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I'm on the verge of gearing my Marines towards a more Space-Wolfy set-up because I'm rapidly becoming bored with the vanilla Codex, nobody in my group plays them, and also the Terminator Rune Priest in old school Termie armour is awesome and I want one. A scan through the Codex reveals that the SWurfs are drastically different in almost every way to the Smurfs and as such I was wondering if some Wolfy veterans might furnish me with a bit of advice.
First of all, how far off is the new Codex? What sort of changes are being proposed to the current set-up? I don't want to go out and buy a load of Blood Claws only to find that the next book turns them into an Elites choice or something stupid. I know a lot of Doctrine-based Guard army players who shat bricks when the new Codex ruined their Stormtrooper-based armies and I'd rather that not happen to me >_<
Second, the 1+ Grey Hunters you have to take; what do you do with yours? I don't really intend to bring more than the one unit required because I quite like the idea of an MEQ horde with lots of Blood Claws, so if there's a way to make the Hunters work on their own that'd be fantastic.
Last of all, Allies. I've got 2500pts of Grey Knights, 1200pts of Sisters, and I like using them wherever I can. It looks like there's a lot of scope for taking both alongside a Wolfy army; Psycannons, Incinerators, GK Termies, mounted Sisters squads and Seraphim squads are nice toys to have in any army list, plus the assaultyness of the Space Wolves gives me an excuse to throw my GKs into close combat. Is there anyone out there that regularly uses Allies with their Space Wolves, or is it better to just choke the board with Blood Claws?
Thanks in advance
I'm right there with you, as you know from my own Space Wolfy thread.
I'm really anxious to see how the 5th edition Vanilla Stuff reacts with the Space Wolves. Will they incorporate sternguards or an equivalent? Are the no TH/SS rumors true? What about assault marines (Currently a pivitol role in my tactics)? Lots of questions I'd like answered before I commit my current marines to become Wolves.
Now that I think about it, will rending and/or fleeting play a large role in the 5th edition Wolves? Both abilities scream Wolfy so I'd hope they'd be included. Will the Wolf Priest get an update so that he really is more Chaplain/Apothecary like or is it simply just for fluff? Oye! Still so many questions.
Last edited by Kenmichi; June 16th, 2009 at 16:36.
From what I've been told by our local GW, the new space wolf codex is coming out at the end of this year. If you want to follow all the rumours about the new space wolves, just follow this thread http://www.librarium-online.com/foru...ce-wolves.html (Space Wolves)
Grey Hunters are very assaulty with their True Grit, Counter-attack and 2 plasma pistols, 1 meltagun, and 2 hidden powerfists. Add a wolf guard leader and that's potentially 3 plasma pistols and 3 hidden powerfists.
Grey Knights make for expensive allies. You get almost 2 Blood Claws for the price of 1 GK. Normally, it would make sense to add GK's to Imperial Guards as they are weak in assault, but for an army already strong in assault, I don't think it really helps a whole lot. Better to ally the cheaper sisters, who are a whole lot shootier with their Divine Guidance. Then you would really have a MEQ horde with 15-man BC squads and 20-woman sisters squads.
Another idea I had was using the GKs as a sort of meat shield for a Long Fangs squad. I know that sounds like blasphemy, but hear me out. The GKs line out in front of the Fangs, who sit behind them with the heavy weapon troopers peeking out around the side; that way your opponent can choose to either shoot at the Long Fangs, who will get a cover save from the GKs, or he can try and target the GKs, who have The Shrouding. Hey presto, an infantry firebase which can shoot withough being shot at... well, not much anyway. Probably something to save for opponents without AP3 templates, but yeah >_<
I did consider Sisters, but they suffer from a few limitations that the Grey Knights don't; the biggest two being their Guardsman stat-line and the Faith Points pool. Dedicated Transports will mitigate the failworthiness of S3 T3, but because of the funny way the SWs get their HQ choices you can't take a Heroine, which means generating a reasonable pool of Faith Points will be difficult, and without that pool of Faith Points sending them into an assault, even if they're counter-charging or supporting a unit of Blood Claws, is not likely to end well. The GKs are markedly more expensive than the Sisters, but you really do get what you pay for
You can bet that GH and BC are both going to play a big roll as troops in the next dex. (rumors have it our around October. Woooo!) Currently both units are viable choices in the list. I usually run 2 GH squads in rhinos and 1 BC with a Wolf Lord in a Land Raider as an assault force. GHs are a good anchor to the army and the BCs can swamp an enemy with attacks and Poerfist hits.
There are random bits of wargear that have been negated in the current codex. (Like the Fang of Morkai) These we all get updated to bring it up to speed. As for the TH/SS combo, we can't really tell until we get soem verified rumors. I imagine THs will still be around. The Iron Priests are known for having them. We'll have to see though.
40K armies: Tyranids (2001), Space Wolves (2008), Sisters of Battle (2011)
Current Rep: 1337
Here's the trade off. A squad of 10 Grey Knights with 2 psycannons is 325pts. For about the same price, you could get 2x10 squads of BC's w/4 power weapons + 2 meltaguns. Makes it a little harder to justify getting GK allies, doesn't it?
9 Grey Knights & Justicar with 2 Psycannons get The Shrouding, 16 Stormbolter shots and 6 Psycannon shots per turn. At BS4. In CC the blokes with the Psycannons get the bonus attack for charging so that's 4 WS5 S4 attacks, 14 WS5 S6 attacks, and 3 WS5 S6 power weapon attacks at I4. I'd sooner have the Grey Knights, mostly for the extra shooting, but also because they have a fair chance of beating off a unit of charging Berzerkers
Another thing to consider is that, for 320ps, I can get myself a nice Elite Grey Knight Terminator unit with a Brother-Captain, Psychic Hood, 4 Termies, 2 Psycannons and a TH/ SS. A Wolf Guard Termie squad with a Frost Blade-wielding Battle Leader, 2 Assault Cannons and 3 Stormbolters would cost 16pts less for a load of 24"-shooting non-Fearless WS4 S4 models with no Shrouding, no Aegis, no Psychic Hood and no Thunder Hammer. Sure there's only 5 wounds in the Grey Knight unit as opposed to 6 in the Wolf Guard one, but they'll both die the same when a plasma cannon template lands on them. Unless of course the Grey Knights are 30+ inches away, the opponent fails his Shrouding roll and the template scatters 20" into a big tree.
Grey Knights cost what they do for a reason. The reason being they're ossom
In my opinion, the Grey Hunters suck now because of the "True Grit" rule with bolters, they don't get their bonus attacks. Blood Claws are just plain nasty with 5th edition. With my one pack of Grey Hunters I drop pod them in and protect objectives.
In the rumor mill on this site, I see where October is when the new SW codex will be rolling out, with new models and possibly a expansion set like GW did for Dark Angels and Black Templars. So, if you liked the original SW "Troops" models you might want to pick up a couple of boxes now.
With around four months to go on the new codex I'd hold off on building a new SW list. I've heard rumors that the 13th company will be disbanded and Wulffen will be a choice for the Space Wolves. I don't know if they'll be a Elites or Troops, haven't seen anything on that so far. I've also heard that GW will either take the Leman Russ tank away from the Wolves or modify it in some way.
Nope, still not done painting yet
No GW, not another price increase!
LOL....Forget it!!!!!!!!!!!!!!! It's already been done and the patent is owned!!!