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hey all! currently, i'm a blood angel collector; however, i'm looking to expand my space marine knowleedge base. i'm thinkin about starting space wolves. they seem pretty interesting.
can anyone give me some basic (non-fluff) info on these burly brutes? of course, no point values or anything like that. and especially no army lists unless it's for a general load-out exapmle. what i want to know is what makes them unique. what is so different about them (on a unit level) that differintiates them from other sm.
Space Wolves - Wikipedia, the free encyclopedia
i think that should set you on a good path. otherwise, the only extra info i can offer to you is that i have NEVER won against a space wolf army :wacko:
cheers and good luck
"In dedicato imperatum ultra articulo mortis"
Their vikings in space.
They like fighting, lot's of beer and roasted meat.
I copied the following from a post by Cypher in the pinned thread at the top of the Space Marines forum. He gets credit for the following and I didn't contribute any of it. I have been playing Space Wolves since early 2nd Edition (we had the first Codex back then), and have posted on them in other threads, but you'll have to do a Search for those, if you are interested.
Space Wolves: The Sons of Russ
Acute Senses: All Space Wolves have this skill.
Counter-Attack: All Space Wolves have this skill.
True Grit: All Space Wolves recieve this skill, aside from Scouts and Blood Claws.
Will Not Teleport: May not teleport Terminators onto the battlefield. So, they must slog, ride in a LR or drop pod in.
No Matter The Odds: Space Wolves ignore negative morale mods for being outnumbered in CC. (which, in my personal opinion, is superior to fearless, as you do not suffer casualties for not taking a morale check)
Blood Claws: The newly initiated Space Wolves form Blood Claw packs. Their packs can be as large as fifteen men, making them the ideal option for Land Raider Crusaders. While their WS and BS is lower than normal marines, this is equalized by the fact that they can take several power fists to make each hit count and the fact that they cost slightly less than a normal space marine. Further, Blood Claws recieve an additional bonus attack on the charge, leaving them capable of easily rolling up an enemy's entire battle line by themselves.
Grey Hunters: The main fighting force of the Space Wolves, the Grey Hunters are the equivalent of a normal Tactical Marine in any other chapter. While they may not take heavy weapons, they are allowed a special weapon, as well as the options of PFs or PWs and plasma pistols, making them terribly dangerous as a drive-by shooting unit or a drop podding unit where mid to short range firefights are commonplace. Some people consider them slightly overpriced, because with bolters they are indeed fairly more expensive than their Codex equivalent from other chapters, but they're rock hard in CC with True Grit and bolters, which evens it up in my eyes.
Wolf Scouts: Wolf Scouts are those among the Space Wolves who prefer a solitary life to that with their pack brothers. They range ahead of the army and attack the enemy's supply lines, often spending years at a time behind enemy lines. Unlike all other Chapters, Space Wolf scouts are veterans. Considered "cheese" by many, one unit of Scouts per army may actually pop up behind the enemy, entering play from their deployment zone. Their array of anti-tank weaponry available to them makes them a terribly dangerous unit. Further, with PWs, they can also tie up and often slaughter static fire support squads.
Long Fangs: Long Fangs are the oldest among the Space Wolves, and their packs are often small because of casualties taken over the years. As a Pack is never given new members, those in a Long Fang pack have fought alongside eachother for centuries and understand eachother perfectly. They are the devastator squads of the Space Wolves, with one huge bonus. They may actually fire at two different units as long as their Pack Leader is alive. But their lack of any meatshields makes their survivability terribly low when compared to other chapter's equivalents.
Wolf Priest: Think Chaplain + Apothecary, minus the Chaplain's new special rules.
Wolf Lord: Wolf Lords are the Masters/High Marshalls of other chapters. There are twelve Wolf Lords, one commanding each of the twelve Great Companies that make up the Space Wolves fighting force. They are essentially Masters, but cheaper. Sadly, they did not recieve the new Codex: SM abilities either.
Rune Priest: Rune Priests are the psykers of the Space Wolves, but their warp-spawned powers are focused on the shamanistic. While they do not have a list to choose from as Codex: SM, they recieve one of the widely considered best psychic powers in the game. Essentially, the Rune Priest can call up a storm of snow and ice to provide a unit mobile cover.