Wednesday, July 4, 2012

Space Wolves in 6th Edition 40K

1:00 PM by Adam Smith ·
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The complete guide to Space Wolves in 6th edition Warhammer 40K! Having played quite a few games now, while reading the whole rulebook cover to cover a few times and making plenty of notes while I go, here is everything you need to know about playing Space Wolves in 6th edition.

As a sweeping generalisation, in 6th edition, assualting is a little tougher, shooting is a lot better and tanks have taken a bit of a beating because you can just glance them to death. Meanwhile flyers and fortifications look set to ruin the game.

The great news is that everything in the Space Wolves army works in pretty much the same way. So you won't need to sell your whole army and start from scratch. Well, not until the meta game picks up again in about 6 months time.

But from what I can see, there's definitely more balance between infantry and vehicles.

The best way to do this is just to go through all the units and explain the good stuff and the bad stuff from there...

Warlord Traits
You get the choice of Command, Personal and Strategic trait charts to roll on for your chosen army Warlord. Command is all about inspiring the troops around you with Leadership boosts and the like, which Space Wolves really don't need.

Burt if your Warlord is a close combat badass, it's definitely worth takinge a Personal trait, as they're almost always designed for characters that like getting into the thick of the fighting.

Meanwhile, if you don't have a particularly killy close combat Warlord, the Strategy traits are perfect for augmenting your army as a whole. So if your army is led by a Rune Priest rather than a Wolf lord, I'd certainly recommending going down the Strategic route.

Logan Grimnar
Everyone likes Logan Grimnar and the old wolf gets a little better thanks to his Preferred Enemy and Tank Hunter abilities, although these now only take effect during your own turn.

The new Preffered Enemy allows you to re-rolls 1's to hit in close combat and from shooting, which is a nice little boost. It's not amazing though.

Bugt what is amazing is the new Tank Hunter rules. Attach Logan to a unit, announce you're giving them the Tank Hunter skill and re-roll all your armour penetration rolls.

That goes for glancing hits too, so you can reroll to make sure you really blow something up when you need to.

Obviously, this makes Missile Launchers brilliant. Lascannons and Multimeltas will probably glance stuff to death now anyway.

Njal Stormcaller
As before, Njal can cast 2 Psychic Powers per turn as well as his 'passive stormy powers'. The FAQ says that Njal knows all the Psychic Powers on page 37 of the Space Wolves Codex. But can you swap them for the new Biomancy, Divination and Telekinesis spells? I'd assume so and some of the Psychic Powers are definitely worth swapping, but more on that in the Rune Priests section below.

Unfortunately Njal's still horribly overpriced for what he does, which is why we're unlikely to take him.

Ragnar Blackmane
Ragnar is still essentially the same, except you no longer get +1 Initiative for Furious Charge.

Ragnar may have a 4+ dodge save, but he does tend to get smacked in the face by powerfists and the like. However, thanks to Precision Strike, he can pick out the Characters hidden in units likely to do him harm. Best of all, his Saga Of The Warrior Born (which gives him lots more attacks), means more chances of a rolling a 6 to hit in close combat and pick off even more dangerous enemy squad members.

Ulric The Slayer
We've never really liked Ulric and now that his Crozius Arcanum is a Power Maul (Strength 6, AP4, unwieldy), he's definitely better left at home.

Bjorn The Fell Handed
Vehicles have taken a bit of a beating in 6th edition and Dreadnoughts too. This means that despite his higher armour and Venerable ability, poor old Bjorn is likely to get glanced to death pretty quickly and become an extra objective for you to hold.

Wolf Lords/Battle Leaders
Wolf Lords are pretty much the same as before. Obviously the 2+ save makes them more survivable because Power Weapons are now only AP3. Thunderwolf mounts are a little better too, because their 'reach' is more consistent. But I'll explain more on that in the Thunder Wolf Cavalry section below.

Rune Priests
Everyone's loving the 4+, 24" dispel with the Rune Staff now that everyone has access to some better Psychic Powers.

And speaking of Psychic Powers, Space Wolves have access to Biomancy, Divination and Telekenisis. The question if whether or not you really want to swap Jaws Of The World Wolf, Living Lightning, Murderous Hurricane or Tempest's Wrath for them?

Well, the Telekenisis Powers simply don't stand up to what you're already guaranteed to get. Seriously, just write them off completely.

The Biomancy Powers are good, but they're either short ranged shooting attacks or combat boosts for your Rune Priest. Although casting Feel No Pain 24" on a friendly unit is definitely nice.

Meanwhile, Divination is much better if you're the kind of player that likes to augment his units. So you can cast these on friendly units and make them re-roll to hit, get a 4+ invulnerable save, re-roll their saves, get their weapons to ignore cover (great for Long Fangs!) or er...re-roll reserves, which isn't quite so amazing.

Just remember that if you roll a bad power, you can always swap it for the Primaris Power. In which case, Divination is probably the safest set of Powers to choose, because the Primaris Power 'Prescience' allows a unit to re-roll to hit.

Would I swap Jaws Of The World Wolf or Living Lightning for that? Okay, I'd swap 'Jaws' depending on what I was facing.


Wolf Priests
Wolf Priests give the unit they join Preferred Enemy against one unit type, which means you can re-roll 1's to hit for both shooting and close combat attacks.

This makes them far more versatile than before, because they can augment any unit, whereas they were better for close combat units before.

I'm still going to insist on keeping them in close combat units, because 100pts is a lot to pay just to stick an Independant Character in with a Long Fangs pack so they can re-roll 1's when shooting. You have better Rune Priest Powers (Precience!) for that.

The only difference is that now you probably want Wolf Priests leading your Wolf Guard armed with Combi-Weapons to really make those shots count (and help prevent plasma from overheating).

Wolf Guard
Wolf Guard are now Characters, which unlocks a number of new abilities for them.

The definition of a character isn't very clear, but Games Workshop give the example of Ork Nobz and Grey Knights Paladins as Characters, which also form units of Characters. So it's a little hazy. But because Wolf Guard can be unit leaders, they're Characters - just to clear that up.

Because they're Characters, Wolf Guard get the Precision Hits and Precision Strikes abilities. So if you roll a 6 to hit a unit, you can choose to allocate that attack to a specific model.

Also, because Wolf Guard are Characters, they can accept and issue challenges. So think of all the times your Grey Hunters have been in close Combat with a squad of Blood Angels and the Sergeant has a Powerfist? Well, now you can challenge him! So is it worth having the Powerfist, or is it a better idea to have a pair of Wolf Claws now? With 4 attacks on the charge (or counter-charge), it's definitely worth considering. Then you can make mincemeat out of the enemy unit once that Powerfist has been dealth with.

Next you've got Wound Allocation and because Wolf Guard are Characters, you can use the Look out Sir Rule on a 4+, even if your entire unit is made of Wolf Guard.

So if your Wolf Guard with the Cyclone Missile Launcher get hit, another of the Wolf Guard can dive in the way and take the hit on a 4+ instead, which is pretty cool.

And don't forget that the whole unit has Precision Fire, so you can allocate those krak missiles, combi-weapon and other high strength, low AP attacks at particular models within an enemy unit on the roll of a 6 to hit.

Finally, your Wolf Guard can be real heroes when leading units by accepting challenges (or issuing challenges) against lone models like Daemon Princes and get a re-roll for every 5 'buddies' in his unit who cheer him on.

Lone Wolves
Lone Wolves are much the same as before, except Feel No Pain is now a 5+ save. But because they are Characters, they can now issue Challengers, allowing them to cut down enemy Characters and Independent Characters with their token Chainfist...or simply achieve that glorious death they always wanted.

Now that you always hit vehicles in close combat on a 3+, this makes them the ultimate vehicle hunters as well!

Dreadnoughts
Like I said early in the entry for Bjorn, Vehicles have taken a bit of a beating in 6th edition and Dreadnoughts too.

Models attacking Dreadnoughts in close combat with grenades now roll against the Dreadnought's Weapon Skill rather than hitting on a 6. So they're not the immovable close combat threats they used to be. In fact, I wouldn't fancy their chances against a squad of Space Marines, because they'll just get covered in Krak Grenades and glanced to death.

Every Dreadnought is going to become a walking gun platform now with lots of autocannons.

Wolf Scouts
The only unit we're ever likely to keep in reserve are our Wolf Scouts. I've always said that with Space Wolves you need to just throw everything down at the start of the game. But units can no longer charge when they come on from reserve.

So all of you that invested in a full strength squad are going to be disappointed. Everyone who bought 5 Wolf Scouts with a melta gun with the intention of walking on, blowing up an expensive tank and then dying have nothing to worry about.

Space Wolves can't see in the dark so good anymore, but Acute Senses allows you to re-roll your Outflank roll.

Does that allow you to re-roll the Wolf Scouts' Behind Enemy Lines ability? Yes, because it's a variation of the Outflank roll.

Iron Priest
Like a Techmarine, the Iron Priest can repair vehicles and restore Hull Points. Unfortunately he's always been a bit fragile in this capacity.

The new wound allocation rules make him a really risky choice, because all it takes is just one failed 2+ save and he and all his Servitors and Cyberwolves get removed. So it's totally not worth it.

I never took one before because of this risk and now the risk seems to have gotten bigger. Although you do get the Look Out Sir 4+ rule for him.

Grey Hunters
The most versatile unit in the game just got a whole lot better thanks to the Wolf Standard. This is because it allows you to re-roll all 1s during an Assault Phase. That includes charges, dangerous terrain, Overwatch, close combat attacks, wounds and armour saves.

That helps takes the random nature out of charging a little bit, while making your Ovwerwatch that little bit better.

And let's not forget that you can Counter-Charge after shooting on Overwatch. So Grey Hunters are the ultimate objective holding unit.

However, things get a little trickier for Grey Hunters going on the offensive because of how transports work.

Now you can't charge out of a vehicle unless it has an Assault Ramp or it's Open-Topped. So you have to get out and be shot at for a turn before you can make it into the safety of close combat.

Are you going to get out off that Rhino? Heck no! Driving up and firing two Plasma Guns out of the two seems rather appealing though.

And let's not forget that you can move and Snap Fire with your Bolters are range 24".

Suddenly the Las/Plas Razorback spam Space Wolves armies with 5-man Grey Hunter packs carrying a Melta Gun in each tanks looks better than ever. Just remember that an overheat on the Plasma guns causes a Glancing Hit on your tank!

The other snag is that vehicles tend to get glanced to death very quickly now. But at the same time, Lascannons and Plasma Guns are more effective than ever. So it really seems to come down to who shoots first.

Blood Claws
Nothing has really changed here. Wolf Priests are still most likely to lead these guys into combat, but their re-rolls don't seem to benefit them quite so much as a dedicated close combat unit. However, Saga Of The Hunter from the Wolf Priest can give the Blood Claws +1 to their cover save, which is pretty important when cover saves are much lower in 6th edition.

Swift Claws
Bikes were always pretty good, but now you get a free Hammer of Wrath I10 attack in close combat and a 5+ invulnerable Jink save. Otherwise nothing really changes in how best to use this unit.

Just don't drive straight into the enemy guns like you may have done before with the old 3+ invulnerable Turbo Boost save. Now it's down to 4+ you'll take a few more casualties, which can make all the difference.

Sky Claws
Kind of the same as before and like the Blood Claws they're typically led by a Wolf Priest for those re-rolls, which aren't quite so good anymore, because they're a dedicated close combat unit. But on the bright side, they do get a a free Hammer of Wrath I10 attack in close combat, so long as you don't use their Jump Packs in the movement phase. SO bit of a nerf all round really. I never took them anyway - because Russ taught the Space Wolves to fight with both feet firmly on the ground!

Thunder Wolf Cavalry
Thunderwolf Cavalry just became a lot more reliable and let me explain how and why.

First of all, they now move 12" in the movement phase, aren't slowed down by difficult terrain (although it's dangerous) have Fleet of Foot and Hammer of Wrath.

So you're looking at a fairly consistent 'reach' of 22". Thankfully the Fleet of Foot makes re-rolling the charge range much more reliable because you choose which dice you re-roll.

And of course, the free Hammer of Wrath I10 attack is a nice little boost too.

Landspeeders
I think we're going to need to take a different approach to Landspeeders. Just think of all the times you've Turbo Boosted them down the flank, passed a whole bunch of 4+ zoom saves, then survived a ton of glancing hits? Those glancing hits are now going to get said Landspeeder killed very quickly.

I think Landspeeder Typhoons with lots of missiles are going to be the new must have mobile unit for our already missile heavy armies.

Long Fangs
Everybody takes Long Fangs and you'll be pleased to know that our favourite Heavy Support squads just became even more awesome.

In the Big Guns Never Tire mission they can claim and benefit from Objectives, which is always nice.

When under fire they can Go To Ground and Snap Fire at targets, which makes them more survivable.

Also, because they can Split Fire, this allows you to pick off stragglers outside of their squads in cover by using Focus Fire. So while 4 of your Long Fangs are busy firing their frag missiles into a closely packed unit, the 5th Long Fang can fire a krak missile at a single model in Power Armour that's stood in the open.

And sorry, but Long Fangs do not get Flakk Missiles! It clearly states that this is an upgrade, which they (presently) do not have access too.

Land Raiders
Land Raiders are going to get glanced into oblivion - even by lots of krak missiles.

Personally I was never a fan of the Crusader or the Redeemer because I could never get it across the board without someone scoring a luck hit. Meanwhile other people seemed to drive their Redeemers forward, all my guns bounced off it and they passed every 4+ cover save under the sun.

Well, that's no longer the case, because now Glancing Hits take off hull points and the best cover save for a vehicle is 5+.

However, a Land Raider is the only way you can get a unit to charge straight out of a vehicle.

So I'm going to recommend my usual plain Phobos Land Raider with lascannons full of Wolf Guard Terminators with Combi-Weapons and various Power Weapons, a Cyclone and a Chainfist. It's very versatile after all. Plus you can Snap Fire those extra weapons when you move at speed, which is even better when they're twin linekd, meaning you effectively have a 1 in 3 chance of hitting rather than a 1 in 6, which isn't bad.

Predators
Does Snap Fire improve Predators? Not really, because their weapons aren't twin linked. Well, you can pay out for a twin linekd lascannon turret, but Long Fangs are still better.

Vindicators
Now that blast weapons remain at full strength when they hit an enemy vehicle, the Demolisher cannon is really dangerous.

On top of that, the general reduction in cover saves makes it more effective at wiping out formations of troops as well.

Is it still probably going to scatter off wildly? Yep.
Is it going to get glanced to death before it can fire? Probably...

Whirlwinds
Once again, the reduction in cover saves makes it more effective at wiping out formations of poorly armoured troops. But would you swap your Long Fangs for a Whirlwind? Unlikely.


CONCLUSION
And I'm spent! I was going to write this in seperate articles, but it seemed best to just go through all the Space Wolves units and comment on each and every one.

Overall, 6th edition Warhammer 40K is going to be pretty amazing for the Space Wolves, so long as you can claim objectives without being blasted off them by an army with greater firepower.

Assaulting is going to be tough without some fast units like Bikes or Thunderwolves. Although I get the feeling that we're all going to be running forward on foot, or just riding in Rhinos to bring out numbers up the field as fast as possible.

It looks like vehicles are out and infantry is in with 6th edition. Big blocks of versatile, durable infantry that is. But we all said the same thing when 5th edition came out...and 6 months later everything went mechanised. So we'll just have to wait and see.

But if there's one thing we know for certain, it's that flyer heavy aermies are going to give us all some serious trouble.

In the meantime, stay tuned for articles about Space Wolves Fortifications and Space Wolves Allies.

67 comments:

Kleaner said...
July 4, 2012 at 1:09 PM

Logans axe can be used as a Frost BLADE or Powerfist, as it says in his rules in the SW Codex. So it's still good.

Zydios said...
July 4, 2012 at 1:12 PM

Just as a small side note if you check the rules for The axe Morkai it's says that one handed counts as a frost blade not a frost axe and since they are both defined as separate you can still strike at I5 just only at ap3 though still +1S.

Quinn said...
July 4, 2012 at 1:27 PM

I think you got a lot of stuff wrong, but here's 2 for now:

Wolf Guard are only Characters when assigned as pack leaders, read the FAQ. So, no LoS shenanigans within a Wolf Guard unit since there is no Pack Leader.

Lone Wolves are characters..read the unit profiles.

Another thing, you don't reroll glances as you implied. Also you didn't even mention how acute senses changed and how it affects things. I don't know how many games you actually played but this seems sloppy and inaccurate analysis to me.

Mathias said...
July 4, 2012 at 1:36 PM

exactly as Kleaner/Zydios says, its not an axe its a blade, the rule for when you are not certain of weapon and need to look at the weapon in question is in situations like ulriks not when rules are clear. In logans case its even forbidden to play as something else

im going to field a pack of blood claws 15 of them with lucas wolf priest with saga of the hunter and a wolf guard on saturday

they will come in through outflank, take cover and then do what blobs do while i can advance the rest. I dont know about Lucas yet, he might be the bomb now when duelling against their mightiest HQ and blow him up or kill him, but i do know that Blod claw blobs is the way of the future. it doesnt matter that they are BS3 they are many, they are going to be terrible to attack BS1 with so many shots (plasma-spam them 2 guns + lucas).

also my next salary is going to buy me some Thunderwolves. And I will equip at least 3 maybe all 5 with plasma pistols, why? because they will hunt those nasty terminators and with 12" move they are enough mobile to get around to get clean shots while they are also easier to organize behind cover so they dont need the expensive SS as much anymore. 3-5 plasma shots straight in and then hammer of wrath and then the massive outload of attack with possible rending, its a win

Mathias said...
July 4, 2012 at 1:40 PM

I also concur with Quinn and by saying

"...Meanwhile flyers and fortifications look set to ruin the game."

you do come off like you still is in the mindset of 5th, in a 5th edition list, those would ruin the game, in 6th with our all new space wolves, these are great new additions for us

Adam said...
July 4, 2012 at 1:55 PM

We shall see. Although when Space Wolves were about to be released, I want straight for a Razorback list only to be shot down by people who felt they knew better.

Sure, everyone had infantry hordes at the start of 5th, but it wasn't long til everything became mechanised.

So I'm going with my gut feeling once more, but this time I'm sticking to it.

Adam said...
July 4, 2012 at 1:56 PM

We shall see. Although when Space Wolves were about to be released, I want straight for a Razorback list only to be shot down by people who felt they knew better.

Sure, everyone had infantry hordes at the start of 5th, but it wasn't long til everything became mechanised.

So I'm going with my gut feeling once more, but this time I'm sticking to it.

Chris Sandhaus said...
July 4, 2012 at 2:24 PM

How do you feel about drop pod armies. You can get into position faster and benefit from the objective buffs early on. Still take long fangs and some kind of fast attack for support. You can put TDA wolf guard with your units to add some survivability. If Grey Hunters are the ultimate objective holders seems like it could be the way to go?

Skoll Mctavish said...
July 4, 2012 at 2:43 PM

You cant re roll your charge range with a wolf standard. Because again you cant re roll rolls of 1 in a 2d6, because the minimum you can roll is 2. this was the ruling on re rolling counter attack as well last edition.

Albert said...
July 4, 2012 at 2:51 PM

I think the big question right now for SW players is - how do we deal with flyers? because so far we don't have access to *any* AA gun. It was tough before to shot down Vendettas and Ravens (with my list statistically I needed 1 turn of fire to bring down one), and that was hitting on 3s (LFs) and 2s (RPs). IG armies with 3 vendettas or bangles with 'ravens are going to be real tough nuts to crack.

Mathias said...
July 4, 2012 at 3:01 PM

at albert: Im not saying this is the awnser and its certainly not the easy way to handle it but Im going to put flyers in the bottom priority for my wolves, i will spend no points on allies or ground AA outposts I will simply let him pay the points for flyers and reign the sky while I kill his (~200 points less killy) ground troopers

yes you will get R*PED if you are not carefull with how you move your troops but space wolves will allways reign on ground and the game is all about taking objectives (a flyer can hold 1, we can hold more) and kill points (i think it will be hard for a flyer to destroy a full unit as long as it isnt MSU, and its very easy for us to destroy a unit with out units)

thats my 2 cents on handling flyers, but I might want to change my mind later on

Aeteros said...
July 4, 2012 at 3:03 PM

1. How do we re-roll Overwatch with the Standard? Using it in the opponent's Assult Phase?

2. One great thing about the Vindicator: your opponent no longer chooses which weapon you lose, so pack up with two SB. + glances no longer tear guns off. So, although it does become more fragile, it's main purpose - THE BIG GUN - lives longer on the average.

Aeteros said...
July 4, 2012 at 3:06 PM

About the flyers: why not do what GW intends us to do - make our Wolves join the Dog Fight ;)

Krypter said...
July 4, 2012 at 3:17 PM

This was obviously written pre-FaQ but a good article all the same. Heres a few bits of interest you may have missed out on.

Saga of the Hunter now lets you make your units outflank as the BrB clearly states only 1 model needs to have the rule in order for the whole unit to use it. pg40 of the BrB.

It seems that Lucas and Arjac (unless he's a pack leader) cannot accept or declare challenges as neither are characters. As per the faq Arjac must accept/declare challenges when POSSIBLE. If he's not a pack leader, he is not a character and therefore it's not possible for him to challenge/be challenged.

Rune Priest can now effectively give 3 saves vs psychic powers - Runic weapon nullify, Wolf Tail Talisman, and Deny the witch roll.

Mathias said...
July 4, 2012 at 3:49 PM

@ krypter

cant Lucas accept challanges? it says that pelt of doppengangrel ONLY works in challenges in the FAQ

Krypter said...
July 4, 2012 at 4:02 PM

Lukas's profile indicates he is just infantry, not a character, so how can he?

Unless theres a rule that says non character models can accept/declare challenges, i don't see how he can.

Mathias said...
July 4, 2012 at 4:09 PM

I just assumed that named modells were characters, but I might be wrong

but then again, why would FAQ specify rules regarding Lucas being in a challenge?

I think he can, but i dont know how

Aikidokanavan said...
July 4, 2012 at 4:10 PM

Is lukas not treated the same as a sergent?

Krypter said...
July 4, 2012 at 4:20 PM

I can see nothing to indicate why he would be.

Lukas is an upgraded blood claw - Only Long Fangs get squad leaders/sergents - so he cant replace one.
His unit type has not been altered by either BrB or faq, so his profile in the codex still stands, making him plain infantry.

As far as i can see, it's seemingly impossible for Lukas to use the challenge rules.

jeremie said...
July 4, 2012 at 4:21 PM

If you look at the weapon profiles, taking a "normal" missile launcher will give you all three but a cyclone launcher only has the normal 2... Seems to me the rulebook entry about flakk applies to all launchers in general and the specifics need to be looked up in the weapon profile.

I'm pretty sure the Long Fangs can fire all 3 missile types.

Yakpower said...
July 4, 2012 at 5:28 PM

On the mention of dakka dreadnaughts, for 25pts less, why not take an aegis defence line with a quad-gun? Nice cover for a unit of long fangs, and the squad leader or a WGPL (18pts, then you could still split fire with the LFs) can fire the quad-gun: same shooting output as the dread, with the added bonus of both interceptor and skyfire. Score!

Mathias said...
July 4, 2012 at 5:31 PM

Yakpower

by just assuming that you got the points correct, nice, very nice catch.

Yakpower said...
July 4, 2012 at 5:51 PM

Yeah mate, 50pts for the defence line, 50 for the gun, 125 for a dread with 2 linked autocannons. The quad-gun is weaker with t7 and 2 wounds and auto-hit in melee, but the trade-off is good, i reckon

dietrich said...
July 4, 2012 at 6:11 PM

Wolf Priests, including Ulrik, do not have a Crozius Arcanum - they have a Power Weapon per the SW Codex. So, model away - they can have a sword, axe, maul, or spear/lance - however you want to model it. For a Wolf Priest on foot, I'd probably go with a Power Sword. But for one on a bike, I'm tempted to go with the Power Lance.

dietrich said...
July 4, 2012 at 6:12 PM

Also, Lone Wolves being characters (per the rulebook appendix) is huge, since they can issue and accept challenges. I'm really thinking they're going to replace scouts in my lists.

Brian Boateng said...
July 4, 2012 at 6:44 PM

U r right jeremie. Rile book refers tp missile launchers (all). Accordong to rule book cyclone and typhoon heavy 2. No flakk heavy 1 missile launcher has flakk thus not all missile launchers have upgrade only heavy 1. Considering only imperial missile kaunchers fire frag and krak if it wad the way this article says yhen no one has flak as no faq gives it for imperium armies or others..

Krypter said...
July 4, 2012 at 6:50 PM

@ Dietrich - might wanna take another look at the Wolf Priest entry on pg35 of the codex, his wargears lists:
Crozius Arcanum (power weapon).

Being specified as a certain type of power weapon means they follow the rules for it.

Unknown said...
July 4, 2012 at 7:18 PM

Man, need to read your rules better:
-Logan can use his axe since it counts a frost blade, its faqed.
-Bikes, jinke+turbo boost+skilled rider= 3++ save
-Tanks can actually now get a better save than in 5th down to 3++
-Skyclaws, they get an extra attack, how can they possibly be worst when they do more than they did before?

dietrich said...
July 4, 2012 at 9:31 PM

The SM FAQ states that the SM Crozius Arcanum is a Power Maul. The SW Codex, under Ulrik lists Power Weapon, and under Rune Priest lists Crozius Arcanum (Power Weapon). Since the SW FAQ doesn't give any more details, it's a Power Weapon which means you can model it however you like. If they meant for the Wolf Priest to have a Power Maul, they should have amended it in the FAQ. The SM FAQ amends the Chaplain's Crozius to "It is a power maul", but that has no bearing for the Wolf Priest.

dietrich said...
July 4, 2012 at 9:34 PM

Since Wolf Guard are characters, and Arjac is an upgrade of a Wolf Guard, there's an argument that he's a character. Lukas is out of luck though.

Valace said...
July 4, 2012 at 11:40 PM

Looking at the SM Errata they have not stated that veteran sergeant for example is characters but they use them as an example in the BRB when you read the Character section. They state that a character have their own profile but not a separate entry. They have enhanced stats and maybe updated weaponry but might otherwise be a regular trooper. So reading the BRB id say its quite clear that Lukas is a Character in his own right. As would Arjac be even if you keep him with a Wolf Guard unit I recon. Unless they FAQ it another way I have a hard time reading it any other way. Esp when you combine it with the SW Errata that states that Lukas Pelt only works in challenges. So obviously he can be involved in one so he must be a character.

Donutzot said...
July 4, 2012 at 11:58 PM

can I point out that fleet doesn't allow you to charge when you run in the shooting phase

Heath Abelson said...
July 5, 2012 at 12:01 AM

Lukas and Arjac are Special Characters because they are named (BRB pg 110). Special Character is a subtype of the Character unit type (as is Independant Character), and thus Lukas and Arjac are Characters and can issue and accept challenges regardless of what role they play in your army list.

SW FAQ says Njal can only take 2 powers from BRB if he makes the swap, so it's either the 7 from the codex, or 2 from the rulebook.

I'm of the belief that we do get Flakk Missiles in the Long Fangs ML (as per the profile in the BRB), but I'll defer to the majority on this one.

J said...
July 5, 2012 at 12:32 AM

Man, we're really gonna need the Stormraven/talon available in our codex...

Brian Boateng said...
July 5, 2012 at 1:52 AM

Faq says arjac must accept challanges and must issue them

Brian Boateng said...
July 5, 2012 at 1:55 AM

Why? It would take a slot from our thunderwolves and preferred enemy wolf priest with sky claws and the now quality swift claws

Krypter said...
July 5, 2012 at 2:46 AM

Regardless, neither Lukas or Arjac have the chatacter rule so are unable to use challenges. The only loophole is when Arjac is made a pack leader whereby he becomes a character like all other wol guard - as per the faq.

Dmitry Azeev said...
July 5, 2012 at 2:57 AM

Prefered Enemy gives reroll all "1" for TO HIT and TO WOUND - thats good.

Ragnar now got +3 guaranteed attacks (not D3) - you didnt mentioned that.

And new rule "Look our Sir" gives him "meat shield" against everything. So I consider his wolves as a good choice.

Krypter said...
July 5, 2012 at 4:26 AM

@ deitrich - pg 61 of the BrB tells you that when things are referred to as power weapons - look at the models gear - if it looks like a sword, its a pwr sword, if it looks like an axe, its a pwr axe, if it's blunt like a mace or bat ( which Crozius are), then it's a power maul.


Also look at the faq - Wolf Guard only beome charcters when they are pack leders now.

@heath - i dunno, it's a good catch but a bit thin imo.
Seems to me that the purpose of that entry it to ensure you know that special characters like Ragnar, are unique which you can never have more than 1 of, and that they can still roll on the warlord table unless stated otherwise.

Mathias said...
July 5, 2012 at 7:35 AM

Everybody on internet seems to interpret that as long as it says power weapon they can put whatever they want on the model, I dont think that is the intention really, i think pg 61 is to state that wolf priests has a power maul since the model (of course the GW model) has ha power maul

GW and the rulebook is not concerned with that your power maul is modelled "wrong" into an axe or a lance or a meltagun, just because you feel like changing weapon doesnt mean you can use that weapons rules

however there are GW models which is displayed with a variation of weapons at same cost, these are the models that can choose weapon not your wolf priest which of course has a crozius (what kind of wolf priest would be seen with anything less than that token artifact)

Valace said...
July 5, 2012 at 8:53 AM

@Krypter
The Veteran Sergeant doesnt have the character rule either but is considered one as per the example of characters in the BRB p63. Read the entry there and its quite clear that Arjac and Lukas are characters. Arjac doesnt even need to be split off from a guard group to become one as I read the lines of improved stats line and wargear, and he already are enhanced compared to the other wolf guards.

Page 110 in the BRB though refers to Named HQ units as I read it since it brings up them and warlord powers and only HQs use them.

Regular wolfguard becomes characters when they command Grey Hunters because they are part of the troop but have enhanced stats and such compared to the grey hunters. Arjac have it

Straylight said...
July 5, 2012 at 9:44 AM

Take better notes.

Logan:
Logan doesn’t carry “a frost axe which can be held in 2 hands as a power fist”. He carries a unique weapon which specifies that it may be used as either a Frost BLADE, or a Power Fist. The FAQ clarifies that Frost Blades and Frost Axes are different weapons, so the intent behind the Axe Morkai still works: S5 at full initiative, or S8 at I1.

Njal:
The FAQ specifies that “A Space Wolves Rune Priest (including Njal Stormcaller)” can take powers from the rulebook.

Ulric:
Power Mauls aren’t Unwieldy.

Bjorn:
Krak grenades can’t hurt Bjorn unless something else has Immobilized him first. Be more worried about Melta-bombs.

Also notes that the BRB fails to indicate how many Hull Points Bjorn has. If the trend holds true, however, the answer will be 3.

Wolf Guard:
There is some ambiguity here. The BRB index indicates that Wolf Guard are type In(ch) without further qualifiers. However, the FAQ’s amendment to the wording of Pack Leader implies that Wolf Guard only gain the Character type if they are split off to lead another squad. This needs to be amended by GW, but in the mean time I recommend taking the stricter interpretation: that Wolf Guard are not characters, but Wolf Guard Pack Leaders are.

Also, the definition of a character is very clear: “character” is a unit subtype that grants the model the Precision Shots and Precision Strikes abilities, who must use a Pile In move to get into base contact with an enemy if possible (p. 63, para. 10), and who can issue and fight challenges.

Lone Wolves:
Lone Wolves are characters according to the BRB index.

Dreadnoughts:
Ten Space Marines attack a Dreadnought, hitting on 4s. Because Krak Grenades only ever allow 1 attack, they land five hits. Krak Grenades glance a Dreadnought on a 6, so the unit inflicts (maybe) one glancing hit to a 3 HP vehicle.

Additionally, Walkers can fire Overwatch (p. 84), which may thin out an attacking squad before they strike, particularly if the Dreadnought has the Heavy Flamer upgrade.

Iron Priest:
The new wound allocation rules actually make him MORE survivable, so long as he’s not the closest model to the firer. So keep him in the back.

Also, Iron Priests can now restore lost Hull Points with Battlesmith, making them potentially hugely valuable to a mechanized army.

Grey Hunters:
I am inclined to agree with your reading of the way Wolf Standards work, however there is some debate on this point and it may be clarified later.

Bolters firing to 24” when the unit has moved in the last Movement Phase are not Snap Shots—they fire at their full BS.

Swiftclaw Bikes:
Note that a Jink save is NOT an invulnerable save; it is a cover save. Also be aware that bikes cannot Turbo-boost and charge in the same turn.

Landraider:
Cover save values for vehicles work exactly as they do for infantry (p. 75). Additionally, if the vehicle’s side that is facing the firing unit is completely obscured but the firing unit can see other parts of the vehicle, the vehicle’s cover save improves by +1.


…There are plenty of other things I _disagree_ with in this article; these are just the ones you got _wrong_. On disagreements: mostly I think you’re overestimating the effect Hull Points are going to have on the game. A vehicle that took three glancing hits in 5th Ed was fairly likely to be dead or out of the game anyway, and Snap Fire and the relaxes vehicle movement rules means most vehicles are going to be consistently putting out more firepower than they were before. Sure, Long Fangs may still win out in terms of volume of fire, but they have to be static to do it with any kind of reliability.

You should probably go play more games. And keep the FAQ, the Codex, and the Rulebook open in front of you while you do it and cross-check and look up EVERYTHING. And take better notes.

Straylight said...
July 5, 2012 at 9:44 AM

And A Note on Lukas and Arjac:
Whether or not Arjac is a character is irrelevant: he has a rule that states he must issue and accept challenges. Being a character is a sufficient condition for having the ability to issue and accept challenges, but it is not a necessary condition for doing so if another rules grants the character this ability, as Arjac possesses.

Lukas’ wargear specifically states that it may only be used during a Challenge; he fits the condition of a character given on page 63, paragraph 2, and of a special character given on page 110, inset box paragraph 1; and he is purchased as an upgrade for the squad in the same way as other character squad leaders are. While the available documentation does not explicitly state that Lukas is a character, it is clear that he is intended to be a special character (note that all of this applies to Arjac as well).

JTaylor said...
July 5, 2012 at 11:00 AM

I for one, want to thank Adam for putting out "The Complete Guide to Space Wolves in 6th Edition". How lucky are we to have such a guide mere days after the edition is released! In fact, there is little reason to seek out further tactics or strategys because this "complete" guide has it all!

Ok, so maybe I'm being a 'bit' scarstic but I do think it's a bit vain to call this guide "The Complete....". Maybe it would have been better titled 'The Initial...." I think you would have done yourself and this blog a huge benefit an waited at least a month before putting this out, because as it sits now this guide won't hold up for the rest of the week...

dietrich said...
July 5, 2012 at 4:24 PM

As far as the crozius, it is what it looks like. The GW model has a maul. If I lop off the hand and give him a pigsticker, it's a power lance. Since they don't specify the type of power weapon, it's wyswig. Now, if a SM chaplain was converted to have a pigsticker - that'd be wrong since his wargear is clear it's a power maul.

Page 110 of the rulebook makes it clear that all special characters are unique, but it doesn't state the converse - are all unique models characters? It seems like Lukas should be, but it's not stated. Arjac, even in a unit, could be since he's an upgrade for a model which is a character. I'm hoping Bjorn is a character, which would fit the fluff, and make him a lot better since he could accept challenges. The guy took on a primarch (granted, with less power), so he should be issuing challenges!

Bikeninja said...
July 5, 2012 at 5:53 PM

The group that I play with is going with the wolf priest crozius is a power maul. I know what the RAW is but I just think that is crap to play it any other way. At the end of the day it is what it is.

Straylight has the right of alot of this in my opinion. I was not going to write anything for my blog until had at least 30 or so games in. I am no rules master by any stretch but I had built neat little list for Adepticon that had alot of character bikes in it that I think just got alot better in 6th. We will see how it goes.

Way to early in the game for this stuff. I am more interested to see how the tournaments to react to the missions. There is a whole lot of random to deal with.

Matt said...
July 5, 2012 at 6:36 PM

@Bikeninja; This is why wolf priests will be with my LF from now on.

Bikeninja said...
July 5, 2012 at 8:17 PM

@Matt, I always felt they were under used so I tried to come up with ways to bring them into my lists. This last worked the best. I did it mainly because the Rune Priest spam was not characterful at all to me.

Schaten said...
July 5, 2012 at 8:36 PM

Ppl alredy pointed a lot of things here... but i will point some more:

Crozius Arcanun is just a Power Weapon, who normally resambles a Power Mauls, so it use rules of Power Maul. Not the best ones, but S+2 and concussive can do the job, and will crush most close combat specialists...

Wolf Guard can now join Wolf Scouts and dont incur in a penalty for the Scouts. Outflank is a special rule, Behind the Enemy lines use that rule, whyle normally you would use infiltrate. A wolf Guard who enter a unit, becomes part of the unit, so we assume it have the same special rules. No words about this in the new FAQ (as it used to be), so i assume Wolf Guard can now lead Wolf Scouts. Not strange, and not so usefull... but for 23 points you double the big boom chance for the first turn o.O

I will probably replace my dreadnought for a Lone Wolf, they dont seemed to do much in past editions, they will do even less now...

dietrich said...
July 5, 2012 at 8:58 PM

Wolf Guard could always join scouts. The FAQ makes it clear that as a Pack Leader, they're part of the unit and gain the unit's special abilities.

ICs with Saga of the Hunter can also join scouts in reserve. It's been argued a few places whether scouts can use Behind Enemy Lines with an IC attached. I don't think they can, since page 39 states if the IC and unit don't both have the rule, or if the rule doesn't specify otherwise (like Outflank saying only one model has to have it), then you can't use the special rule.

wolvesofruss said...
July 5, 2012 at 11:37 PM

big squad of scouts with sniper rifes if ya roll a 6 to hit you choose who eats the bullet! why has no one said this yet?

Aeteros said...
July 6, 2012 at 6:42 AM

Because noone really cares for the sniper-wolves. I've got a 10-scouts squad of snipers. Just for fun. They're way too point-heavy for what they do. Even concerning the return of the 'snipe' rule.

I'd rather go with the Vindicare assassin ;)

Kodiak said...
July 6, 2012 at 4:21 PM

Good job Adam for the first impression call, it was good and at least the way i see it... it directed people to give a check on stuff you brought to the table.

If some found loop hole here and there in your text... I will have to send them the fact that this was up only after what... 48 hrs after the book came out... must forums about SW dint even hade a thread up yet hehe.

This goes to say that even if someone have play hundreds of game a new edition will always bring a new challenge to the table. Emperor knows GW is good at doing it.

BTW knew you could not stay away for to long from your old SW Blog hahaha.

EDITION 6 - NEW RULES - NEW WAR - BE THIS EDITION AS EPIC THEN THE TIME OF THE HORUS HERESY...

Rafael "Balangaz" said...
July 7, 2012 at 2:08 AM

@dietrich: As per the rules presented on pg. 110 of the BRB, Unique characters are special characters, so Bjorn would be a character, even if he is a vehicle, because he is a walker and follow the rules of infantry most of the times.

Lone Wulfen said...
July 7, 2012 at 2:48 PM

As I'm reading the blog I find that everyone failed to mention how one model moving no longer affect the whole squad but just the model that moved. So what does that mean probably not much other then that one Long Fang that can't draw a line of sight on anything can now move and take a snap shot without forcing the rest of the squad to take snap shots.

Lone Wulfen said...
July 7, 2012 at 2:57 PM

Has anyone really noticed how movement is done? As per the rules weither a model has moved or not is a model to model basis. So if that one Long Fang has no line of sight he can move and not affect the rest of the squad like it used to.

Buffer said...
July 8, 2012 at 6:59 PM

Adam, really enjoying scouring the sight for info, the main reason I'm looking is I am thinking of using SW as my Allies for my Imperial Guard Army now we're allowed in 6th. What do you think to using SW as Allies for Guard? in particular I want some troops with a bit of staying power for objectives and more importantly some units (preferably fast attack) that will hit hard in close combat. To that end I'm thinking of taking Canis Wolfborn with a fenrisian pack, 3 or 4 Thunderwolves and a squad of Grey Hunters for some durable in the open troops (maybe a drop pod). Depending on loadout I'm working out this is going to cost me between 500-700 points. Do you think its the best way to go about it for my aims (mainly the CC part)? I think if I add more points it will be wolf guard terminators(again maybe a drop pod).

wright_dm said...
July 8, 2012 at 10:18 PM

Speaking of allies I'm going to use it to create an army similair to those in the novel "Battle of the Fang" Lot s of Karl(IG) infantry & Heavy weapons with a defense line.

Mathias said...
July 9, 2012 at 2:29 PM

I wonder if we can get a discussion going on? Wolf guard in terminator armor leading grey hunters on foot is the way to go if having footsloggers is the way to go. the reason for this is the new allocating system aswell as wgpl can Choose What to hit on rolls of 6 to hit. So What would be the best equip? Im thinking either Twin wolf claw or wolf claw and Combi weapon, the first one gets you 4 attacks usually with reroll to hit to get those precious 6s, the other one gets you an opportunity to kill something before you dive in but at the expence of attacks to slay that hidden fist or axe. Or is someone seeing something better?

Dup said...
July 12, 2012 at 3:35 AM

The comments about all these units are going to change a lot over the next few months. These are all ideas based on what is good and what is bad from 5th.

Example, vehicles didn't get a nerf as big as people think. Glances no longer stop them from shooting like they could previously. Now as long as your vehicle is on the table, it is a threat. Before it could get glanced once and made to not shoot and could be ignored for another turn...now it can not be.

Bikes being base toughness 5 shouldn't be overlooked and the ability to move 12 inches with jump troops shouldn't be over looked either as if you cause enough casualties on a thin flank of a unit, and cause 4 inches or more of casualties, their pile in will not reach you causing them to not fight back.

I would personally think about revising all of your initial first thoughts as they are completely skewed with 5th edition thinking. My overall thoughts is that we're going to have to learn how to play all over again.

Also the ability to pick up a furioso, death company dread, another cheap devestator squad with 10 point missiles, and a baal predator shouldn't be overlooked.

TH3MattyD said...
July 20, 2012 at 8:26 AM

As far as wolf guard go, I would still think that the unit could be considered characters. It's essentially a unit of seargants. Feel free to correct me if I'm wrong, but aren't nobz for orks counted as characters as well? And they can be taken in a unit just like wolfguard. So what's the difference between nobz and wolfguard? If anything, I'd say wolfguard would be MORE likely to be characters than regular nobz, maybe i'm wrong about that ork business, but if nobz can be a squad of characters, i don't see why wolfguard should be any different

RavenGuard said...
July 25, 2012 at 12:42 PM

I believe that when it comes to Psychic powers I think that with Njal you don't have to swap out any space wolves power I think that you can add them to the list of psychic power that he can cast. That is what I think. if the space wolves codex says that he knows all of the psychic power of the space wolves then he wants to use other psychic powers then Njal can add one of the Psychic powers to the roster.

Rakaydos Draj said...
September 13, 2012 at 3:05 AM

The scenerio secondary objectives may give Canis Wolfspam new life in this edition. Fenrisian wolves arnt scoring, but they ARE denial units... and if you can kill or deny all the enemy's troops, it all comes down to First Blood, killing the warlord, and ending the game in the enemy deployment zone.

The list I'm looking at right now, that I'm calling a "let the world burn" type list, is a TWL/IW deathstar (though I'm wondering if I should stick with power fists/SS, (2 wolves, 2 wolves and a wolftail, and 1 wolf, for the 3 lords) or go for WC/SS and rely on the deathstar's number of attacks to deal with TDA) with 2 5-plasma Long Fangs (they will take casualties, but they can wipe concentrated foot lists easilly... and disperced foot lists die to the deathstar), A Lone Wolf (hiding behind the Twolves to deny line of sight) a 15 unit of Fwolves, and two units of 10, mainly used for rear-armor-10 cracking and last turn denial and linebreaker.

Thylacine said...
January 5, 2013 at 10:54 PM

I have been facing fast moving Dark Eldar of late and in the first game they seemed to have a counter for everything I threw at them and were able to crack everything I had on the table. However I found that my vehicles were not as fragile as everyone says they are in 6th ed. Change of plan, run 3 Whirlwinds, two with LoS and one indirect. Bingo, smashed raiders and dead Dark Eldar to the left of me, dead Dark Eldar to the right of me and Grey Hunters holding the center.

The Rune Priest did well as shutting down the DE and Njal works so much better. When I found out that my opponent hated my Rune Priest I added a second but then I remembered Njal. With a much hated Rune Priest in TDA on the table and Njal as an new and unknown force, my opponent went into fits(not really but the expletives were flying) and I was happy.

6th ed? Bring it on.

Thylacine said...
January 20, 2013 at 5:09 PM

Well now almost three weeks after my last comment I have hit the wall.

The Metagame locally has changed dramatically, now its not the usual WAAC players that are annoying but the average player seems to have turned WAAC too.

Why? Flyers and Allies. The local GW is handing out great advice for GW, Öh your struggling against Space Wolves, don't win absolutely every game? Then you need Flyers and Allies and we will sell you just the ones you need, let us çherry-pick'the hardest/best units for your new WAAC list."

Even my long time opponent has turned to the 'Dark Side' his DE list now has the best Eldar units for the price/punch and a Flyer has entered play.

A usual game starts like this. Big piece of scenery in the corner, Aegis line in front of that with Quad Gun and character giving BS5 and that's it. His whole army is hidden behind the scenery out of LoS. Now I have countered this by taking three Whirlwinds as his units remain hidden until they spring out but Eldar and Dark Eldar with Eldrad make so many iffy saves it is maddening.

I manage to hit a few units cause stuff all wounds, bring out models to shoot or because their transport has been popped and loose them to the flyer or the blade attack from bikes or his higher I Troops and Elites as they assault.

Only the best units and Wargear has been picked and that Aegis line has Rangers behind every section.

Yesterday I was shown the 'new' War Walkers that will mount two scatter lasers each! At the end of the game I said sorry, bring a well rounded list next time or don't come back.

I build lists to take on all comers. I have never done Razorback Spam or Long Fang Spam, I sometimes use a Rune Priest but not multiple Rune Priests.

I like to win on my movement of the army not by taking only the best of the best in shooting and assault.

Sorry, just can't win these days with the builds GW is suggesting, don't want to ally and Yesterday morning I saw my first flying Cron list wipe the table by turn two. If that is the new game of 6th ed, I'll pack my models away and wait until 7th ed or sell them and take up a hobby like strangling house cats.

KaptainKaos said...
April 3, 2013 at 11:22 PM

Ok, there's a lot of argument comments on this post - so many that I got fed up with reading them all before I post this. So if anyone posted these bits of information previously, thank you and I apologize for the redundancy.
Arjac and Lukas are Unique characters, and the BRB FAQ has stated that ALL UNIQUE UNITS ARE CHARACTERS, though this does not apply to vehicles with the exception of Bjorn. This has also been addressed in the latest C:SW FAQ.
As has the power weapon/maul issue for Wolf Priests and Ulric: It's a Crozius, therefore a maul. Regardless of what bit you fix into place after lopping off the weapon on the mini, it's a maul. It sucks, I know. Deal with it.
The BRB FAQ also discusses the availability of Flakk missiles: "...Only those that specifically have an option to take them as an upgrade in their army list." I.E. not us. The only AA we get is either through fortifications, allies (I.G. Hydra tanks would be amazing, and you can field 3 as a single Heavy choice if I'm not mistaken), or Forge World units (like the Whirlwind Hyperios or Hyperios Missile Defense System).

KaptainKaos said...
April 3, 2013 at 11:27 PM

And while we're on the subject, it also states if you opt to take powers from the BRB instead of your Codex, you must replace the powers from the Codex with a number of powers from the appropriate disciplines. So why would you do this for Njal?

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