Space Wolves Preview, Quick glance from the Net
Render Noir
Posted: Oct 4 2009, 04:14 PM


Pawn


Group: Members
Posts: 7
Member No.: 105
Joined: 28-January 09



source BoLS

Well folks, the wait is pretty much over. Codex Space Wolves is in black boxes headed to FLGS across the world, and will be available for purchade October 3rd. Eyewitness first hand tidbits are reporting that:

Counter-attack and Acute Senses is the de-facto standard for the Space Wolves, replacing Combat Tactics, and Combat Squads.

All our favorite HQs are back,and a few new ones. The basic Wolf Lord is a close combat monster (WS:6, A:4) at the relatively budget cost of a Necron Lord. If equipped lightly he offers quite a point-efficient punch.

We will be seeing a VERY strong retooling of the basic troops choices in the army. Grey hunters will be equipped as CSMs, with Counter-Attack, Acute Senses, and ATSKNF, for the price of a standard CSM. Blood Claws are BS/WS:3 but have a huge number of attacks on the charge. Same price as Grey Hunters. Both troops choices offer no heavy weapon options, but double specials at max squad size (some of them free).

Wolf Guard add +3 pts per model for an extra attack, and a huge myriad of weapon options, plus the critical ability to be assigned as needed to many squads in the army at deployment time.

Wolf Scouts are back with a reduced number of special weapons available to them, but still can pack quite a punch, with a potent combo of USRs (infiltrate, scout, move-thru-cover, behind enemy ines, etc...)

Thunderwolf Cavalry are real. Yes you heard that right, marines riding giant wolves are headed for a tabletop near you...be warned!

Fenrissian Wolf Packs are in.

Longfangs are the sole heavy weapon toting infantry in the list, and boy do they get them at a bargain rate (cheaper than any other marine/csm dev-havoc squad), and up to 5 per squad. Look for these small teams popping up all over the place with thier budget cost and ability to split fire intact.

The Leman Russ tank is gone, but the LR Crusader and Redeemer will make it up to you.

In general, the real meat of the army is not overcosted, and smart players will have a mass infantry option (with rhinos/razorbacks/pods options) if they desire that play style. The army looks like a true "shock and awe" elite force that can really go for the jugular, compared to the finesse deployment and maneuver tricks you see with players exploiting the combat-squads/tactics rules.
The Space Wolf faucet is flowing, and here is the latest we've recieved from eyewitnesses.

Blood claws get +2 attack on the charge and cannot fire weapons if within six inches of enemies.

Logan Grimmar allows Wolf-guard to be taken as troops. He and the unit he has joined may chose one of the folowing USRs per turn: Relentless, Tank Hunters , Fearless, Preferred Enemy.

No two characters may have the same combination of weapons. ~nice anti-spamming measure there!

Runic armour replaces artificer armour it gives a 2+ armour save and a 5+ invulnerable save against psychic powers but cost slightly more.

Frost blades are power weapons that give +1 strength.

Bikers and Assault squads are available as Blood Claws statlines only.

There are no scout land speeders, Vanguard or Sternguard vets in the codex.

That old crazy combo Wolf-guard Terminators with TH/SS/Cyclones is back!

Lone Wolves are 1-man Elites units with Feel-no-pain and Eternal warrior special rules and only gives Killpoints if he is alive at the end of the game. Almost equivalent to a Space Wolf character as far as his stat line goes.

Iron Priests can be set up as fairly impressive assault units if decked out with up to 4 Cyberhounds. They may also have heavy weapon toting Thrall-servitors, and may mount a Thunderwolf for even more style points!
Top
Sheck2
Posted: Oct 4 2009, 05:37 PM


Viscount


Group: Members
Posts: 264
Member No.: 77
Joined: 2-November 06



Have the codex...I really like it. Lots of individual options that can make playing fun. It follows the new format of each unit being self-sufficient, yet allows a ton of inter-active options.

Top
Lord Zorathos
Posted: Oct 5 2009, 01:16 PM


Defender of the Faith


Group: Members
Posts: 1,127
Member No.: 17
Joined: 22-February 05



waitting for mine it should be here any day can't wait !!!!!!!!! blink.gif
Top
Lord Zorathos
Posted: Oct 7 2009, 02:14 PM


Defender of the Faith


Group: Members
Posts: 1,127
Member No.: 17
Joined: 22-February 05



got my codex today

first look some good some i don't like

likes::: biggrin.gif
the fenrisian wolf pack-will field lots of these

the drop in pts for grayhunters and long fangs plus i can have 5 fangs now not just 4

the way they did the HQ choice-could have up to 4 (hell yeah bring the pain)

lone wolfs are to cool

might have to buy some models for the thunderwolf cav.

things i don't like(big surprise) angry.gif

the cost of said hq choices

can only take 2 wolves for my hqs now really don't like this one

the cost increase of the ven. dreadnought (total bullsh!T)

the way the book is writen for choices for units hate this a lot

the fact they took away my Leman russ tank (what you gave in return sucks)

the fact that the special weapons choices now are less in a unit

things i don't care about

sky claws ( if i wanted jump inf. I'd play one of the wussy chapters)

sagas ( might try these might not)
this is just from a quick once over it may change in the future
can't wait to field them

Top
0 User(s) are reading this topic (0 Guests and 0 Anonymous Users)
0 Members:
« Next Oldest | Rules | Next Newest »


Topic Options



Hosted for free by InvisionFree (Terms of Use: Updated 7/7/05) | Powered by Invision Power Board v1.3 Final © 2003 IPS, Inc.
Page creation time: 0.2415 seconds | Archive