Saturday, August 16, 2014

New Space Wolves Codex Review Part 1

As you might have guessed from my header I play Warhammer 40k and more specifically I'm a Space Wolves Player and not that long ago the new codex for the Space Wolves has been released! I had a good amount of time to read it through and I want to give my  review on the new codex.

Overall Impression
After reading the codex a few times I have to say that I'm pretty content with the new codex. The cover looks cool and the layout looks clean and well-structured, but it is getting used to though. For instance in this army list you need to go back and forth a lot for the options, which was much easier in the previous codex, because all the options were stated on the same page of the unit. Furthermore, not much been added to the fluff, but for me it's the least interesting part. So let's take a look to the army list.

ARMY LIST
There have been quite some changes compared to the old codex. One of the first things I noticed is that the new codex feels less wolf-y and is more streamlined with the rest of the SM codices, which I think is a shame because it makes them less unique. A few unique rules have been removed such as the Mark of the Wulfen, most are altered like the Sagas and a few new rules have been added like the Hellfrost, which I will go deeper into later on. There are also a few rules that haven't changed. All the unit's still have "Acute Senses" rule, "Counter-Attack" rule and the "Thou Shall Have No Fear" rule, which is really nice because it keeps the SW still close combat-orientated.

The points for the wargear have also changed slightly, for the most part for the better. It looks like most of the ranged weapons gotten slightly more expensive, while the melee weapons for the most part gotten slightly cheaper. The new addition of the Relics of the Fang are pretty nice and offer interesting tactics, however some come for a quite steep price. More about it later on.

HQ
The sagas are now warlord traits instead of an option.

Saga of the Warrior Born - When fighting in a challenge, the Warlord re-rolls all failed To Hit rolls.

Saga of the Wolfkin - The Warlord, and all friendly units with the Space Wolves Faction consisting entirely of models with either the Beasts or Cavalry unit type, have the Stubborn special rule. In addition, if a friendly unit with the Space Wolves Faction is within 12" of the Warlord at the start of the Assault phase, all models with either the Beasts or Cavalry unit type in that unit have the Furious Charge special rule until the end of the phase.

Saga of the Beastslayer - The Warlord has the Monster Hunter special rule.

Saga of the Bear - The Warlord, and his unit, have the Feel No Pain (6+) special rule.

Saga of the Hunter -  The Warlord has the Outflank and Stealth special rules.

Saga of Majesty - The Warlord, and all friendly units with the Space Wolves Faction within 12" of him, must re-roll failed Morale checks and Pinning tests

As you can see some of them have been altered completely or became less powerful and Saga of the Iron Wolf has been removed. I like the previous sagas way better especially the loss of Eternal Warrior is quite a big hit, considering most of the unique HQ's don't have "Eternal Warrior", making them all less attractive to take.

In general most of the unique HQ's gotten cheaper, MUCH cheaper! Even though this is a great thing in exchange most HQ's lost a few strong abilities, which makes them less useful now. So in terms for what you get point-wise it's still about the same as before. If you thought they were expensive before, they are still expensive now. However they still look fun to field. The best bang for your buck to looks to be the rune priest, the wolf lord and even the wolf guard.

Wolf Lord
The Wolf Lord actually became 5 points more expensive compared to the old codex, but in exchange you get a Belt of Russ.(4++ Inv Sv) standard which normally would cost you 25 pts. So technically the Wolf Lord actually got cheaper. Still has great wargear options including the Relics of the Fang. A few options got a bit cheaper, while others got a bit more expensive. However no longer has the option to equip a Wolftooth Necklace or a Wolf Tail Talisman as they are removed from the codex. Still strong however and well-balanced character.

Wolf Guard Battle Leader
Still the poor man's version of the Wolf Lord, but without the Belt of Russ. Now comes for the price of 50 pts, which is a reduction of 20 pts. Also has the same options as the wolf lord. Good for getting in cheap HQ's

Rune Priest
They have become quite powerful in this codex as they are only 60 pts now. With the arrival of the 7th edition rulebook, the Space Wolves Psyker powers became useless, so everyone was curious what was to become of the SW Psyker powers. Back then, they were considered quite overpowered and it would be no surprise if they would become nerfed in the new codex and sadly they are. Nowhere near as powerful they used to be, however they still are pretty effective for the most part. There is a big chance rune priests will see a lot of play.

Njal Stormcaller
Now costs 180 pts instead of 245 pts, which is a reduction of 65 pts. Gained 1 more wound and 1+ BS. "Lord of the Tempests" rule in my opinion has changed for the worse. Re-roll a single failed physic test each turn when attempting a Tempestas discipline.  Also has the psychic hood standard. Now can replace his runic armor for free instead 25 pts.

Ragnar Blackmane
Also cheaper coming in at a price of 195 pts instead of 240 pts, which is 45 pts less. The changes in his rules makes him less effective and therefor makes him still expensive to field.

Harald  Deathwolf
The finecast Wolf Lord on Thunderwolf now is an unique character coming at 190 pts. He is a beefed up version of a Thunderwolf Cavalry, who carries a Frost Axe and a Storm Shield standard. Also has outflank ability what makes it more interesting. Has a relic named "Mantle of the Ice Troll King" which makes him immune to Pyromancy, which is fun but not very useful most cases.

Canis Wolfborn
Almost the same as the previous version except with the loss of  the "Wrath of the Savage" rule, which gave him +1 attack for each enemy in base contact with him. Instead gets the "Rampage" rule, which gives him a +D3 attacks if he is outnumbered. Still pretty okay, but I do prefer Harald over Canis.

Ulrik the Slayer
A reduction of 35 pts and is field-able at 145 pts. Like Njal also gained 1 wound and has gained "Healing Balms" rule, which gives him and units within 6 inches the "Feel no Pain" rule at 6+, which is nice. Also gained the "Fear" rule. Pretty good overall

Bjorn the Fell-Handed
220 pts instead of 270 pts. Still the same stats, but lost the  "Living Relic" rule. Overall expensive compared to the other dreadnoughts available. May take a new unique ranged weapon named "Helfrost Cannon". The "Helfrost" rule means if an enemy has an unsaved wound, he must do a Strength test. If he fails the test, the unit is removed from play, otherwise nothing happens. Quite interesting to see it in play.

LORD OF WAR

You might have noticed the lack of Logan Grimnar in the HQ section. He is now a Lord of War priced at 250 pts. He no longer has the "High King" rule which makes him less powerful. However now comes with a chariot pulled by 2 Thunderwolves, which gives him extra wounds and mobility. Interesting to see this guy on the battlefield.

ELITES
An interesting change are the Wolf Guards. They now have been split into 2 slots now in the elite section. You now have Wolf Guard in power armor or in Terminator armor. They also cannot be leaders anymore, since units have upgrade options now.

Wolf Guard
The cost is 18 pts per model and can take melee and ranged weapons from the wargear list. They can take a jump pack or a bike as mounts. Not really special anymore and actually a bit expensive for what they can do. I don't expect them to be fielded often.

Wolf Guard Terminators
33 pts per model with a minimum of 3 models per unit. The options became less effective in terms of weapon combinations. For instance it's no longer possible to equip a chainfist with a stormshield, hich kinda sucks. However some of the options became cheaper, like the stormshield (free!) and the thunderhammer (15 pts). Overall still very strong.

Arjac Rockfist
Got cheaper and now comes in at 115 pts instead of +170 pts. Like Lukas he also is an independent character, but can also only join Wolf Guards or Wolf Guard Terminators. The "Grimnar's Champion" rule changed to re-rolls hits in challenges. Still pretty powerful though and point-wise a pretty good deal.

Lone Wolf
Still 20 pts but now has cheaper options albeit less variety. Sadly because you cannot equip a chainfist and stormshield together, he becomes less effective as a tank killer. However he is still quite strong and fun to use.

Iron Priest
Got 5 pts more expensive, but now is an independent character which means he can now join other units like the thunderwolf cavalry when mounting a thunderwolf. Gives new interesting possibilities. Otherwise plays pretty much the same as before.

Servitors
Now they have their own slot and costs 10 pts per model, however if there is a iron priest in play they won't take up a slot. The "Mindlock" rule makes them pretty useless though.

Wolf Scouts
Also reduced in pts by 4, so now comes in play at 14 pts per model. Lost the "Behind Enemy Lines" rule making them less effective now. They can now take on camo cloaks which raises their ability to survive. For the rest plays pretty much the same.

Dreadnought
 Got slightly cheaper by 10 pts and now costs 95 pts. He can now be upgraded to a venerable dreadnought at a cost of 25 pts. As a venerable dreadnought he can carry a Fenrisian Great Axe and Blizzard Shield to make him a CQC monster. Can also equip a Helfrost Cannon.

Murderfang
A new dreadnought poised to smash enemy units in close combats. It comes in play at 135 pts and has the "It Will Not Die", the "Rage" and the "Rampage" rule, making it pretty powerful. Furthermore he is backed up with a pair of  Murderclaws  that have the "Master-crafted" and "Shred" rule. At last he can also be transported in a Drop Pod. All-in-all a great package that will see some play.

TROOPS

Grey Hunters
Grey Hunters have taken a slight hit with the loss of MOTW. Other then that they are now 1 point cheaper, however they don't have a CCW. You now have to pay 2 pts extra to gain the CCW, making them less effective point-ise compared to the old codex. Also no more free weapon at 10 models in the unit. The Wolf Standard changed and now gives +1 Attack within 6 inches of the banner and within 12 inches you can re-roll failed morale/pinning tests. That means in terms of staying power they are stronger than the previous codex as long as the banner carrier is still alive. Whereas before on the charge with a unit of 10 models you had a total of 31-37 attacks with MOTW. Now at its cheapest you will do 30 attacks and its most expensive 40 attacks with the banner. Also in the 2nd turn of assault the remaining models still have 2 attacks instead of 1 as long as the banner is still there. However the new unit becomes less effective the more models get killed compared to the old codex IF the model with MOTW is still alive, since it is attack is 1 + D6.

Quite interesting comparison, yet I do feel the loss of MOTW makes it less interesing. Furthermore, you can upgrade 1 Grey Hunter to a Wolf Guard Pack Leader with all the available options.

Blood Claws
Blood Claws are now 2 pts cheaper to field which is a pretty good deal. Also have better options now being able to carry more powerful weapons. Like Grey Hunters also lost MOTW makes them a bit less effective. Can upgrade a Blood Claw to a Pack Leader, but it instead gives him +1 WS and +1 BS. They now became more viable to use in battle because of the points reduction and options, however still need a Wolf Priest to make them really effective.

Lucas the Trickster
Now is pricd at 80 pts instead of +140 pts. He is an independent character now, but can only join Blood Claws. "Pelt of the Doppegangrel" rule changed to -3 WS in a challenge. Preferred the old rule though which made him harder to get hit. If he does he will not use up a slot. Even though less strong now, still looks fun to use.

Alright that was it for part 1, tomorrow I will post part 2 of the review where I will review the Fast Attack and Heavy Support units. Also I will review the Relics of the Fang and talk a little bit about the new formations! Laters peeps!

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