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like ive seen alot of ppl playing and talking about space wolves and bashing ultramarines?
what kinda good stuff do the sace wolves get that others dont???
Ohhh, they get alot of cool stuff, they are meant for CC. Their basic infantry has to take CC weapons and BP (i know grey hunters can get bolters too w/ true grit). Plus they can have 2 powerfists in their bllod claws squads w/o even needing a vet sergeant. They also counter charge who ever charges them, so if you have an independent character in that squad that gets in, be careful! But they get alot of cool stuff... im jealous
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With the new codex, most of our "cool stuff" is going out the window. Ven Dread, aside from our special rule for him, won't be special. True Grit has become a more or less useless ability, so we're paying an ungodly amount for Hunters for no reason. The new Powerfist rules did help us, but other than that, most of the rules that helped other SM chapters ended up shooting us in the tail, heh.
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What Cypher said is good for the rest of the world. Me being a space marine players, I respect fellow defenders of the Imperium, but wolfies are increadibly cheap. All the stuff that GW took away from them made them unfair because that made them above the rest. The new Codex slaps 'em back into line. Now they are a lot more balanced with the other chapters.
*I'm sorry if i offended any Space Wolves out there. These are just my opinions.
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I dont think SW are worth playing anymore....( i played them untill i heard of the changes) and converted them to wulfen. they lost their 'MOJO', what made them special and true grit is just plaine BBBBBBBBBAAAAAAAAADDDDDDDDDD for 2 pts more.....
and with the new rules the point sink(Hq) is killing them even more...
The SWs got hit the hardest by the new rules, and are now not that good anymore. They were mostly made for 1500-2250 point games, due to the extra HQ rule, so they didn't do that well in large armies. True Grit is useless, Ven Dreads aren't Ours, and Long Fangs don't get meat shields. Our only good "Only Ours" unit is the Wolf scouts, which come in extremly small squads anyways. Blood Claws get torn up by normal SMurfs, and their Headstrong rule hurts if the oppoent can get a "shock troop" squad within charge range. The Exterminator is too costly, plus it is only useful against horde or light tank armies (like mechanized armies or Saim-Haim). I say give them acess to normal Russes, and make GHs cheaper. Did I mention that A Bodyguard to a HQer is the only way to get Termies with heavy weapons?
"This is delightful! It's like someone stabbed Mr. Bubble!" -Stewie, from Family Guy
So far all the answers have focused on the rules aspect of playing Space Wolves. Its all been how powerful they are, how they can or can not kick butt, how expensive they are or how they're not worth the points. But really, why do you pick an army? For me its all about the coolness factor.
Choosing Space Wolves is a style thing. Both the style of the miniatures and the style of play itself. I really don't care if I win or lose as long as the fight was fun and I looked cool on the table. Its not how your fight the battle, but how you look while fighting. I was initially attracted to Space Wolves because I liked the miniatures. I was into the concept of "Norse Viking Berserkers". They are very versatile miniatures, though. You could style them after a number of barbarian culture type of themes. Native Americans, Bear Clan, Spartans, etc. It all depends on what you want to paint and convert
You need to examine what you want to get out of any particular army. There are two distinct areas affected by your choice of army. First, and I think the most important, is: What do you want to assemble, convert and paint?
Most of your time in the 40k hobby will be spent painting and modeling. Completing an entire army is a lengthy task, but very enjoyable. If you don't really get into the theme of your army you won't have the desire to keep at it. If your miniatures are the same, over and over, youâ€™ll probably burn out quickly. This is one advantage Space Wolves have over other marine armies. Although essentially marines, Space Wolves have a fierce independent streak. This is reflected in the miniatures. Even the basic marines have a variety of chest plates and wolfy bits, special weapons, and unique â€œsergeantsâ€?. You can easily assemble a ten-man squad where every marine is completely different. Additionally, since Space Wolves use any number of wolf accessories, it is very easy to take miniatures from other lines and convert them into wolves. I use the commanders from all the other marine forces as Wolf Guard leaders for my units.
After playing Space Wolves for a while, I also discovered their versatility extends to the type of armies you can field. You can actually play some very different types of armies using the Space Wolf rules. This is where the second area of consideration comes into play. What style of fighting do you like?
Here again Space Wolves excel. Although they are best as charge in, attack, hand to hand fighting, they can be played with many variations. You can have footslogging, troop heavy army. Not quite a swarm army, but the ability to field 15 man assault units makes for a very scary wave of troops. You can have a mounted cavalry, with or without heavy armor support. This happens to be my current favorite. Every unit acts like a fast attack choice. You can also throw in additional fast attack support in the form of bikes or land speeders. And you can build a â€˜shootyâ€™ army. Although not primarily a shooty army, what additional expense is paid for the troops is balanced by the fact they can hold their own when the enemy does reach them in hand to hand.
Space Wolf miniatures also make some really good-looking armies using other space marine codices. With the miniatures you can make a very cool, all terminator army using Death Wing rules. You can also concentrate on a White Scars style army using the Space Wolf miniatures.
All in all, Space Wolves have a lot of versatility both in play and modeling. I highly recommend them.
I also really like Chaos (all of them) for the same reasons. Dark Angels are a close third. But in my heart I'll always be a Wolf.
Wolfraider makes some very good points.
Yes SW got struck down by 4th edition, and as such my army won't grow too much between now and the release of the new SM codex, and the SW update.
I don't doubt for a second that GW will leave the wolves to hang out and dry and become a nilla marine force. They are a really popular chapter, that has plenty of uniqueness available to the collector in choosing a variety of army and gaming styles. Just because they pulled most of our special rules and gave them to all and sundry, i think GW has something up their sleeves to make them stand out once more. Well they best have!!!
Space Wolves are badasses that operate just barely within the rules.
13th Co. didn't even know there were rules applying to how badass they could be.
... and Daemonhunters make it three - now just need a spare room to store it all!!!
Wouldn't the Space Wolves be rendered obsolete by the release of a 4th edition SM codex anyways?
Every whisper of the future from the Warp speaks of a hundred battles lost, a thousand lives devoured and a million enemies born. -- Inquisitor Lord Babel
The space wolves really ***** me off, cos they seem to hav every special rule of every marine chapter with lil or no penalties.
Taking Leman Russ in marine armies
Terminators in squads as sergeants (pretty nasty even if sacrifice term squads)
improved devastators in form of long fangs
damn boltgun can be used as two weapons when charged rule
hopefully the new codex is more universal and will bring them into having the same uniqueness as black templars or salamanders.
It winds me up that everyone assumes for a army to have character or personality it has to come in the form of army book special rule advantages, not in the background, penalties, and essentially the way you play them