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One of my friends get an early review and he said I will love this supplement. His words. And yes, he knows how I feel about SW currently.  He wouldn't break NDA so no spoilers. Just...got me kinda excited a bit.

One of my friends get an early review and he said I will love this supplement. His words. And yes, he knows how I feel about SW currently. He wouldn't break NDA so no spoilers. Just...got me kinda excited a bit.

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Edited by PeteySödes

 

One of my friends get an early review and he said I will love this supplement. His words. And yes, he knows how I feel about SW currently. He wouldn't break NDA so no spoilers. Just...got me kinda excited a bit.

Are you a fan of Thunderwolves and Wulfen?

 

 

yes, love both of them very much as they are our two iconic unique units. 

Edited by Bulwyf

Ah, shoot. Was hoping you were a normal infantry fan and he knew that and saying they’d be good, haha. I’m still hopeful. And once upon a time Long Fangs and Grey Hunters were our two iconic unique units... and the envy of the meta to boot!

 

PS not “ah shoot” you like those units, but assuming your friend knows your play style I assume he was suggesting those units are good and we still have no info on other builds. Hopefully that’s how it came across, haha.

Edited by VIth

Ah, shoot. Was hoping you were a normal infantry fan and he knew that and saying they’d be good, haha. I’m still hopeful. And once upon a time Long Fangs and Grey Hunters were our two iconic unique units... and the envy of the meta to boot!

 

PS not “ah shoot” you like those units, but assuming your friend knows your play style I assume he was suggesting those units are good and we still have no info on other builds. Hopefully that’s how it came across, haha.

 

I like all the SW units except for Scouts. He was talking about the supplement over all so not particular units. He wouldn't break NDA. He just said overall you will love this. 

Yeap "go to the throat" looks good  if it gets your whole army to assault doctrine for 2 CP and improves your pistol and melee ap on 6s to wound by -1 in addition to the -1 ap from assault doctrine...  we need those reviews fast...

Edited by lonewolf81

I copied this from Sprues & Brewss (they also do an excellent pod)

 

Strategems

There are 16 unique Strategems in the Codex once again split into different categories.

 

Go for the Throat (Battle Tactic) – Costing 2CP, this strategem is used during the Command Phase and limited to once per battle. If the Assault Doctrine is active an unmodified wound roll of 6 with either a melee weapon or Pistol gains a +1 AP bonus.

 

Cunning of the Wolf (Battle Tactic) – This strategem can be used during deployment, for 1CP you can give a unit the Outflank ability (allowing it to move on from a board edge during a Reinforcement Phase)

 

The Emperor’s Executioners (Battle Tactic) – A ‘fluffy’ strategem that gives a unit a bit of a buff in close combat when fighting againts their hated foes the Thousand Sons. For 1CP a unit can re-roll hits and wounds when making melee attacks against a Thousand Sons unit for the rest of the phase.

 

Savage Strike (Battle Tactic) -This strategem can be used in the Fight Phase on a Space Wolves unit that charged that turn. For 1CP (2CP if the unit contains 6+ models) the unit gains +1 to wound with melee attacks during that phase.

 

Healing Balms (Battle Tactic) – Costing 1CP this strategem can be used at the end of the Movement phase to restore D3 wounds to a Space Wolves Infantry, Biker or Cavalry model with 3″ of a Space Wolves Wolf Priest

 

Pack Hunters (Battle Tactic) – An interesting strategem that can be used in the Charge Phase. You select an enemy unit within engagement range of one of your Space Wolves units – all Space Wolves units that declare a charge on this unit roll an additional D6 for their charge roll and discard one of the dice. In addition, each time a Space Wolves Cavalry model makes an attack with it’s crushing teeth and claws it can re-roll the wound roll. Quite expensive at 2CP though.

 

Relentless Assault (Battle Tactic) – For 1CP you can add 3″ to the consolidation move of all Space Wolves units that phase.

 

Cloaked by the Storm (Epic Deed) – This is a very cool and thematic strategem which I can see getting a lot of use. It’s used during the Psychic Phase after resolving the effects of a Psychic Power from the Tempestas Discipline by a friendly Space Wolves Psyker. For 2CP friendly Space Wolves units within 6″ of that Psyker gain -1 to Hit from ranged attacks.

 

Deed Worthy of a Saga (Epic Deed) – Another cool and thematic strategem that costs 2CP. Whenever a non-vehicle Character with no Warlord Trait meets the requirements for a Deed, at the end of that Phase and until the end of the battle the Character gains the corresponding Saga ability. More on Deeds and Sagas later.

 

A Trophy Bestowed, Thane of the Retinue, Warrior of Legend (Requisition) – These are your standard strategems that let you add additional Relics and Warlord Traits to Characters in your army. They cost 1CP each you can use them a number of times depening on the size of the battle you are playing.

 

Bestial Nature (Strategic Ploy) – An execellent strategem that costs only 1CP and allows you to enable the Assault Doctrine for a specific unit. Useful to make sure your killer combat unit is benefitting from the Hunters Unleashed and Savage Fury abilities at all times.

 

Counter Charge (Strategic Ploy) -This brings back memories of old when Space Wolves used to have the Counter Charge ability. Used in the opponent’s Charge Phase For 1CP (0CP if the target is a Space Wolves Charavter) a Space Wolves unit can be selected to perform a Heroic Intervention if it is within 6″ horizontally of an enemy unit and in addition, can move up to 6″ when making that Heroic Intervention.

 

Keen Senses (Strategic Ploy) – Another useful strategem costing 1CP. Used in the Shooting Phase, this strategem allows the targetted unit to ignore all modifiers to Hit rolls and Weapon/Ballistic skill until the end of the turn. In addition when making a charge roll they can ignore all modifiers to that roll too!

 

Runic Wards (Wargear)– A defensive strategem that can be used in the opponent’s Psychic Phase to give a Space Wolves unit with 12″ of an enemy Psyker casting a power a chance to Deny the Witch as if they were a Psyker.

 

Army Rules

The next section of the book is the Army Rules sections, covering Warlord Traits, Sagas, Relics and Psychic Powers. We’ll go through each section below.

 

 

Warlord Traits

Space Wolves players get 6 new Warlord Traits (well 5, as Beastslayer was already in the parent Codex Space Marines) to select for their Characters.

 

Beastslayer – Grants the Warlord +1 Attack when fighting a Monster or Vehicle in addition to +1 to hit and wound against Monsters and Vehicles.

 

Wolfkin – The Warlord always benefits from the Shock Assault ability and gains +D3 attacks rather than

 

Warrior Born – Allows the Warlord to fight first in the Fight Phase if it is engagement range of any enemy units at the start of the Fight Phase

 

Hunter – The Warlord gains a +1 to Advance and Charge rolls and can fallback and still charge.

 

Aura of Majesty – The Warlord gains a +3″ range bonus to any of it’s Rites of Battle, Tactical Precision, Chapter Master and Spiritual Leaders abilities and can also add 3″ to the range of any Litanies recited (to a maximum of 9″)

 

Resolve of the Bear – Grants the Warlord a 6+++. In addition, enemy units can not re-roll wounds or damage against the Warlord.

 

Sagas

Sagas and Deeds are a unique Space Wolves mechanic that plays into the idea of the heroes of the Space Wolves forging their own legends as they battle against the enemies of the Imperium. Associated with each of the above Warlord Traits is a corresponding Deed, basically a challenge or requirement that if met, grants an additional bonus to the character bearing that Warlord Trait from the end of that Phase until the end of the game.

 

Deed of the Beastslayer (applies to Beastslayer Warlord Trait) – If the Character with this Warlord Trait destroys a Monster or Vehicle unit it gains a new Aura ability, Saga of the Beast Slayer, granting a +1 to wound bonus against Vehicles and Monsters with melee attacks to Space Wolves Core units within 6″.

 

Deed of the Wolfkin (applies to Wolfkin Warlord Trait) – If the Character with this Warlord Trait destroys an enemy model with a melee attack it gains a new Aura ability, Saga of the Wolfkin, allowing Space Wolves Core units within 6″ to always benefit from the Shock Assault ability.

 

 

Deed of the Warrior Born (applies to Warrior Born Warlord Trait) – If this Character manages to destroy an enemy Character with a melee attack it gains a new Aura ability, Saga of the Warrior Born, allowing Space Wolves Core units to fight first in any Fight Phase where they start within engagement range of any enemy units.

 

Deed of the Hunter (applies to the Hunter Warlord Trait) – If this Character makes a successful charge roll it gains a new Aura ability, Saga of the Hunter, allowing Space Wolves Core units within 6″ to declare a charge even if they advanced. In addition, if the Space Wolves Core unit has the Swift Hunters ability it can also declare charges after they Fall Back.

 

Deed of the Majesty (applies to the Aura of Majesty Warlord Trait) – If at the start of your Command Phase this Character is within 6″ of an objective that is more than 6″ away from your own Deployment Zone it gains a new Aura ability, Saga of Majesty, which means that Space Wolves Core units with 6″ automatically pass any Morale Tests.

 

Deed of the Bear (applies to the Resolve of the Bear Warlord Trait) – If this Character loses any wounds it gains a new Aura ability, Saga of the Bear which bestows a 6+++ to Space Wolves Core units within 6″.

 

The Deeds themselves seems quite easy to complete and the bonuses are quite nice. There are some interesting combinations of Saga, Character and accompanying Core unit.

 

Relics

There are 7 Relics and 7 Special-Issue Wargear to assign to non-named Characters (excluding Vehicles) which we’ll look at below.

 

The Armour of Russ – Wow, what a way to start. This grants the bearer a 2+/4++ save. On top of this at the start of the Fight Phase the bearer can choose one enemy unit within engagement range and force them to fight last.

 

The Wulfen Stone – Grants the bearer a new Aura ability, Bestial Charge, which allows Space Wolves Core units within 6″ to re-roll Charge Rolls. In addition it grants a once per battle ability which can be used at the start of a Fight Phase. You select a Space Wolves unit within 6″ and that unit triggers Savage Fury on a 5+ rather than 6+.

 

Fireheart – A strength 9, damage 3 Plasma Pistol with an 18″ range! Blimey

Edited by Dark Shepherd

Crushing teeth and claws are -2 AP , 1 damage for thunderwolves and HQs on thunderwolves

 

Outflank stratagem is for infantry only

 

I see great changes , i really like what i see so far...

 

 

Highlights for me

 

+1 to wound stratagem during melee when charging for 1 spacewolf unit

 

stratagem that makes a unit enter the assault doctrine 

 

improved armour of russ with a 2+ save on top of fight last and 4+ invu

 

reduced cost of the stormcaller 

 

Assault doctrine psychic power and fight last psychic power

 

the saga mechanic still buffs you at the end of the phase but you can use the stratagem to activate any saga  that fits your current situation  (the downside here is that the character must not have a warlord trait)

 

thunderwolves kept advance and charge 

 

the 0 cp strat  6" heroic intevention of a character

 

the +3" consolidate stratagem

 

the improved keen senses stratagem

Edited by lonewolf81

We appear to have lost the vicious executions stratagem...

 

I just started making army lists with 10 jump WG with LC/SS to maximize it

 

Mortal wounds on 6 with that many rerolling dice was looking awesome and the best way to bypass 3++ saves

 

 

Doh...back to the drawing board

We appear to have lost the vicious executions stratagem...

 

I just started making army lists with 10 jump WG with LC/SS to maximize it

 

Mortal wounds on 6 with that many rerolling dice was looking awesome and the best way to bypass 3++ saves

 

 

Doh...back to the drawing board

I think theres no specific strats or buffs for wolf guard now?

 

Chapter specific litanies seem to be gone too

Edited by Dark Shepherd

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