All other Fight first or Fight Last rules including Mind Worm state ‘a charging unit, or a unit with an ability that lets it Fight First’.

 

The only rules I have been able to find that do not say ‘a charging unit’ and just mention ‘a unit with an ability’ is the Armour of Russ and Paroxysm.

 

GW has also been consistent that the only things described as abilities are rules found on unit datasheets.

 

It seems that GW does not consider anything an ability other than a unit abilities. It also looks like GW felt this needed to be clarified by saying ‘a charging unit, or a unit with an ability’.

 

The other thing that reinforces that view is the FAQ on Paroxysm and the Counter Offensive stratagem. GW has ruled that using Counter Offensive on a unit with Paroxysm still must fight last. Counter Offensive is a rule that gives the Fight First rule in the same way as charging does but it isn’t an ability.

 

It will need an FAQ just because so many players will refuse to accept that the different wording of Armour of Russ is intentional. Until then I really think the rules do force chargers to fight last.

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I do have a question for people hopefully they can help me work out a self inflicted conundrum

The Plate of Russ, forces an enemy unit to fight last unless they have an ability stating they can strike first.

So what happens if an enemy charges your character with the plate? Do the 2 cancel our or...is charging not "an ability" per say. Does this mean the plate of Russ makes a unit go last even if it charged?

I'd say it means they go last after the charge. Charging is not an ability. It is a state. But the vagueness will mean it will probably be FAQed. Another interpetation I am seeing is that even if the enemy interrupts, since it is not an ability, it would make them go last. Would have to check how Mind Worm.works.

All other Fight first or Fight Last rules including Mind Worm state ‘a charging unit, or a unit with an ability that lets it Fight First’.

 

The only rules I have been able to find that do not say ‘a charging unit’ and just mention ‘a unit with an ability’ is the Armour of Russ and Paroxysm.

 

GW has also been consistent that the only things described as abilities are rules found on unit datasheets.

 

It seems that GW does not consider anything an ability other than a unit abilities. It also looks like GW felt this needed to be clarified by saying ‘a charging unit, or a unit with an ability’.

 

The other thing that reinforces that view is the FAQ on Paroxysm and the Counter Offensive stratagem. GW has ruled that using Counter Offensive on a unit with Paroxysm still must fight last. Counter Offensive is a rule that gives the Fight First rule in the same way as charging does but it isn’t an ability.

 

It will need an FAQ just because so many players will refuse to accept that the different wording of Armour of Russ is intentional. Until then I really think the rules do force chargers to fight last.

 

That makes the Armour of Russ even better as I don't have to give my warlord Saga of the warrior born as well then! So Warrior born then would mean after all charges are done my warlord strikes out first then they get to go? If so I've been playing it very wrong up until now

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I do have a question for people hopefully they can help me work out a self inflicted conundrum

The Plate of Russ, forces an enemy unit to fight last unless they have an ability stating they can strike first.

So what happens if an enemy charges your character with the plate? Do the 2 cancel our or...is charging not "an ability" per say. Does this mean the plate of Russ makes a unit go last even if it charged?

I'd say it means they go last after the charge. Charging is not an ability. It is a state. But the vagueness will mean it will probably be FAQed. Another interpetation I am seeing is that even if the enemy interrupts, since it is not an ability, it would make them go last. Would have to check how Mind Worm.works.
All other Fight first or Fight Last rules including Mind Worm state ‘a charging unit, or a unit with an ability that lets it Fight First’.

 

The only rules I have been able to find that do not say ‘a charging unit’ and just mention ‘a unit with an ability’ is the Armour of Russ and Paroxysm.

 

GW has also been consistent that the only things described as abilities are rules found on unit datasheets.

 

It seems that GW does not consider anything an ability other than a unit abilities. It also looks like GW felt this needed to be clarified by saying ‘a charging unit, or a unit with an ability’.

 

The other thing that reinforces that view is the FAQ on Paroxysm and the Counter Offensive stratagem. GW has ruled that using Counter Offensive on a unit with Paroxysm still must fight last. Counter Offensive is a rule that gives the Fight First rule in the same way as charging does but it isn’t an ability.

 

It will need an FAQ just because so many players will refuse to accept that the different wording of Armour of Russ is intentional. Until then I really think the rules do force chargers to fight last.

Thanks for the review. I had only remembered Mind Worm, and in the Index it was without the "charging unit" bit. But as such the Armour of Russ will be very good.

 

I also agree that the current wording means they fight last even after charging. And with the 6" HI that is a great threat range against melee armies.

 

 

 

For me the unit combinations I’m super hot on are:

- 2x WG Cataphractii Terminators with Arjac (he buffs them so much and with teleport strike and 4++ they don’t need transport to get to CC)

- 8 Wulfen TH with Wolf Priest (self explanatory and with on the hunt stratagem you don’t forcefullt need transports)

- Njal + 2 rune priests (for the mortal d6 w stratagem)

- 3 5 man intercessor squads with stalker bolt rifles and Bjorn for mid field control (MSU increases chances of lone wolf stratagem on the sergeant which will be deadly since he can have power weapons, Bjorn with heroic intervention will make people think twice before charging in, stalker bolt rifles S4 AP-2 great to hold the line and with true grit become pistol 2 for 1 CP! That’s 10 AP-2 shots per squad)

Best part is all of it should be around 1,900 points so that leaves you plenty of wiggle room to change 1 thing or 2 if you want to add a Stormwolf.

A thing though, Intercessor Sergeants for us only get Chainswords, not power Weapons of any kind.

Also I doubt the Cataphractii are worth it. Power fists are worse than Thunder Hammers, more with more attacks, and if you gonfor Chain Fists you can have THH/SS for 5 points per model less. And for SS/PF it is even cheaper and more durable

Oops true, maybe better then 3x grey hunters with WG terminator for the same cost then?

 

And heh I can’t not take cataphractii since my army is based on the lost 13 so indomitus is not an option! Just out of curiosity, indomitus with SS is 4++ or 3++?

indomitus with SS is a 3++. But I fully respect going for Cataphractii for the fluff.
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So has anyone noticed if the wolves primaris apothecary does anything new, I've reviews were it mentions that we have all the primaris stuff but haven't found anything about how they work?

 

In Ashes of Prospero:

 

As far as I remember, an Ultramarines Primaris Lieutenant is dispatched to Fenris with the Primaris Space Wolves, and remains at the Fang.

Oh well I was probably wrong then, Granted knowing that they exist and knowing the successor are two different things.

Makes me wonder if that Lieutenant is also acting as sort of "watch pack" for the big blue...

 

 

It'd be fitting and to Gulliman's credit he handled the watch pack quite well. I have to admit that I hope we corrupt the guy, and when he heads back he curses like a sailor, and is half drunk all time lol.

 

 

 

 

 

So has anyone noticed if the wolves primaris apothecary does anything new, I've reviews were it mentions that we have all the primaris stuff but haven't found anything about how they work?

No apothecary for us.

Yep. This is another thing that a lot of the reviewers are missing or getting wrong when they say Space Wolves now get ALL the Primaris units. Nothing has changed since last summer when the incomplete list of Primaris units in the Index was amended to state that we got all Primaris units EXCEPT the Apothecary.

 

There is no "Primaris Apothecary" listed in the units section. Primaris Wolf Priests are Chaplains. Primaris Rune Priests are Librarians. If there was a datasheet for a Primaris Iron Priest, it would be a TechMarine. Apothecaries are still verboten.

Well at the thr Primaris Wolf Priest got Healing Balms as he should for being a Wolf Priest. I think most miss it due to Apothecaries not being very popular but it is an error indeed.

 

 

That makes sense. I don't mind Apothecaries not being there because we don't have them, but it also made sense to me that Guilliman would've had structured the new chapters with them. Have to admit that I really like that model.

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I’m assuming our cataphractii and Tartarus terminators will only get the options in the box and not be “true” wolf guard.

 

Any one seen if our wolf guard pack leaders can take terminator armour that isn’t just standard?

 

Assuming if the wording still “wolf guard pack leader in terminator armour” we can’t choose which type?

 

Would love to run Tartarus with blood claws but cataphractii with long fangs.

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