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So now that the SW codex has been out for over a week many of us will have had some time to look ovewr the book ourselves, or possibly even play/play against/watch a game involving the new pups. So this topic is about your early impressions of many of their units, differences, characters...
Please Don't Just Reply To This Topic Complaining About How Overpowered You Think That The New SW Codex Is. If That Is Your Opinion Back It Up; Prove It Or Don't Post It.
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First post lol but anyways.... I found the Space Wolves Codex overpowered in some ways and lacking in others. I hate not getting a iron halo for free for my hqs, but the sagas is sweet. Plus My 1500 point army is 46 models and 3 tanks. I can get that in orks and pay less then half that. However their specials rules make up for and they have rather sweet powers, wargear, units types etc etc. There Scouts are still great but i find you'd have to take at least two to go behind the lines and survive. I hate the thought of just going there, killing a tank then dying...... Also I do not agree with Blood Claws WS and BS, I mean come on these guys have to go out a kill a giant wolf with there bare hands and they fight like guardsmen ??
I feel that Space Wolves should also be a bit more like Codex Marines. What I mean is like taking a Biker Lord lets you take bikes as troops. Last but not least i think there squad characters (Lucas,etc) are way way way too overpriced. For the price of Lukas I can get a whole another Blood Claw Pack!
I've got to see a handful of games with SWs, the guys always left right after so I didn't get to play them sadly.
JotWW did basically what I expected, it wrecked a guys foot IG army. The d6 S7 shots pwoer was even better, wrecked a Banewolf and damaged a Russ.
Their Psykers are really the only thing I'm worried over. Hunters are really good but it's still just a Marine. People seem to be going away from Bloodclaws in favor of more balanced units.
Haven't seen the Cavalry in action but the Fenrisian Wolves did really nicely against Demons. They chased down some shooty units so his Termies and characters could eat the big bads.
Overall, nothing SCARES me. The Psykers are going to be in my Top 3 "Kill it" list against them but nothing I can't deal with. Seems like a good Codex except for the huge number of badly worded passages.
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Close quarter fire-fights, and nasty close combat.
It's what I like and wouldn't want to change a thing!
*Blood Claws are new recruits, just like scouts are new recruits for codex chapters. They do wonders in the anti-troop role I give them.*
This army is so much fun to drop pod.
In all honesty, it is a great codex, fun and competitive but definitely not overpowered. Would like a few changes, but in all honesty fairly satisfied.
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I've gotten my nose bloodied pretty well on the initial charges from the SW's in CC with my Templar, but the opponents I've played thus far are running fairly low model count armies. In the end, I've been able to outdice my SW opponents.
Battle for Pollux
Campaign tick is changing from Wednesdays to Mondays, first week of November.
Its been interesting. I've done a little converting and proxying to get my army up to snuff, so I've only been able to play one game. It was against a friend's orks, and went about as well as I thought it would, specifically that I tabled him in 5 turns. Grey hunters performed very well against his trukk squads, especially after the trukks were destroyed by Long Fangs. Then again, I know his list by heart, so I had a significant tactical advantage.
Watching other people play has been more interesting though. Rune Priests w/ JoTWW seem to be all the rage (I have one too, but I use it intelligently). It's really funny to watch a Rune Priest waste five turns trying to kill a Wraithlord while that wraithlord wrecks everything else in its path. It's even funnier when that wraithlord fails the test on turn 5. But that's the extreme, most players running it use it intelligently. Nob bikers getting wrecked, tau hunting, etc. Smart uses for JoTWW. The other powers haven't gotten much use, though the lightning autocannon did do some damage to a piranha squad.
Not a lot of blood claw use. A lot of grey hunter use. They play like tactical squads at range but that changes very quickly. They perform very well due to the extra attacks.
Long Fangs. The unit everyone loves to hate or loves to love or hates to love or otherwise has an opinion about. Long story short, they were VERY effective. In the game I played it wrecked my opponents trukks on turn 1, wrecked his Deff Dreads and bikers by 3, and pretty much screwed around for the other 3 rounds. In the ones I watched they were able to down a fair number of crisis suits with MLs, and did fairly well against even the heavy armored Lemon Russ tanks (they managed to kill 2 over 1 game, though the long fangs squad was a bit expensive, with all lascannons). Overall, a good showing, and only reaffirmed my plans to use them for the long term.
Sadly no wolves, Thunderwolves, or skyclaws. One had swiftclaws w/ a wolf guard biker. It did well, and performed more or less like normal bikes, though he went to cc pretty quick.
Overall, fun and interesting. They didn't strike me as overpowered, though they did very well, especially where brawling was concerned.
I am finding that it is a very fun and well done codex. I will agree that BCs are on the out a little bit because GHs are so awesome, but i will be trying a 15 man pack when i get my new Land Raider Rune Priests are awesome, characters are expensive, but imo Ragnar is worth his points, havent tried the others. JoWW is the only power I have tried and it was beautiful. I am sad that they took away Healing Balms and didnt give the Wolf Priests anything of value, IMO.
I am also a little annoyed that the nerfed the combat skills of Wolf Priests a little, like I4 instead of I5, things like that. but it works out in the end.
I run a rather hybrid Drop pod/Mech list and it does pretty well if I am able to keep my vehicles together. Some of my regular opponents are Tau and other MEQs so its good. I think most things are priced very well, I am thankful troops arent 17pts a model anymore lol.
My feeling is that the codex is just as competitive and effective as others but also allows you to have a tremendous amount of fun with how fluffy it is.
Last edited by Logan230; October 15th, 2009 at 08:47.
SW are a solid army, competitive and balanced with a lot of potential builds. I still prefer vanilla for the variety, but if SW are any indicator I'll be very excited when they get around to fixing ==My== Dark Angels (never gonna happen ). At least I got a new substitute for Deathwing to play around with.
JotWW was massively overrated, Njal is massively overrated, Grey Hunters and BCs are massively overrated. The best part of the book is the cheap, mediocre troops backed up by awesome Elites, Fast, and HQs.
Thunderwolf Cav and Lone Wolves FTW
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