Sunday, September 27, 2009

Coming Soon at the Space Wolves Blog

2:29 AM by Adam Smith · 13 comments
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As I sit here eagerly awaiting the arrival of my new Space Wolf miniatures and frantically painting my Space Hulk models, I thought I should give a quick line up of some of the articles which are coming soon at the Space Wolves blog.

Wolf Scouts Conversion Guide
I know we already have one, but I sold my wolf scouts for a tidy profit, so I have to do them all over again. Let's see what I can come up with this time!

Space Wolves Painting Guide
Having perfected my quick painting skills on my Space Hulk miniatures (link), I'll share with you the fast and furious way to paint your puppies to an excellent gaming standard. Minimum effort for Maximum results!

Space Wolves FAQ
There are a lot of Space Wolves FAQs floating about the internet already. Most of the ones I have seem have been incredibly biased against the Wolves. We're going to approach things differently and base our rulings on balance and continuity with existing Games Workshop official FAQs. Of course, if Games Workshop do release an official Space Wolves FAQ, you can be sure to get it first here!

Space Wolves Army Lists
There are a lot of Space Wolves army lists also floating around the internet. A pity that very few of them have been play tested. As we all know, what looks good on paper may not necessarily work on the table top.

As someone who plays regularly, I'll keep you up to date with battle reports, revised army lists and share my thoughts with what works, what's best for tournaments and which units you should never ever take. I'm looking forward to trying out some Thunderwolf Cavalry.

#1 in Google!!
When I checked this morning, the Space Wolves blog was first in the Google search for 'Space Wolves'. Of course, I can only seen UK results, so if someone in the US could confirm the American search results, that would be awesome.

I'm very excited. But being first in Google means we have to work harder to keep this blog full of amazing Space Wolves articles.

Now to finish my Space Hulk miniatures before the Space Wolves arrive!

Sunday, September 20, 2009

Space Hulk Painting

4:51 PM by Adam Smith · 6 comments
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I've been painting Space Hulk miniatures this week. While Space Hulk is slightly off-topic for the Space Wolves blog, I wanted to mention the painting techniques I'm now using to produce a decent miniature in under an hour. Naturally, I'll be applying these quick and clean techniques to my Space Wolves army (when they arrive in the post).

I'm also going to annoy Big Jim by showing how fast I can paint my Space Wolves!

Anyone who's been following my Tau blog will know that painting perfect highlights and orange stripes has been getting me down. So with my Space Hulk miniatures, it was time to break out the Tank Brush, the drybrush and the new Citadel Washes.

Step 1: Spray undercoat chaos black
Step 2: Take tank brush, paint entire model base colour (I used Macerite Red)
Step 3: Take tank brush, cover entire model in Badab Black Wash (not too heavily!)
Step 4: Once 100% dry (usually after an hour)Take drybrush and drybrush (very dry) Blood Red and build up areas of colour for where the light falls.
Step 5: Start painting details.

By doing this you get a really good base colour with all the necesarry shading.
Of course, for my Space Wolves, I plan to have Adeptus Battle Grey as the basecoat, followed by a Badab Black Wash and highlighted with drybrushed (very dry) Fortress Grey.

I've applied this scheme to the Crux Terminatus (left shoulder pad) of the finished Blood Angel terminator and it looks really good. So, like Big Jim, I'm going for more of a neutral grey for my Space Wolves than the Games Workshop baby-blue.

Now hopefully I can finish all my Space Hulk miniatures before my new Space Wolves arrive!

Three Space Wolf Lists

12:18 AM by Big Jim · 9 comments
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Here are three 1850 point lists I am toying with. The new Codex is so full of great options I’m finding it hard to make lists. It’s especially hard because they brought back two of my favorite special characters from 2nd edition, and they're back with a vengeance.

The first two lists feature lists are built around them, and the third list is a generic Wolf list.

1st Wolf list

HQ 385

Njal Stormcaller
270

Wolf Priest
Plasma pistol
115

Elite 288

6 Wolf Guard
4 Terminators, 3 storm bolters, 1 Assault Cannon, 3 WC, 1 PF
2 PA WG, 1combi-melta, 1 combi-plasma, 2 Power weapons
Drop pod
288

Troops 555

5 Grey Hunters
1 plasma gun, 1 Power fist
Razorback TLLC
185

9 Grey Hunters
Melta gun, 1 Power fist
Rhino, HK missile
210

9 Blood Claws
Flamer, Power fist
160

Fast attack 60


Land Speeder
MM
60

Heavy Support 555

6 Long Fangs
2 HB, 2 ML, 1 LC
145

6 Long Fangs
2 HB, 2 ML, 1 LC
145

LR
Extra armor
265

Total points 1843


Njal goes in the Drop pod with the WG Terminators. They deploy where they are needed in the first turn most likely near mid field or on a flank. The two PA WG go to each of the Grey hunter packs. The Wolf Priest goes with the Blood Claws in the Landraider.

2nd Wolf list


HQ 440

Bjorn the Fellhanded
270

Rune Priest
Runic armor, Master of the Runes
Living Lightning, Murderous Hurricane
170

Elites 359


Dread
TLLC, extra armor
150

3 Wolf Guard
2 Power weapons, 1 Thunder hammer & Storm shield
124

5 Wolf Scouts
Melta gun
85


Troops 640


5 Grey Hunters
Power weapon, melta gun
Razorback TLHB
135

5 Grey Hunters
Power weapon, melta gun
Razorback TLHB
135

10 Grey Hunters
2 Plasma guns, Powerfist
185

10 Grey Hunters
2 Plasma guns, Powerfist
185

Fast Attack 120


Landspeeder
Multi-melta
60

Landspeeder
Multi-melta
60

Heavy Support 290

6 Long Fangs
2 HB, 2 ML, 1 LC
145

6 Long Fangs
2 HB, 2 ML, 1 LC
145

Total 1849


Bjorn, the Dread and the two foot sloggin’ Grey Hunters march strait toward the enemy or hold objectives. The Razorback Hunters are the main offensive push elements of the list aided by the annoyance of the Landspeeders and Wolf Scouts. The Wolf guard dissolve joining the foot sloggin’ Hunters and the Wolf Scouts.

3rd Wolf list

HQ 285


Rune Priest
Runic armor, Master of the Runes
Living Lightning, Murderous Hurricane
170

Wolf Priest
Plasma pistol
115

Elite 349

Dread
Assault Cannon, Heavy Flamer, extra armor
120

3 Wolf Guard
2 power weapons, 1 Wolf Claw, 1 Storm Shield, 1 melta bomb
114

5 Wolf Scouts
Plasma pistol, Melta gun
100

Troops 655

5 Grey Hunters
1 melta gun, 1 Power weapon
Razorback TLHB
135

5 Grey Hunters
Power weapon, melta gun
Razorback TLHB
135

9 Grey Hunters
Melta gun, 1 Power fist
Rhino, HK missile
210

9 Blood Claws
Flamer, Power fist, MotW
175


Heavy Support 555


6 Long Fangs
2 HB, 2 ML, 1 LC
145

6 Long Fangs
2 HB, 2 ML, 1 LC
145

LR
Extra armor
265

Total 1843


I'd like to hear what you guys think and are planning to use in your lists.

Cheers for now,
Big Jim

Friday, September 18, 2009

Wolf Priests

4:29 PM by Big Jim · 13 comments
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I love this old Limited edition mini and cannot wait to actually paint him. he'll be leading my Blood Claws in a LRC.

What's with all the black armor on our Wolf Priests when our Rune Priest are clad in grey armor? Space Wolves have never been orthodox or codex for that matter; so I've decided to paint my Wolf Priest in grey armor.

So what are your thoughts on the Wolf Priest choice of armor color?

Thursday, September 10, 2009

I've seen the Holy tome of Space Wolf Knowledge.

7:42 PM by Big Jim · 22 comments
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I went down to GW today to get a glimpse at the New Codex. All I can say is Wow!

It is a topnotch looking product! Here's and Overview for you guys!

HQ:

Wolf Lord: Can use every saga except for Iron Wolf and Hunter. PF, TH, and PW are the same costs as vanilla marines. SS are 6 times as expensive as the old SW dex, WC are 2 meltas, Frost Blades are same price as a PF. They come with BP, CCW, and grenades at base. They can take bikes and I think they (or at least WGBL) can take jump packs for same price as a SM HQ. They can also ride a thunderwolf for 45pts, which increases S by 1, T by one (true toughness, so its T5 and not T5(4)), A by 1, and I'm pretty sure it gives rending and allows them to move as cav. They can also take combi-weapons for 10pts. They can take terminator armour for 4 meltas which replaces their weapons with SB/PW. They can replace the PW with any special CCW for its PA cost -15pts. They can replace the SB with anything for cost-5pts. They can take a Belt of Russ for the same price as a PF and they don't come with a standard invulnerable save. They can get Runic Armour for 2 meltas. Runic Armour gives a 5+ inv save that can only be used against psychic shooting attacks. He can also take a wolf tooth necklace (same as before) for +10pts and a wolf tooth talisman for 5pts (which ignores a psychic power used on the user or his unit on a 5+).

Wolf Priests and Rune Priests can take any saga except for maybe Warrior Born and maybe the Bear IIRC. They can get terminator armour for 2 meltas IIRC which replaces their BP with a SB and removes their grenades as per the normal. They can probably get combi-weapons and SS but I don't quite remember. They can get Runic Armour for 2 meltas. Can take wolf tooth necklace and wolf tail talisman.

Wolf Priests come with Preferred Enemy of one unit type (MC, infantry, vehicles, etc) of your choice and their unit is fearless. They have the same stats as a chaplain.

Rune Priests can pick freely between the different powers. They can select any two for free and for +50pts they can use two powers per turn. They can take a chooser of the slain for 10 or 15pts with which you select a point on the board and no infiltrators can infiltrate within 18" of that spot. They also give the RP +1 BS if shooting at a target the chooser and the RP can see. Their runic weapons are force weapons that wound daemons on a 2+ and they can negate any psychic power within 24" on a 4+.

Wolf Guard Battle Leader can pick any saga other than Iron Wolf IIRC. They're essentially a WL with one less WS, one less Attack, one less Ld, and one less W. They cost 70pts while the other characters cost 100pts. No more heavy weapons. Can take a wolf tail talisman and a wolf tooth necklace.

SC HQ:

Logan is essentially a wolf lord in terminator armour with +1 attack, EW, the ability to give all friendly units within 18" +1 attack, Saga of Majesty with 12" range instead of 6" IIRC (though I may have the distances wrong), and the ability to give himself and an attached unit fearless, tank hunters, relentless, or preferred enemy each turn. His SB is a normal SB but his axe of Morkai can be used as a frost blade or a power fist. You can even split his attacks between the two. He also has a belt of Russ and likely also a wolf tooth necklace and a wolf tooth talisman. 275pts.

Ragnar uses a frost blade, a bolt pistol, WTN, WTT, and grenades. He has the Saga of the Warrior Born and a special charge rule that replaces the +1 attacks on the charge for his unit with +1d3 attacks. Note that this would not be comulative with the +2 attacks for BCs. His special rule, Battle Howl, gives him and his unit furious charge and once per game he can give all units within 12" furious charge. He has a 4+ invulnerable dodge save just as before. He also have 1 higher base attack than a wolf lord. 240pts

Ulrik has the basic WP stuff and stats IIRC. He also has the Helm of Russ which allows all SW units that can draw LoS to him to re-roll failed morale checks. He has the saga of the beast slayer and he confers it to his unit. He can also give one model in the army +1WS up to a max of 6. 180pts IIRC.

Canis is pretty much a WGBL on a thunderwolf with +1W, +1 attack, the wolf empowering saga, 2 WC, likely a WTT and a WTN (I think all the special characters have WTN and WTT except for Bjorn who only has the WTN), and grenades. He gives all wolves within 12" his LD of 8 (yes, he only has LD8) and he allows wolves to be taken as troops. His unique special rule allows him to use the number of enemies in b2b as his base number of attacks (so if he had 7 enemies in b2b he would have 8 attacks, 7+1 for having 2 WC). 185pts.

Njal is a Rune Priest with all the powers for 245 points. His runic weapon negates psychic powers on a 3+ instead of a 4+. He has +1 attack and runic armour to start with and can upgrade to Runic terminator armour for price of one PF. He has a cyber raven that counts as a chooser of the slain IIRC and it deals d3 s3 autohits at I5 to one model in b2b during the combat phase. He has special abilities that go off for one turn. You roll a d3 at the start of the turn and add the turn number to see what ability occurs. IIRC
2) Nothing
3) All enemy units within 24" get -1BS
4) All enemy units count open ground within 24" of Njal as Difficult terrain
5) All unengaged enemy units within 18" take a Break Test
6) One unit within 18" takes D3 S9 hits, vehicles get hit on side armour
7+) All unengaged enemy units within 12" take D6 S8 AP5 hits.

Bjorn is a ven dread with 4 attacks base, I3, front AV13, a 5+ invulnerable save, WS6, BS6, and S7 base. He starts with an assault cannon and can change it to a plasma cannon for free or twin linked lascannons for 35pts. He comes with a heavy flamer on his dread CCW. He has the old and wise rule that allows you to re-roll for deployment. If he dies all SW are fearless and he counts as an objective. In KP if the SW player does not have a model in B2B contact with his remains then he gives up D3 KP, otherwise he gives up no KP.


Elites

Iron Priests – Come with Thunder Hammer. Will most likely be brought in line with Codex Techmarines. May take Saga of the Iron Wolf. No Servo-Harness.

Dreadnaught – May be Standard or Venerable, but Ironclad is not included. Start with Assault Cannon. May exchange for Multi Melta or TL Heavy Flamer (?). Venerable Dreads can take the Saga of Majesty.

Wolf Guard – 3-10 Wolf Guard. Bolt Pistol & CCW Frag and Krak grenades. May replace either BP or CCW with Bolter. May take Bikes or Jump Packs.

Basic Terminator with Power Weapon & Storm Bolter costs around 30pts. May have 1 Terminator Heavy Weapon per 5 Terminators. A WG with Thunder Hammer and Storm Shield comes to 63pts. Can be assigned to other squads during deployment to act as a Sgt (1 per squad). Terminators cannot Teleport. May take a Drop Pod. One unit may take a Land Raider as a dedicated transport.

Wolf Scouts – 15 points each they may take a mix of either 2 Plasma pistols and or 2 Power Weapons, a special weapon and Melta Bombs. OLB changed; roll a die and on a 1 they come in on the right short edge, on a 2 they come in on the Left short edge, and on a 3+ whatever table edge of your choice.

Lone Wolf (20pts)– A one-man unit that will be “really strong.” They are berserk survivors of Units searching for death so they may join their fallen brothers. Concede a Kill Point if they aren’t killed. WS5 W2, Eternal Warrior, Feel no Pain and re-roll To-Hit against Walkers, Monstrous Creatures and things above T5. Can take up to 2 Fenrisian Wolves and any equipment available to Wolf Guard (except Bikes and Jump Packs).

Troops

Both GH and BC's are 15 points each.

Grey Hunters (5-10) – Bolter, Bolt Pistol & CCW Frag and Krak grenades. They receive a free Flamer and get a second one for taking 10 men. They may upgrade the special weapon for 5/10 points for the first Melta/plasma gun, and if they have 10 models they get a second of the same type for free.

May take up to one Power Weapon/fist. May take The Mark of the Wulfen on one model granting D6+1 Attacks and Rending.


Blood Claws – (5-15) Bolt Pistol & CCW Frag and Krak grenades. WS and BS 3. Berserk Charge still grants +2 attacks on the charge (but not for Counter Attack). They receive a free Flamer and get a second one for taking 15 men.


May take up to one Power Weapon/fist. Headstrong - if the Blood Claw unit is within 6" of an enemy unit and doesn’t have a wolf guard leading them they can't shoot.


Fast Attack

Thunderwolf Cavalry – 1-5 Marines riding giant Wolves. They are S5 T5 W2 A4 plus Rending. For 50 points each.

Fenrisian Wolves – Beast Cavalry. For 8 points each. One can be upgraded to Cyber Wolves for 10pts he gains +1 T, A, I, LD and a 4+ save.

Skyclaws – 5-10 Blood Claws with Jump Packs. May take 1 Special Weapon and 1 Special CCW. For 18 points each.

Swiftclaws – 3-8 Blood Claws on Bikes for 25 points each. May take an Attack Bike at a reduced cost, because they are BS 3.

Heavy Support

Long Fangs – 1 Pack Leader and 1-5 Long Fangs at 15 points each. Retain the Split Fire ability as long as the Pack Leader does not shoot. Each Long Fang MUST have a Heavy Weapon. Pack leader can take Special weapons. The Heavy weapons got really cheap too: HB 5, ML and MM 10, PC 20, LC 25.

SW still have access to Preds, Whirl Winds and Vindicators all priced the same as C:SM.

All three Landraider variants are in, but the transport capacity of the standard Landraider is 10.

All three transports are the same cost as in codex space marine, but the Drop pod only has a transport capacity of 10/5.

Rules stuff

Army-wide Special Rules

All Space Wolves have ATSKNF, Acute Senses, and Counter attack.

Sagas – Characters can take special skills called Sagas. You may not double up on Sagas, although Special Characters do not count towards this.

Saga of Majesty - All friendly units within 6" get to re-roll failed morale checks

Saga of the Beast Killer - Re-roll to hit and wound against Walkers and models of T5 or higher

Saga of the Iron Wolf (Iron Priest only) - Adds D3" to the vehicle they are in and +1 to repair rolls

Saga of the Wolf - Fenrisian Wolves get Ld7 and I5

Saga of the bear - Eternal Warrior

Saga of the Warrior Born - +1 attack for each kill in previous Assault Phase

Saga of the Hunter - Outflank and Stealth

Psychic Powers:

Jaws of the World Wolf - Measure out 24" and anything touched by the line must pass an Initiative test or be removed from play. Monstrous creatures get -1 to their roll.

Living Lightning - D6 S7 AP5 shots with infinite range.

Stormcaller - ALL friendly units within 6" get a 5+ cover save. Cast at start of turn.

Thunderclap - Large template psychic shooting attack. Large Blast template has to touch the Rune Priest. Anything touched takes a S3 hit.

Murderous Hurricane - 3d6 s3 auto-hits with 18" range. Any unit hit moves as if it were in difficult terrain. All Deep Strikers, Jump Infantry, and possibly bikes normal infantry and MCs move as if they were in dangerous terrain.

Furry of the Wolf Spirits - Shooting attack that can be shot in Freki mode or Geri mode. Both are 12". One is S5 AP- Assault 3 and the other is S4 AP2 Assault 2. Any units taking wounds from it must take a morale check or fall back.


I'd like to thank the Phalanxlord at Warseer for all the help with this overview!

Monday, September 7, 2009

Preview codex is in stores this week

11:27 PM by Big Jim · 13 comments
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Most GW's have recieved their preview copy of the Space Wolves codex. They will be available to drool over later this week. A few lucky Wolf fans have already had a glimpse in the new Dex. I'll be heading down to the Local GW on Wednesday to see if they've got their copy out.

This is what Keith Gatchalian at the Bolter and Chainsword had to say after looking through the dex.

"I LOVE it! The wolves only lost a few things and gained a whole bunch.

HQ's.....you only have 1 mandatory HQ, but for every HQ slot you can take 2 choices! Still Wolf Lord, Wolf Priest, Rune Priest, and WGBL. No restrictions on the numbers, so you can have 4 Wolf Lords.

Logan Grimnar.....pretty much the same as before, with Eternal Warrior. If you take him Wolf Guards count as troops. A unit he joins can have either relentless, preferred enemy, tank hunters or something else.

Ragnar....any unit he joins gets D3 bonus attacks on the charge. He can howl once per game and all units nearby get Furious Charge.

Rune Priests......several lame powers....and then the good one. Draw a straight line, anything hit by it takes an Initiative test...if it fails...it is gone. Monstrous Creatures get +1 on the roll....but still.....

Wolf Priests.....did not get the narthecium, so no Feel No Pain. You get to reroll against tough monsters ( if I recall correctly).

Wolf Guard Packs are a separate choice. You can pick a WG to lead a squad, taken from this pack. You can kit them out however you want. They can have jetpacks or bikes! and Frostblades!

Arjac is an upgrade, think...Thor. He hits on 3's, rerolls to hit and to wounds ( I believe both) against monstrous creatures with a thunderhammer, which he can also throw at Str 10 AP1.

Blood claws still have Berserk Charge. You know, I did not look at their weapon options. Stupid me. Their stat line also did not change.

Grey Hunters have bolt pistol, ccw and bolter. No special charge rule. 1 can have a plasma pistol, one can have a power weapon or fist, and they can have 2 special weapons.

Wolf scouts have to roll for outflanking, but if they roll high enough, can pick which board edge they come on...any edge.

Bjorn the Fell handed....AV 13 on the front. If he dies, he counts as an objective or bonus KP's for the enemy ( if no SW models are in base with the wreck). But if he dies, all SW's are fearless.

The Trickster.....if he dies, a roll is made, if the SW wins, all models in btb with him are removed from the game. Hi Abaddon!

You can have Fenrisian wolf packs, they count as troops if you take Canis.

Thunderwolf cavalry...1-5, they upgrade your stats and give you rending, and you can mount most characters on them.

No Ironclad, but you get Redeemers.

Njal has some crazy powers, including negating psychic powers on a 3+. The Chooser of the Slain lets you put a marker on the board that doesn't allow infiltrating near it. Did I mention the psychic power removing a model that fails an Init test?

Did I mention Runic Weapons wounding Daemons on a 2+?

Sagas are nice, not over the top. Reroll morale tests, reroll to hits if the enemy is tough/monstrous etc.


So we did not get the Rending from Ragnar, Feel no Pain from the WP, no relentless on Long Fangs. The army did keep Counter Attack and Acute Senses. They keep Mark of the Wulfen, Wolf tooth necklaces, but lose runic charms. Wolf Guard can be kitted out as individuals, not as a squad. WGBL lost the heavy weapon.

The sprues rock...they did includ scout heads,which is nice."

Oh yeah, here is the new Wolf Pack Sprue.

Sunday, September 6, 2009

The New Space Wolf Miniatures!

3:24 PM by Big Jim · 15 comments
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Courtesy of Rabianegra at Warseer. They are Frakin' Awesome!



Space Wolf Pack Contents:

- 10 plastic miniatures per box.
- This product includes all the necessary components to assembly ten full Space Wolves miniatures. They can be mounted as Blood Claws, Grey Hunters or Wolf's Guard (or in any combination of the three).
- Includes 44 heads of Space Wolves, wholly compatibles with the actual range of plastic Space Marines.
- Includes 28 shoulders, wholly compatibles with the range of plastic Space Marines.
- Includes heads and arms to convert the Space Marines Scouts into Space Wolves Scouts.
- Includes thunder hammers, power armours, wolf's claws, plasma rifles and plasma pistols, as well as a selection of knives, wolf's tails and other space wolves accesories.

Available on stores: October 3




Wolf Guard Terminators Contents:

- 5 plastic models per box.
- Includes all the necessary components to assembly five wolf's guard terminators with terminator armour.
- Includes assault bolters, assault cannons, heavy flamer, chainfists, energy fists (I think it's a bad english-spanish translation -nothing strange knowing GW translations in this country-, I suppose they mean Power Fists), energy swords, ice axes, four pairs of wolf's claws and four pairs of thunder hammers and storm shields.
- Includes 5 terminator helmets and 8 Space Wolves' heads, interchangeables with the Space Marines range of models and the models provided in the Space Wolves Pack box.
- Wolf's Guard terminators can be deployed as a Pack Leaders of another squad: the contents of this box can be added to other squads throughout your army.
- The amazing cloak and decorations contained in the box are a great way to start assembling one Wolf Lord equiped with terminator armour.

Available on stores: October 3



Njal Stormcaller One model in blister.

This model was designed from an iconic character of the Space Wolves.

He is equiped with a runic armor that grants him an armour save of 2+ and an invulnerable save of (4+?)

Staff of Storms: As well as grant powerful psychic powers it can access the nature powers, preventing the advance of the enemy or atacking them with chain (attacks?)

Model designed by Juan Díaz.

Available on Stores: October 3




Thanks to purpledtentacle for the translations!

Friday, September 4, 2009

Space Wolves Codex rumor compilation

3:17 PM by Big Jim · 3 comments
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I want to give props to all of the guys on the Bolter and Chainsword, Warseer and Librarium Online for all the posted and compiled rumors about the Space Wolves.

Here is the latest batch of rumors thanks to Ragnar666 at Warseer.

I've seen the dex. I am a very happy puppy player, i think Phil captured the spirit of the wolves.

Bjorn and Canis are by far my favorite HQ's. Ragnar is a combat monster!!!

Bjorn is armour 13/12/10 with a built in 5+ inv. save he is also a ven dread. he comes with a assault cannon but u can give him a plasma cannon for FREE with a BS 0f 6!!!! he has 4 base attacks at I3 and WS6. all this for 270pts. he allows all frendly ubits with (iirc) 12" to reroll moral. if he is killed all SW become feerless and becomes a new objective to be captured.

Canis is riding a HUGe wolf ... and the model looks great. he allows Fen. Wolf pack to become Troops. and there is a unit of wolf riders . Canis has 5 base attacks but if he gets surounded he goes crazy and get one attck for evry model in base contact.he has a pair of wolf claws. hes S5 T5 bc he is riding the wolf.

Ragnar gives himself and the unit he joins d3 extra attacks on the charge. he already has 5 built in. with WS6 and S5 thanks to his Sword hes a tornado in combat. Put Ragnar in a unit of Blood Claws and it a distructive combo because the BC get +2 attack on the charge.

Ulrik is back and hes pissed LOL hes gives the unit he joins prefered enemy angainst a unit type he chooses at the start of the game.

Logan is a true comander. he gives special rules to any unit he joins i cant remember them all but one of the is relentless. othe then that he has not changed much.

The trickster is a BC unit upgrade. And he could be a lot of fun.

The T-hammer thrower is S10. he throws the hammer 6" at S10 AP1 assault 1. and he gets an extra attack for his shield.

that all i can remember at the moment ill try and get us some more!!!!

Compiled Rumors, thanks to the Dude at Warseer.

General info


To be released Saturday October 3 2009

Pre-order Saturday September 20 2009

Codex written by Phil Kelly

Space Wolves will supposedly be “even less Codex Astartes” than they were before. This would cover unusual squad sizes etc.

Rules


Army-wide Special Rules

All Space Wolves are rumoured to have ATSKNF, Acute Senses, and Counter attack.

Sagas – Characters can take special skills called Sagas. They are said to work similar to the Vampiric Powers used by Vampire Counts. 75hastings69 gave the example that a character with “Saga of the monster killer” (made up name) may be better at killing Monstrous Creatures, but would suffer a drawbacks such as needing to kill a certain number of them per game.

Some Sagas are army wide some are individual based.

Some Sagas supposedly change the objectives of the game for the Space Wolf player.

Wolflord brings us this via Never-mind and others at B&C:

Not sure if these have been posted but these hints have been dropped by Never-mind on the B&C.

/…/as far as I remember you will not be able to have 2 same sagas in one army (there are 5, if I'm not mistaken). one of them really kicks "you know what".
regards
p.s. no wine, please. ALE would be just fine

Well, let me ease you a bit
Let's say that one of the sagas makes you worry less about the lascanons, demolisher cannon, encounter with a carnifex…
when I heard of them(sagas), some of them in fact, I thought I would expect something different.
regards

The other 2 I heard about:
one allowing the character to go with scouts (outflank, OBEL) the other adds you as many attacks in the next turn of hth combat, as many kills or wounds you managed to score in the previous hth turn.
regards

…and from Maverik
Actually, there will be more than 5 sagas. And their point cost range between 15pts, 25pts, and the uber one(s) 50pts. Gracias por escuchar

…answer from Never-mind
escuchar? haha! De nada
really, hmm? I thought that kicks "you know what" saga is around 35. and that there more than 5? I heard about the benefits of 3 of them.
and besides the one mentioned above, I find one of them "useful", and the other "interesting"
regards

This was posted by Grey mage, it´s not clear if its wishful or rumor….
Saga: The Stout. 40pts.
The hero is renowned for his toughness and ability to shrug of hits that would leave a lesser main cleft in twain. The character gains the eternal warrior special rule and a 4+ invulnerable save. However if part of a unit that would suffer a wound due to instant death that wound must first be allocated to this character *who may attempt to save against it as normal*.

Saga: Mage Slayer. 25pts.
The hero is known far and wide as the bain of psychers and sorcerors. They gain a 4+ save against the affects of any psychic power, friend or foe, and treats force weapons as a powerweapon. In addition if within assault range of an enemy capable of casting psychic powers the character must assault them and attempt to allocate all attacks at the psychic model.


Slashgod tells us that Phil Kelly confirmed Sagas will affect the whole army, not just the Model in question. This tends to fly in the face of what was posted at Dakka above.

Wolf Claws – The Space Wolf version of Lightning Claws, allow you to choose to either re-roll “to hit” or “to wound”.

Banner of the Wolf – Grants a reroll on all "to hit" rolls in combat for the entire army for one turn.

Special Characters

Supposedly all cost more than Gazkhull Thrakka . Some are ICs some are upgrade characters. FOC slot is unknown for sure unless specifically stated.

Logan Grimnar – Rumoured to allow Wolf Guard as Troops (normal Lords only allow 1 unit). Slashgod tells us the following:

Originally Posted by Slashgod View Post
Logan Grimnar isn´t a fighting character,he is more like Creed, he gives you some special abilities like standing near a Long Fangs and saying you become tank hunter. He will also give even imperial guard special rules,because he is an amazing leader.
If you want a close combat monster you should choose Ragnar,he is young and berserker like.
Ragnar Blackmane – Supposedly the best Close Combat character. Rumoured to grant Furious Charge to all units within 12".

Njal Stormcaller (250+ points) – Rumoured to have Terminator Armour and Runes which improve his inv save to 4+. He is rumoured to still have the Cyber Raven (no news on any rules for it). Supposedly shrouded by a storm that gives a -1 to both WS and BS to enemies within 18" and at “higher levels” can kill and move enemies. Has all six Space Wolf Psychic powers.

Ulrik the Slayer – No news yet, but would share the Wolf Priest standard rules.

Canis Wolfborn – Mounted on a large cybernetically enhanced Fenrisian wolf. Wears Power Armour (some rumours say Terminator) and has a pair of Wolf Claws. Canis also allows you to take two cavalry choices, either wolves, or more Marines on wolves.
Björn the Fellhanded – Apparently has AV13 to the front, is Venerable, has 4 basic attacks and is Strength 7. If killed he counts as an objective and makes all the Space Wolves Fearless.

There is rumoured to be a Telion style upgrade for the Wolf Scouts. He is rumoured to upgrade his squad, but it is not know how. He is supposedly over 300 years old and although “the equivalent of a captain, his unruly manners cannot be accepted among the battle brothers”. He also apparently stole one of the Chapter's Thunderhawks and crashed it.

Lukis the Trickster - Apparently a Blood Claw upgrade. Possibly the same character as above.

There is rumoured to be a character with Furious Charge, Thunder Hammer and Storm Shield. His Storm Shield supposedly grants a bonus attack which represents him shield charging the enemy. His Thunder Hammer can supposedly be thrown as a shooting attack before returning to his hands.

Special Characters will likely have prescribed (maybe unique) Sagas attached to them.

HQ

Wolf Lords – May take up to two Sagas. They will have a wide variety of weapon options. May possibly be able to make one unit of Wolf Guard a Troops choice.

Wolf Priests (approx 130pts) – Combines the skills of Codex Marines’ Chaplain and Apothacary. Armed with Power weapon, Iron Wolf Amulet (4+ Inv) and Healing Balms and Potions as standard. Will allow units to re-roll “to hit” and also confer Fearless and Feel no Pain on any unit they join. May take up to one saga.

Rune Priests – Armed with Force Weapon and able to take Space Wolf Specific psychic powers. May take up to one Saga.

Iron Priests – Will most likely be brought in line with Codex Techmarines. May take up to one Saga. It is unclear if they will be HQ or Elite.

Elites


Dreadnaught – No news yet, but likely to include Ironclad.

Wolf Guard / Terminators – Start at 18pts with power armour and can be upgraded from there. Basic Terminator rumoured to be at a little over 30pts. A WG with Thunder Hammer and Storm Shield is rumoured to come to just under 70pts. May take a Wolf Guard Battle Leader who will be able to take up to one Saga.

Wolf Scouts – Will supposedly remain the same and gain the option be mounted in a Land Speeder Storm

Lone Wolf – A one-man unit that will be “really strong” and act similar to Tyranid Lictors. Supposedly berserk survivors of Units searching for death so they may join their fallen brothers. Concede a Kill Point if they aren’t killed

Wulfen – Early rumours pointed to a "Legion of the Damned" style Unique choice, or something based on HQ selection. It is likely they will not be included and remain Apocalypse only.

Troops


Blood Claws – Likely WS and BS 3. Berserk Charge supposedly grants +2 attacks on the charge. Rumoured to only get 1 Power Weapon/Fist per unit. May take a Wolf Guard as a squad leader.

Grey Hunters (15pts each) – Rumoured to receive a free special weapon for each 5 Marines. May take a Wolf Guard as a squad leader. True Grit rumoured to change to allow Assaulting after firing Bolters (Not Plasma) rather than additional attacks. More recent rumours say True Grit will disappear and be replaced with the Bolter, Bolt Pistol & CCW equipment load-out.

Transports

Rhino – No news yet

Razorback – No news yet

Drop Pod – No news yet

Fast Attack


Blood Claws Skyriders – Blood Claws with Jump Packs.

Blood Claws Bikes – Blood Claws with Bikes. Rumoured to be able to swap Bikes for Wolves granting +1S, T, and A.

Land Speeder – No news yet

Land Speeder Storm – Likely Added

Heavy Support


Long Fangs – Retain the Split Fire ability. Can supposedly take 5 Heavy Weapons. Heavy Bolters apparently very cheap (5pts). May possibly receive some sort of special rule allowing them to move and fire, but not assault. May take a Wolf Guard as a squad leader.

Land Raider – Crusader and Redeemer most likely added. Also rumours of a unique Land Raider variant, possibly with three twin-linked Assault Cannon (the relative "cheesiness" of this loadout has been discussed to death including mathhammer, so please don't post any further complaints/calculations).

Predator – No news yet

Whirlwind – No news yet

Vindicator – No news yet

Leman Russ Exterminator – Almost certainly removed

Minis


All Special Character models (Except Logan Grimnar) are getting re-done. If they don’t appear in the first wave, they will come in later waves.

The new Njal Stormcaller mini is supposedly holding a gnarled staff in front of him.

Canis Wolfborn’s Fenrisian wolf is supposedly a bit bigger than a Juggernaught. There are no plans to make minis of standard Space Wolf Cavalry, and players will be expected to convert their own using Canis. He will reportedly retail for US$41.25

Wolf Lord (Metal - Direct Only) – Nothing known beyond its existence.

There is rumoured to be two main plastic kits (although other rumours say a single upgrade kit):

Space Wolves (plastic) – Designed by Dave Thomas. Used to make all Power Armoured Space Wolves with the exception of Long Fangs, which will need to combine bits from this kit with the vanilla Devastators kit. There are supposedly more than 30 heads in the kit (most of them helmetless) along with weapons and other bits which could be spread out across vanilla kits, or concentrated on a few models in a similar way to the Dark Angels kit. The Kit will apparently build up to 15 Space Wolves on its own, and more if combined with other Marine kits.

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