Saturday, August 23, 2014

New Space Wolves Codex Review Part 2

Sorry it took me a week. Honestly I kinda forgot about it, but here is part 2 of my review!

FAST ATTACKS
I'm not going into detail about most of the vehicles as they are pretty much unchanged, however 2 new vehicles(sort of) arrived for the Space Wolves and one of them is a fast attack unit!

Stormwolf
For 215 pts you get a new flying assault vehicle (whatever happened to the fluff? Thought SW liked their feet on the ground) which can be used as a dedicated transport for 16 models! It has an armor of 12 on all sides and 3 HP's. It comes equipped with a twin-linked helfrost cannon, 2 twin-linked heavy bolters, twin-linked lascannon and ceramic plating. I really love it and it will probably see  a lot of play.

Thunderwolf Cavalry
The Thunderwolf Cavalry has some big changes, all for the better! It now is 120 pts for 3 models, which means it's 40 pts each! That's a reduction of 10 pts each. Also now every model has access to all the ranged and melee weapons. In the previous codex only 1 Thunderwolf unit was allowed to take them, so this is a huge improvement. I expect to see a lot of Thunderwolves riding the table.

Skyclaws
They are still 15 pts per model, but they had a few interesting changes. As said before there is no more Mark Of The Wulfen, so no more rending attacks, which kinda sucks. They also lost the "Headstrong" rule, which is a plus. No more automatic charging if you are to close to the enemy. They now do have better options for equipment which I like. Also like most units you can upgrade 1 model to a Wolf Guard Sky Leader which raises the WS, BS  and A up to 1. Taking a Sky Leader is pretty much a must with this unit, but you probably still need a Wolf Priest to make them really effective.

Swiftclaws
They come in at 20 pts instead of 25 pts like in the previous codex. They now only have a bolt pistol, which can be exchanged with a chainsword for free. This really sucks as they had both a bolt pistol and chainsword in the previous codex, making them more effective in close combat. You can still take an attack bike and 1 model may be upgraded to a olf Guard Bike Leader. With the loss of a CCW and not being able to take them both on, makes them a whole lot less interesting to take compared to other Claws. Don't expect to see a lot of them anymore. Not there were a lot of them to begin with.

Fenrisian Wolves
No real change here, but the Saga of the Wolfkin made them slightly worse now. Instead of getting a boost in Initiave and Leadership, you get a boost in only Strrength with the "Furious Charge" rule. It's okay, but getting the first hit with the previous saga meant potentially slaughtering a lot of models before they could get in a few hits.

Drop Pod
Can now be taken as a fast attack, which means you load up any units if possible and drop them somewhere close to the enemy in the first turn. You can also equip the drop pod with a locator beacon, which makes sure any unit within 6 inches of the drop pod don't scatter. Good stuff and definitely a must take in every army.

HEAVY SUPPORT
Like the Fast Attack I will not go into detail of all the vehicles, only if there are significant changes I will treat them in this review.

Stormfang Gunship
For 230 pts you get an upgraded version of the Stormwolf with more powerful weapons in sacrifice of transport capacity and the "Assault Vehicle" rule. This flyer comes with a helfrost destructor, 2 twin-linked heavy bolters, 2 stormstrike missiles and ceramic plating.

Long Fangs
The point for the heavy weapons slightly changed in point. Some have become slightly cheaper while others became slightly more expensive. All-in-all still good.


Well that was pretty much my review of all the units, so now let's go the relics!

The Armour of Russ
At 35 pts you get an armor that has 2+ Sv and 4+ Inv Sv. Also when you challenge a character and it is accepted, the enemy model get a -5 on the Initiative. Wow, that makes it quite a strong relic, which will scare a lot of opponents in taking a challenge. Definitely worth the points.

Black Death
A +2 ST, AP 2 frost axe for 25 pts that gives +3 attacks, whenever your unit is outnumbered by another unit in combat. Also quite an interesting relic that when used in the right setup can be really deadly. Of course it is quite situational, but I think it is a good investment in a small unit like thunderwolves or terminators.

Fangsword of the Icewolf
A special frostsword at 3 AP and +1 St ith the "Helfrost"rule and the "Rending" rule for 25 pts. Pretty nice deal and I'm curious ho strong this blade is in combat.

The Bite of Fenris
For 10 pts you get a bolter with 2 diffrent bolts. The helwinter bolt is a ST4, AP5 weapon with the "Rapid Fire" and "Helfrost" rule. The Flametide bolt is a ST5, AP4 aepon with the "Rapid Fire" and the "Ignore Cover" rule. Pretty good bolter with 2 options, I like it.

Helm of Durfast
At 20 pts you may re-roll al failed to-Hit rolls. Also you get the "Ignore Cover" rule. Pretty okay, but a little bit on the expensive side for my taste.

The Wulfen Stone
The wearer and the unit get the "Furious Charge" rule. Also the wearer gets the "Rage" rule. At 40 pts it is quite expensive and probably not worth taking unless you can afford it.


The relics are actually pretty nice although some of them are quite expensive for what you get. Still, some are definitely worth taking. Lastly let's take a look at the new formations!

The Wolves Unleashed Detachment
For this detachment it requires for you to deploy atleast 2 HQs and 2 Troop choices. If this is your primary detachment you get the "Jar of Russ" and the "Cunning of the Wolf" rules. Jar of Russ gives you the ability to re-roll any Warlord Trait result. For Cunning of the Wolf, before deployment, you may roll a die for each unit in your detachment. On a 6+ the unit gains the "Outflank" rule. For troops it's a 4+.

This detachment is not bad, but not amazing either. Getting the "Outflank" rule has its uses, but depends very much on the situation. Re-rolling for Warlord Trait is also nice, giving you another shot at getting the right Trait. I might be using this detachment every now and then.

The Great Company
For this formation you need a Wolf Lord, a Wolf Guard Battle Leader, 1 unit of Wolf Guards, 5 units of Grey Hunters, 1 unit of Wolf Scouts, 3 units of either Blood Claws, Swift Claws or Sky Claws and lastly 2 untits of Long Fangs. Wow, quite the requirement. Next to "Jar of Russ" and "Cunning of the Wolf", you also get "The Howl of the Wolves" you gives you "Furious Charge" and "Fearless" as long as the Wolf Lord is alive. This formation is very CC orientated, so if you like to get close and have a lot of points to spare, you might like this.

Well that was my review of the new Codex. I hope you enjoyed it! Keep on wargaming everybody!

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