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Fury of Wolf Spirits
Jaws of the World Wolf
None...I will never, EVER use Rune Priests.
There's been a lot of rants/debates on how "broken" the new space wolves are. Part of it is due to the psychic powers of their Rune Priests, the equivalent of Space Marine Librarians (and the fact that you can spam up to 4 of them). Just curious as to which of the powers you would choose if you were playing the wolves.
Living Lightning is probably the only one I'd say was a gimmie. Definitely useful considering the lack of shooty outside Dreads, Speeders and Heavy Support. I'm toying with LL/ Storm-Caller and a Master Upgrade at the minute for footslogging lists to see how that works, although Tempest's Wrath and Murderous Hurricane look pretty cool.
I reckon, though, that once people have played a few games against the new Wolves the complaints of game-breaking Rune Priests will stop; because they're not game-breaking at all. Unlimited range is all well and good, but you still need to have line of sight to the target :-)
I'd probably go Jaws of the World Wolf and Murderous Hurricane. It helps a lot against elite armies, killing upgrade characters and whittling and slowing down expensive units.
Though Storm Caller and Tempest's Wrath (the latter especially versus daemons and such) are very good support powers, and I kind of like Fury of the Wolf Spirits too with its ability to cause units to fall back...
I chose Jaws of the World Wolf for the carnage it may cause and for its sniping ability. I also chose Living Lightning because it is one of the better ways to take down enemy light-medium transports (AV 10-12) and gives the wolves some anti-horde. I also like Murderous Hurricane a lot against T3 or horde armies.
I plan on running Leaping Lightning and either Jaws or Murderous Hurricane. I need the extra firepower leaping lightning gives me and Jaws gives me the ability to take down big slow bruisers I come across (or hordes on Necron Warriors with some good placement) but the Hurricane royally screws up whatever it hits for the next turn, and can tear bikes and cavalry apart. Besides I can claim to rock you like a hurricane afterwards.
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Rules for grenades are on page 72 of the rulebook.
Jaws of the World Wolf is one of those powers that will tear Ork and Tau armies to shreds, along with some of the other armies in the game. Its almost too cruel and for that I love it (time to teach those Nob bikers a lesson).
I like murderous hurricane too, as a good roll can stick a fair number of casualties on a unit. Especially useful against things like guard and dire avengers.
I wrote this in another thread
The reason I prefer the other two powers is that I find the others too unreliable or circumstancial. Jaws can be random and while maybe not as good as everyone feared when they first heard of it will still have a reputation of being cheesy I think.
For cover you still have the smokelaunchers which I think will suffice for the most of the time. Freki/Greki both got too few shots for you to count on them.
Finally I dont give much for the unlimited range.. 48" is practically unlimited in my world. Autocanon shots are of course always welcome, I just dont see the rune priest being the one to fire them. Although a lightning/storm-RP might compliment a firebase I dont think it fits the wolf-mentality and spreading your firebase out is probably preferable and unless you play a blank table you should be able to get at least an as-good cover save..
Okay a lot of useless words there, in the end I like the Hurricane and the Tempest the best.. But I'd test them all were I to do a SW army..
I think Living Lightning looks like a must-have. BS5 d6 autocannon shots with infinite range? Sounds like a plan to me.
For the secondary power it depends. If I want to take Master of Runes then obviously it would have to be Tempest or Storm Caller. For a single power per turn RP it would either be Murderous Hurricane or JotWW. While Jaws isn't that great, with a lucky roll it can be quite useful so it might be worth taking if you're the gambling type. As for Murderous Hurricane, it reduces the enemy's charge and movement ranges if they're infantry or MCs or if they're jetpack, bikes, etc it can potentially kill more of them. Against T3 you can deal out a lot of wounds (5 on average) and even against T4 you deal 3 wounds on average. Thats like having 9 bolter shots against T4 or 11.5 bolter shots against T3 (with AP-). Who here would say a power that gives you an average of 9 AP- bolter shots a turn againt T4 with 18" range is bad, especially when it causes the enemy unit to be within difficult and dangerous terrain next turn? One of the more evil uses for it is to use it on a tank... It might not be able to damage the tank, but the tank is now inside difficult and dangerous terrain next turn.
So here's a rules question now: Do jump packs and bikes have to take two dangerous terrain tests if they move within difficult and dangerous terrain?
40K armies: Tyranids (2001), Space Wolves (2008), Sisters of Battle (2011)
Current Rep: 1337
Just one for each move they make, I think.