Showing posts with label Space Wolves. Show all posts
Showing posts with label Space Wolves. Show all posts

Friday, March 5, 2010

Sturgard's Space Wolves

Greetings everyone! So part of the reason I ran the contest was to try and get ahead on posting... That didn't happen. So instead I'm going to share some pics for a friend of mine that doesn't have a blog. These great Space Wolves belong to sturgard from Warseer, a gent I chat Space Wolf tactics with quite regularly. Please give him some feedback! (Well, other than that he needs to turn off the flash and use a light box to really show these guys off...)

First up is his Rune Priest in Terminator Armour, based off the Logan model.The first squad of Grey Hunters.The second squad of Grey Hunters.And his Mark of the Wulfen Grey Hunters.A solid Long Fangs squad.A Rhino with spiffy FW doors.A VERY dynamically posed Biker.An ancient Dreadnought.And a Land Speeder Storm. It's a shame that the rules for this didn't make it into the Codex as this is a great model.
***All images are Sturgard's and published with permission***

Thursday, February 11, 2010

Space Wolves: Canis Wolfborn

In the fine tradition of Romulus, Remus, Tarzan, and Mowgli of "The Jungle Book", the Space Wolves have their very own feral child: Canis Wolfborn. Mounted on a huge wolf named Fangir, packing twin Wolf Claws, and able to snarl in their language... what could be more "Wolfy"?

Canis comes with an impressive laundry list of personal and force modifying abilities. But really, isn't he just an expensive Wolf Guard Battle Leader on a Thunderwolf? There's a number of small differences, but only a few that actually matter.
1. Fenrisian Wolves as Troops. These are a fairly cheap and effective shock troop that's only hampered by using up Fast Attack slots. If you're going to run more than one unit, Canis removes this issue.
2. Rending, Strength 5, & Wolf Claws... all at the same time. Any model given a Thunderwolf upgrade gains Strength 5 and Rending. But they also have a little rider text that says "Rending... with any attack that does not use a special close combat weapon". However, Canis has "Rending" included as a natural part of his ability list and can use it even when hitting with Wolf Claws. This isn't going to be that beneficial against high Toughness oppoents as Rending hits are going to ignore armour anyways, but can make all the difference against Plague Marines, Space Marines, Necrons, and especially Sisters of Battle.
3. He costs 1/2 again as much.
4. He has only 1 upgrade option: up to 2 Fenrisian Wolves.

It's those last 2 items I want you to take a good look at. Generally, a WGBL is going to be cheaper and more purpose built. Canis certainly has unique abilities... but he's really only worth it if you're making use of all of them. Take Canis because he's the choice you want and not just because you're running a Thunderwolf HQ.

But wait! What about his "Wrath of the Savage" where he can get attacks equal to the number of opponents in base to base with him? If you're to the point that your Independent Character is surrounded by six or more opponents, things probably aren't going your way. This is really a "Get Out of Jail" card that may or may not work, but certainly not something you want to build a battle plan on. If you want reliable snowball effect, try a guy with Frostblade, Thunderwolf and Saga of the Warrior Born...

In the final analysis: Canis is a good choice for a large army that wants to run a lot of Fenrisian Wolves and/or Thunderwolf Cavalry. But outside of this narrow role, I'd pass on him for cheaper or more efficient HQ choices. Cheers!

Also, if this auto-post thingy works correctly, there should still be several days left before the end of my "Design me a banner contest". Go there, read the rules, enter, win free stuff! Try it! The bleeding will stop sooner than you'd believe!

***Image grabbed from this distracting blog on human oddities***

Sunday, February 7, 2010

Space Wolves: Fenrisian Wolf Packs

Have you ever wanted to be the leader of the pack? Do you have what it takes to run with the Wolves? I'm sure there's some other cliche I could abuse, but I've always tried to be a lone wolf...

Okay, enough of that, let's look at Fenrisian Wolves. What do they have going for them? They're cheap, they have the basic stats of a Marine and they are Cavalry. Against them? They're never scoring, they don't have power armour and they don't have power armour.

Why that last twice? Because even though they're about 1/2 the cost of a basic Marine, they will only save 1/4 as many shots... presuming they get a save in the first place. This means that unit attrition will be a LOT higher. This can be mitigated by running them through cover, but even that is only a temporary solution.

With no guns, there's no reason not to Fleet. With no guns, there's no reason not to charge. With no Frag Grenades, you probably want to avoid charging enemy in cover.

Still doesn't seem really favorable for the Wolves, does it? Well, it's not. They're a large, cheap, mobile meat shield. That's it. There's nothing really tactical or strategical about them. Simply point at the enemy lines and fire. They're just fast, furry Orks.

But wait! A character can get Saga of the Wolfkin and upgrade them all to Initiative 5 and Leadership 7! Yeah, that's real great, now you'll still be going at Initiative 1 if you have to charge into cover. Anyone worth their salt is going to use this against you. Remember, that effect happens even if you're charging OUT of cover. It's any time that difficult terrain roll is made. So if your normal move and Fleet don't get you clear of the cover, you're going last.

But wait! Add in Canis and you can take them as Troops! The still can't score, it's just as worthle... er... wait... you mean they won't waste those Fast Attack slots? I can fill those up with Thunderwolf Cavalry or something instead? Hunh. We might have something here...

The plan: Operation Furshield. Take 10-45 Fenrisian Wolves. Screen your lines. Charge. Fight. Win! No capes...
Cheap, simple and easy, this is how I see most Wolves getting used. A nice distraction, alpha-strike, speed bump... whatever you want to call it. They run at the enemy and muck up their lines to give the rest of your time to army close.

The second plan: Operation Fuzzy SABOT. See above. Slap on an Independent Character or two on Thunderwolves. Point at enemy. Let furballs eat bolters. Let character wreak havoc. Enjoy.
At 120 points for a unit of Wolves and 200 or so for a decent character, this plan is still pretty cheap. If nothing else, the potential havoc it can cause is one heck of a "shoot here" sign. With a 19-24" move, you're not going to have to worry much about being Rapid Fired to death... at least not until after the first charge.

Fenrisian Wolves are a cute and fluffy idea that make a nice, cheap horde option for supporting your Marines. They're a great way to get a bunch of bodies in front of your more expensive units and screw up the enemy lines with close combat. With a shooting force, they can distract or delay a flank. But they're going to mesh best in a heavily close-combat oriented army that needs a fast shock troop out front. Run them at the from to Screen a Cavalry or Infantry list and be your initial line of impact. Even a mechanized force could probably find a use for them, though they don't fit quite as nicely.

In the final analysis: A single unit isn't critical but might make a nice addition to most any force. I wouldn't bother with multiple units unless you were taking Canis and running a heavy Infantry or Cavalry army.

Cheers and see you next time! (Hey, one week and change left to enter my contest...)

***Image grabbed from this shirt site...***

Friday, January 15, 2010

Space Wolves: Land Speeders

Visionaries of the early 20th century predicted we'd all have personal flying cars by now. They were only mostly wrong... now everyone can have models of the flying cars predicted in the 41st millenium! So easy, even a Space Viking can fly one! These figs are "affectionately" known as "The Hockey Puck of Doom", "Flying Rollerskate", or even "That Damned Model I Couldn't Assemble Without 4 C-Clamps, Rubberbands, and JB Weld"...

You can check out my more mainstream article for the Space Wolves blog over here.

A quick look between the Space Marine and Space Wolf Codexes will show that this unit was not a simple cut and paste job... after all, they switched up where the "Typhoon" upgrade was listed and added "per model" to all the costs! What, you were expecting SW specific "Wolf's Eye Targeters" or "Missiles of Morkai"? Sorry, but excluding page layout, the Space Wolf Land Speeder has exactly the same options as a Vanilla one.

For those few of you who have no idea how a Marine Speeder works, they are a classic example of build dictating play. When we exclude the "waste of time" builds, we get two basic styles:
1. Suicide Speeder. Typically takes a Multi-Melta, is usually fielded solo, and is considered disposable. They Deep Strike in hopes of nailing an enemy tank, blocking Line of Sight or Movement, and any other annoying thing you can think up. Optionally, they sometimes also take a Heavy Flamer as a backup weapon for Weapon Destroyed results or opponents with no tanks.
2. Long Range Support Speeder. Typically takes 2 Heavy Bolters or a Heavy Bolter and Typhoon Missile System. Assault Cannons and Multi-meltas can be used, but aren't recommended due to their medium-short range. They are often seen fielded in squadrons to minimize KP and Force Org use. These units use speed and range to hose down the enemy. It's worth noting that the Typhoon variant is that the missile pods are ventrally mounted, placing them much higher than the chin-mount. A Rhino in front of the Speeder would block the chin mount, while one in front of a Typhoon is enough to confer an Obscured cover save, but not grant it to the Speeder's target. (I'd show it in pictures with real models, but damnably I can't do this. I built my Typhoon back in 3rd before there was a model and used under-wing slung pods...)

So despite all this, is there any difference between Wolf and Vanilla Speeders? Yes! One nice thing about the Space Wolf Codex is that we don't really get Attack bikes. Why's this nice? Because there's no need to debate Landspeeders versus Attack Bikes. Instead, we have Landspeeders versus Thunderwolf Cavalry, Swiftclaws, Skyclaws, and Fenrisian Wolf Packs. We also have Wolf Scouts for mid-game anti-tank tactics, matching many of the benefits of a Suicide Speeder. Still, they might be a good option if your force has a decent amount of other vehicles to protect or draw fire off your Speeders. I could see a unit or two of Support Speeders forming a mobile firebase in support of a heavily mechanized force.

In the final analysis: Like many other things in the Wolf Codex, the quality of result you get from Speeders will be very conditional. The overall composition of your force, their strategic and tactical use, and even the composition of your opponent's force will drastically affect this. While you may see Speeders from time to time, I doubt many Wolf Lords will favor them over the more "Wolfy" units otherwise available.

***Images courtesy of Break Taker and Turbo-Squid***

Wednesday, January 13, 2010

Space Wolves: Swiftclaw Biker Packs

Shiny chrome bumpers and detailing, a 40K CC engine, slouchback seats made of real Kraken leather, 4' wide tires, and a pure Fenrisian steel frame? No, it's not the latest from some bad Discovery Channel show, we're talking about Swiftclaw Biker Packs!

Swiftclaws are another Blood Claw variant, this time on huge-ass motorcycles. Not only were they victim of the same unfortunate naming schema as their bretheren Skyclaws, much of the unit analysis remains the same too. What we get is a mostly another copy/paste unit, so go look at my Blood Claw article for their effectiveness calculations. Let's look at what is different:
1. Cost. 3 Swiftclaws = 5 Blood Claws or 4.17 Skyclaws. Said another way, once you hit 3 Swiftclaws it's cheaper to just buy Blood Claws in a Rhino. Consider that carefully before you buy a large squad or two.
2. Bike Movement. Yeah, you can't jump over terrain like a Skyclaw, but your normal move is still just as fast. Even better, you've got the option to Turbo Boost! This save means your bikers are that much more likely to survive battles on planet Bowlingball Prime.
3. Biker Toughness. Holy crap, they're T5? Nope, that's Thunderwolves. Bikers are 4(5). Not that the distinction matters too much as only Attack Bikes have 2 wounds. Still, do remember Instant Death rules before you allocate that Lascannon wound to your Attack Bike.
4. Bike Bolters. Now your Blood Claws can pretend to be Grey Hunters with Bolters of their very own! They've even been given twin-linking training wheels to mitigate that BS3. With Bikes being Relentless, it's almost like a Bolt Pistol too! Just be warned that Headstrong can still hamper your shooting.
5. Attack Bike. Hooray! With their mighty BS3, I'm sure that one heavy weapon will instantly be the envy of the pack and the life of every party. (Can you tell I'm underwhelmed?) Their main advantage is as a cheap way to get another wound.
6. Squads of 3-10. Well, I guess if you took a full pack and spaced them out, you could Screen a huge slice of the board. Hmmm... (read farther below)
7. No Mark of the Wulfen option. So sub-human ferals with talons for hands can operate Bolt Pistols and Jumppacks, but not a bike. Seems fair.
8. Meltabombs. Note that everyone has to get them though. The main use of these is to make the whole pack more expensive.

Swiftclaw packs remind me of teen dating... full of mixed signals, hasty fumbling in the dark, and mistaken impressions fueled by reputable sources like internet porn sites. Bikers are a unit designed to be fast, mobile and SHOOTY. They zip around, shoot lots and only swoop in for the kill after weakening the enemy. In turn, Blood Claws are meant to be a shock assault unit that's constantly on the charge; shooting is a secondary to non-concern. The combination of the two styles is underwhelming at best. You end up with a fast moving assault unit that's isn't cost-effective for either role you've paid for. I just don't see Swiftclaws really having a good use in most armies.

Still, the keen among you will note that I said "most" armies. Where I think they can shine? Cavalry armies. Why? Because they can Screen. But aren't Fenrisian Wolves a third the cost? Yeah, but do F-Wolves have T5, a 3+ armour and the ability Turbo Boost 24" with a 3+ Invulnerable cover save? I thought not. Use your Swiftclaws to zip out fast and form your front line. Their size and squad status will give saves to most any unit behind them. This can be a critical item for Turn 1-2 where your Cavalry are humping across the field at a 6+d6" pace, especially in a Dawn of War scenario. That BS3 doesn't matter when Turbo-boosting since they can't shoot anyways. Yes, there's other issues such as competing for a Fast Attack slot with Thunderwolves, but I think the strategy is worth it for a single large unit. (Notably, this benefit extends to Infantry armies too. I just don't see it as high as those usually Shooty rather than Assaulty, have spare bodies, and/or have cover to rely on.)

So, what upgrades would I suggest? Unless you think you need an 11-man unit, start by giving most of your Attack Bikes to any friends that play White Scars or Ravenwing. They'll be of more use there as Wolves lack Attack Bike Squadrions. Then follow the same rules as for Blood Claws: don't bother with plasma, only take flamers or power weapons if your army needs it, and consider a meltagun and/or powerfist.

As to Leadership, with a Ld8 and a 3d6" Fall Back you don't want these guys running if you can help it. I would consider some form of leader a minimum requirement. A Wolf Guard is nice even if you have an IC; I'd probably give him a Power Fist, maybe a combi-melta and then call it good. A Wolf Lord or Battle Leader can be good with these guys, but still doesn't seem optiomal when a Thunderwolf Mount is just a little bit more. I like a Rune Priest for as the squad lets him get up close and personal quickly. This is mainly of effect for his Runic Weapon, but might also be nice for his Powers. But with the emphasis of this unit on rapid movement, Screening and multiple assaults... as long as you have anti-Psyker covered elsewhere, I think the Wolf Priest edges the competition out due to Preferred Enemy and Fearless.

In the final analysis: These guys aren't likely to be in any OMGWTFBBQ internetz lists, but they are a good choice in virtually any army if you know how to use them. Just make sure you include them and use them for the right reasons. They are not a shock-assault unit, but instead a speed bump or distraction. Within the right army and a touch of guile, I think they can be serious game winners.

***My original image was a dog on a unicycle with top hat, but then I remembered the atrocity that is Biker Mice from Mars. (Copyright Criterion Limited)***
(Wow, these really go faster when I'm not doing all those damned graphs... Cheers and hope you've gotten some good ideas.)

Tuesday, January 12, 2010

Space Wolves: Skyclaw Assault Packs

Axe wielding, genetically engineered, Viking themed super humans clad in furs and power armour not enough for you? Well how about you strap a JETPACK on that bad boy? Is that concentrated awesome or what? Today I turn my critical gaze to those Space Wolves so desperate to get into battle that they're willing to ignore walking like Russ intended. They lock themselves to an anti-gravitic generator and two large turbines, then go jumping out of a perfectly good Thunderhawk. Okay, so that does sound kinda fun...

In 40k game terms, Skyclaws really are just Blood Claws... in the sky. (Okay, the naming convention is silly: Blood Claws + "in the sky" = Skyclaws? There better have been a lot of beer involved in that decision.) These units share exactly the same basic statline, weapons, and unit rules. Thus they have the exact same assault profile. Their cost/effect ratios are also similar enough that I don't care to run them. If someone REALLY wants them, maybe you can convince me to modify the graphs.

Though most are subtle, there's still a few differences:
1. Jump Infantry! This rule is really the only major difference and the key reason to take Sky Claws. This gives them the ability to Deep Strike and move like Jump Infantry. This remedies the biggest problem with Blood Claws: mobility. Yeah, they're stuck out in the open rather than hideable in a tank... but you can also move 12", shoot and still charge.
2. Cost 3 points more per guy. Yeah, that's it. Costs less than buying the squad a Rhino.
3. Squad cap of 10-men. You're not trying to fill up a Crusader though, so this isn't critical.
4. Access to only one special weapon. As with Blood Claws, Skyclaws are a close combat unit. The special weapon is there as a holdout or opportunistic weapon, not a primary consideration.*
5. Can only be led by an Independent Character, not Wolf Guard. Honestly, this was probably an oversight but we're stuck with it. Even though Wolf Guard can get Jetpacks, the Wolf Guard Pack Leaders ability does NOT allow them to lead Skyclaws. There's also no option for an upgrade character such as Lukas. So if you want to keep your Skyclaws from being Headstrong, you're flying an HQ choice in with them.
6. Fast Attack rather than Troops. Skyclaws can only contest rather than capture objectives, don't fill mandatory Force Org slots, and will cap at a max of 3 units. Additionally, they're vying for slots against some other strong contenders.**

*As their upgrade choices follow the same pattern as Blood Claws, my advice remains the same. In short: don't bother with either type of plasma; flamers and power weapons only if the force needs that; melta, p-fists and MotWulfen will be your staples.
**Why take Skyclaws rather than Thunderwolves? First and foremost, you can almost buy three Skyclaws for the price of one Thunderwolf. The T-wolf is certainly stronger, but more attacks might fit your need better. Second, Skyclaws are much easier to hide behind a tank or terrain, presuming T-wolves are all about the size of Canis. Third, an average 2-turns of Move/Run and Move/Assault will see the Skyclaws an average of 2.5" farther. Perfect Run/Fleet rolls will have the units move the same distance. This is probably minor though as either unit should have covered some 30"+ of board. I'm not saying any of these are critical reasons to support Skyclaws over T-wolves, but certainly ones that might sway a judgement.

Overall, Skyclaws are just a flavor of Jumppack Assault Marine. While they do have WS3/BS3, this is greatly balanced out by Berserk Charge. As long as your Skyclaws are on the offensive, they will outperform their similarly costed Vanilla Marine counterparts. Skyclaws are good for throwing out a lot of basic attacks, can threaten most tanks in a pinch, and have options to pack a nice assortment of weapons. They're an okay bodyguard to a Wolf Lord, but he doesn't really do much to bolster their weaknesses. A Wolf Priest is a favored choice of many generals as he gives the unit Preferred Enemy against one enemy Unit Type. The common consensus is that the re-roll will help balance out their WS3, even though math shows that's not normally true. My personal preference is for a Rune Priest because of what the squad provides him: a combination of mobility, ablative wounds, and CC punch. He provides them with a balm to Headstrong, some hard-hitting Shooting, and another power weapon. They'll often end up "in the thick" too, so his Runic Weapon will be well placed to shut down enemy Psykers.

In the final analysis: Skyclaws really aren't that bad. They don't seem suited to spamming multiple units, but that's a Blood Angels thing anyways. However, a decent size unit or two might mesh well into your army and playstyle. They're not the most exciting new thing out there, but they're solid enough to warrant due consideration.

**Image courtesy of Looney Toons, of a favorite character***

Saturday, January 9, 2010

Fenrisian Wolves as Wargear, part 2

Yet another reply that grew too large for the comments box... Maybe I should be less verbose? Anyways, this grew from comments on Fenrisian Wolves as Wargear:

hilander asks, "Why do you think it is a separate unit as opposed to a retinue?"
FAQ, page 2, right side, question 3, "Q. Do Fenrisian Wolves bought as wargear by an Independent Character act as a retinue during an assault? A. No... In an assault the enemy would be able to direct his attacks... [at] the [IC] or the Fenrisian Wolves."
Also, the FAQ allows the character to join to another unit. This would not be allowable were they a retinue.
So why would it be both a retinue and not a retinue?
You're correct that the FAQ isn't 100% explicit. There's still room to argue that they could be a retinue except during Assault and for the IC joining another unit. But does it make sense to say "this is X except for the majority of cases where X applies"?
Or you can say "they are a unit that must maintain coherency even if the IC joins another squad." This is not only internally consistent to the intent and SW rules, but also externally consistent to the core rules and previous FAQ rulings.

mchmr6677 asks, "Which of the FAQ rulings led to the conclusion that the wolves are seperate units?"
It was actually a combination of FAQ, SW Codex, and rulebook.
The SW Codex reads "Fenrisian Wolves bought as wargear are separate models with... the unit type 'beasts'." (SWC, page 62) The rulebook defines 'unit' as "several models that fight as a group". (BRB, page 3) Then the FAQ says "In an assault the enemy would be able to direct his attacks towards... the Fenrisian Wolves." (FAQ, page 2)
Basically, the FAQ had four ways to go with the Wolves as Wargear: Wargear, Retinue, Two Units, or a Unit.
1. As wargear, then they should be a representational model such as Azrael's Jawa or the like. They should not have a unit type nor be targetable. They're clearly not defined as such.
2. As a retinue, the character should not be able to join other units and the Wolves can be ablative wounds in CC. As shown above, there is still room to argue that they're a "special retinue", but it just isn't consistent.
3. Two Units. Each Wolf being a separate unit that had to follow the IC. However, they are targetable in CC as "Wolves" not "each Wolf". This causes all sorts of headaches though, especially for CC placement tricks.
4. Single Unit. They are attacked as a group in CC, can be joined and left by an IC, have a unit type... Then the only exceptions you have to the normal rules is that they must always stay in 2" of the character and are removed if he dies.

So basically, my logic comes down to "If it looks, smells and sounds like an elephant..." Treating them as a unit is the Occam's Razor; not perfect nor explicit, but the simplest and most consistent.

***Image grabbed of Dark Bjoern's spiffy wolf seen here on B&C...***

Friday, January 8, 2010

Space Wolves: Fenrisian Wolves as Wargear


Fenrisian Wolves... a couple meters tall at the shoulder, happy to eat grown men, as tough and strong as a Space Marine, probably stinky and mangy too... who wouldn't want a pair of these as loyal companions?

Many Space Wolves characters have the option to take one or two of these. Let's look at the basics:
  • They are bought as wargear.
  • Their stats are that of a Marine but with 2 Attacks, no ranged weaponry, and a Ld of 5.
  • They are Beasts, allowing Fleet and a 12" charge.
  • The must always stay within 2" of their master.
  • If their master is removed from play, they are removed also.
  • If they enter a Transport, they take up two slots.
Simple so far... but what happens when we put them on the field? A number of questions quickly arise. Yesterday's FAQ clarified many questions, but drawing out the full effects is still a complex matter. As Big Jim had some questions about my interpretation, I figure others will as well. I'm trying this FAQ Q/A style, so do let me know what you think:

1. Are the Wolves a unit? Yes. Even though they are purchased as "wargear", they have a "unit type" and are therefore a "unit". (BRB, page 3&4)

2. "Separate models"... if I buy two, are they then two units of one Wolf each? No, they are a single unit. The FAQ allows targeting both Wolves at once Wolves in close combat as per the normal unit rules. (SWFAQ, page 2, question 6 re: assaults) That entry was written as a clarification (question) and not a correction (errata). Thus a unit of two Wolves bought as wargear is "separate" from the IC to define it as a separate unit instead of being a retinue or "wargear with a model". (SWC, page 62)

3. Uhm... does this mean they're worth a Kill Point? Yep. Even though they are bought as wargear, they are a unit and count as such for ALL purposes. Tau had the same problem with Gun Drones on tanks until they got FAQ'd. We're stuck in the same boat until it (hopefully) gets addressed in a future FAQ.

4. Do the Wolves automatically form a unit with the character? Normally, yes. Loyal Companions dictates that they must always be within 2" of the character. (SWC, page 31) The rules for Independent Characters says that an IC deploying or ending their move within 2" of a normal unit automatically join it. (BRB, page 48) Therefore the IC will automatically form a unit with the Wolves.

5. Then why does the FAQ let me join my IC to another unit? Because ICs within 2" of multiple units may always declare which one they're joining. (BRB, page 48) So if there's also a unit of Blood Claws nearby, the IC can leave the unit of Wolves and join the Blood Claws instead. The Wolves must still remain within 2" of the IC due to Loyal Companions, but are otherwise treated as an autonomous unit for purposes of targeting, Ld tests or any other rule.

6. So can I use the Wolves as "ablative wounds"? Yes, as long as the character is currently joined to the Wolves and it is the Shooting phase. Wounds can be allocated to the unit as normal for Complex Units. (BRB, page 25.) However, this is not true during Close Combat or if the IC is joined to another unit.

7. But what about Lone Wolves and "Pack of One"? Simply, the units are separate and distinct for all rules. Loyal Companions just forces them to maintain 2" coherency. So the Wolves and a Lone Wolf will move similar to a single unit but are always considered two separate units for targeting purposes or otherwise. Ergo, the Lone Wolf can never use the Wolves as "ablative wounds".

8. Uhm... what if my IC's joined to a unit, a Wolf dies to sniper fire and the other Wolf gets Pinned? Does the character and his unit get pinned too or otherwise stuck? Yuck... but I'd say no. The Wolves unit would be the one Pinned, but "Loyal Companions" forces them to stay with their master. As codex always trumps rulebook, the Wolf would ignore the Pinning to stay in 2". (If you're playing non-tournament or going for Sportsmanship, you might just remove the fig instead.) This has some interesting applications for over-riding other movement effects too, such as Lash of Submission or difficult terrain. Heh. Also, note that it is the Wolves that must remain within 2" of the character; the effect is not reciprocal. So a character joined to a unit that gets Pinned is stuck and his Wolves may "drag" him along.

For those of you not familiar with my citation style: BRB = Big Red Book aka Warhammer 40K 5th Edition Rulebook, SWC = Space Wolves Codex, and SWFAQ = Space Wolves Frequently Asked Questions. Also, these aren't 'official' rulings or anything, just my "tournament mindset" interpretations. It's entirely possible that I missed something (but I don't think I did), a tournament organizer could rule a different way, or that GW could change the rules on us.

In the final analysis: These are a cute and fluffy addition to the Space Wolves. Still, they're more hindrance than help as long as they cede a Kill Point. If and when that gets fixed, the cheap extra wounds make them a good call for a Cavalry or Infantry based army. A Mech army is still unlikely to want them due to the amount of Transport space they take up.

***Image is from DJ-Batman's excellent Fenrisian Wolf Conversion and is well worth the time to check out. Hopefully he doesn't mind me borrowing the image...***

Thursday, January 7, 2010

Space Wolves FAQ Up!

YAY! The much anticipated Space Wolves FAQ has finally arrived.

The short version:
1. Runic Weapons negating Psychic Powers does NOT stack. There's only one roll.
2. Storm Caller does benefit vehicles.
3. Mark of the Wulfen Wolf Tooth Necklace gives you no benefit to-hit against vehicles.
4. Wolf Lords and Battle Leaders in Termie can get Frost Weapons.
5. A Wolf Scout with a Special or Heavy Weapon Plasma Pistol or Power Weapon still also has a Bolt Pistol and CCW.
6. Wolf Guard Pack Leaders regarding KP and joining Scouts were resolved to make sense.
7. Fenrisian Wolves as wargear is fleshed out a bit more.
8. Defensive grenades do not work when assaulting. Important bit there to improve counter-assaults.
9. Logan Grimnar's "The High King" can be declared even if he's in Reserves.
10. Characters on Thunderwolf Cavalry are T5, not T4(5). It modifies the basic stat. Oh my...
11. Scouts joined by an IC lose Behind Enemy Lines and Scout, but can still Outflank if the IC also has Saga of the Hunter.
12. Saga of the Iron Wolf is "free" movement and doesn't count against movement for shooting.
13. Multiple Rune Priests may take the same power as long as their second one is different.
14. Lone Wolves may take Fenrisian Wolves despite "Pack of One".
15. Jaws of the World Wolf does allow model sniping and does not allow a cover save.

There's some other items too, but they're mostly just clarifications of things that weren't that unclear. Most of these are how I expected, though one or two seems silly to me. There's a couple more I'd still like to see too but the majority of the big ticket items got resolved. Overall, I'm happy. Now to go update my old reviews...

***Image grabbed from the GW site***

Monday, December 28, 2009

Space Wolves: Lukas the Trickster

A new character to the Space Wolf line, Lukas the Trickster is a Unique character upgrade for a unit of Blood Claws. Though I could have wrapped his review in with them, he has enough going on that I felt him worth a separate look.

The number one problem I see with Lukas the Trickster is his price. Not just that he's expensive, but that many people make a mistake when buying him. The line to note reads "One Blood Claw may be upgraded to Lukas the Trickster", emphasis mine. He isn't a model added to the unit, but instead an upgrade option for a model already purchased. This means you must pay the upgrade cost listed AND the cost of the Blood Claw he upgrades.

That being straightened out, there's also the quibble that he's expensive. Before you buy into the "Oooh, shiny" of his rules, consider that for the same price you could buy a squad of 10 Grey Hunters with two meltaguns. Still, he's not cost prohibitive. Excepting a lower Leadership, his statline is the same as a Wolf Guard Battle Leader A WGBL with comparable wargear ends up almost the same price; the difference could be attributed to Lukas' special rules.

And what are those rules?
Rebellious: Because he's such a bad boy, Lukas and his squad can never be higher than Ld 8. Annoying, detrimental, but not a huge thing.
Pelt of the Doppelganrel: Any wound allocated against Lukas must re-roll their To-Hit. Okay, this one's kinda fun, especially since it works in both Shooting and CC. UPDATE: What could have been useful and fun with a simple erratta, has been instead screwed by a literal FAQ instead. Lukas only gets to use this item if all of his squad has been killed. NIGH USELESS.
The Last Laugh: Basically, if Lukas is removed from play, both players roll-off. If the Wolf player ties or wins, all models in base to base with Lukas are removed from play too. Now this is the fun one as it is going to make many opponents leery of getting their awesome HQs in close combat with him. The psychology potential of this is enormous. But never forget that this can be a double-edged sword. The specific line reads "all models in base contact". This means tanks, Monsters, Characters... and friendly models. You might want to make sure your own guys give him a little breathing room.

Now one other wrinkle to him being an upgrade character is that he's part of his squad in all senses. While you have to buy the rest of the squad in addition to him, together they only count as one Troops Force Org choice and Kill Point. He's also not an Independent Character and can't leave the unit to join another. But in return he cannot be separately targeted in close combat. This last neatly ties into the Pelt of the Doppelgangrel, as you will always have control of the wound allocation.

So with all of this, why aren't I foaming at the mouth to field him? Typical of all the Space Wolves Unique units, Lukas is very ego-centric. He's a core choice around which the list itself is built, rather than something added on for fun. Lukas and his Blood Claw squad are going to be highly focused on getting into close combat, something that doesn't fit with every army. You'll probably want a way to get them there (Land Raider), some extra guys, and maybe a Wolf Guard and/or Character... and now you've got over 600 points invested. While this kind of "rock" unit approach can work, it helps to have one with flexibility beyond "assault and kill lots of Orks". Space Wolves have several other options with much greater efficiency of durability, utility, and/or cost.

In the final analysis: Outside of theme lists or as a random element, I don't see Lukas being that popular competitively. He is just too narrow in scope for the associated costs.

***Image courtesy of GIS... HAN SHOT FIRST!***

Saturday, December 26, 2009

Space Wolves: Blood Claws

Savage, headstrong and reckless, Blood Claws are the young bloods of the Space Wolves. They showed potential enough to be chosen, survived the initiation training and geneseed implant, and have overcome their Wolf Within... mostly. These wild-eyed berserkergang certainly fill the head with intense imagery, but how do they game?

A Blood Claw has a number of similarities to a Grey Hunter. They're both Marines with decent Strength, Toughness, Power Armour, Grenades and all that. They also share the same Space Wolf special rules, are Troops, have the same basic cost and a similar upgrade tree.
Yet Blood Claws have a playstyle that is a dynamic opposite of Grey Hunters: they are a close combat unit first and foremost and their ranged attacks are just a footnote at best. How does this come about? As always, the devil is in the details:
Headstrong. Unless led by a Wolf Guard or Character, Blood Claws suffer from Headstrong. In short, if there's an enemy within 6" at the start of their Shooting phase, Claws may not shoot and must assault unless led by an Independent Character or Wolf Guard. So on their own, they will go running headlong into battle.
Note: There's actually a neat trick to be had here. This rule will allow you to pre-measure your assault ranges BEFORE you have to declare targets. It is VERY situational, but still good to remember.

Ballistic Skill 3. Even using the same weapons, Blood Claws will be 16.7% less effective at shooting than Grey Hunters. Right there is our first shift away from ranged engagement... it's what they have to shoot with that matters more.

Ranged Weapons. Blood Claws come with a Bolt Pistol and Close Combat Weapon, but not a Bolter. The majority of the Blood Claw arsenal caps out at 12" range.
Why is this a big deal? Because 12" is also the "normal" charge range. Any offensive effect will require your Blood Claws be in range for close combat. On the up side, the same weapons can be used to full effect while moving AND you can still initiate a charge. So you've got the ability to give rather than just recieve.

Berserk Charge. Here is where, so to speak, Blood Claws get thrown a bone. Blood Claws certainly prefer to initiate the charge. If they do so, they get +2 attacks for charging rather than the normal +1.
Note: I feel it worth emphasizing this rule. As I show below, without it Blood Claws are the same or less than a Grey Hunter. But with it they have an edge against most foes. This is the one rule that makes Blood Claws worth honest consideration.

Weapon Skill 3. Now the main reason I've seen people say not to take Blood Claws is because they're a close combat unit that has a Weapon Skill of 3. You'd think this would be a major detriment to a close combat unit. However, To-Hit in close combat uses a sliding scale. Thus there's only 3 differences:
1. Attacks against WS7-8 opponents hit on a 5+ rather than a 4+. This would be Chaos Daemon Princes and a few other big nasties. Pardon the pun, but if you're in CC with one of them... you have larger problems.
2. Attacks against WS3 opponents hit on a 4+ rather than a 3+. Most units with a WS3 aren't going to stand up in CC that long anyways... as long as you have a bunch of attacks. With Berserk Charge, you should fare pretty decently.
3. Attacks by WS4 opponents will hit on a 3+ rather than a 4+. This is the one that hurts, given how common WS4 is.
Thus I'd posit that a Blood Claw will actually fare similar to a Grey Hunter in the majority of close combats. The only big difference is that they'll will suffer a higher attrition rather when fighting other WS4 enemies. How does this get balanced out? Larger squad sizes!

Squad size. Blood Claws are allowed to toss in an extra 5 guys to cap out at 15. The biggest benefit here is that each unit has more guys for taking losses. This other nice effect is to fill up your Land Raider Crusader. However, there's better units that can do this too and probably reap more benefit. (ie. Wolf Guard Termies) Last, this can be used to put more power armour guys on the table, but seems of limited value. A normal Force Org already allows 60 Marines in Troops, so it would need to be a pretty large game to afford the extra 30. You might also use it to cut a Kill Point or two, but that's a low consideration.
Looked at one way, the larger size is actually a detriment. Blood Claws don't get a second special weapon unless maxed out, meaning you've had to pay for 5 more guys. Additionally, the only way to mechanize a squad of this size is a Land Raider Crusader...
Looked at another way, your second special weapon isn't based on having that 10th guy. So if they're mounted in a Drop Pod or Rhino, it doesn't matter if you take 9 guys or lees to fit in a Character and/or Wolf Guard.

Even though they're not a ranged attack unit, let's take a quick look at Blood Claw gun upgrades:
Flamer: You're going to be up close and personal anyways, why not have a barbeque while you're at it? The nicest thing about the flamer is there's no To-Hit roll, so you negate that BS3. This choice is not a bad call for an army that needs more crowd control. However, crowd control is what Blood Claws excel at in close combat... the flamer might be overkill. So use good judgment before firing it off, lest they end up out of charge range due to enemy casualties. A flamer should be a one-two combo with the charge for full effect.
Meltagun: Again, you're still BS3. However, this is CHEAP, can shoot on the move and only costs you a bolt pistol attack. I'd suggest taking one just for Tank Shock alone. After all, BS3 doesn't matter when you automatically hit on a "Death or Glory" shot.
Plasmagun: The only words that come to mind are "Why, why, why?!?" Blood Claws are BS3 and shooting it means you can't charge. Go ahead and promote your plasmagunners to Grey Hunters.
Plasma Pistol: It's not worth it on Grey Hunters, why pay the same for it on BS3 Blood Claws?

So with all the things going against them, does the extra attack make them better in Close Combat? Let's go to the charts! First we have the basic percentage of attacks that should hit:
And the graph form:
Then there's the basic cost analysis:
And the graph form:


What does this tell us? Well, yet again the Mark of the Wulfen forms the outliers but still comes in very solid in the cost analysis. Interestingly, the extra attack on the charge also boosts the powerfist quite a bit. Given how efficient the basic Blood Claw is at taking down lighter opponents, a powerfist is actually a viable choice for those big enemies. (Note: Mark of the Wulfen is NOT an option for stock Blood Claws. I included it here mainly so I didn't have to do all the charts again for Sky Claws and as a reference point.)

So how does all of this compare to a Grey Hunter? Well, here's a comparative, where a positive number indicates favor for the Blood Claws... In chart form:
And as a graph:

What the hell does the above mean in English? On the charge, a Blood Claw is typically going to inflict more damage than his Grey Hunter counterpart. Yet when receiving the charge or in subsequent close combat rounds, they're going to be almost exactly the same. They trade a better charge for less ranged effect.

In the final analysis: Blood Claws actually aren't a bad buy. Despite initial appearances, they actually hold up favorably to Grey Hunters, especially if you use them "correctly". They're also a decent place to stash a Wolf Guard and/or Characters without sacrificing unit utility, especially when mechanized.
A foot-based force can use them as a nice front-line, bubblewrap or speedbump unit. Their short range and slow speed are certainly an issue though and the only advantage is the larger squad size. It's going to be a trick to get the charge with them.
Mechanized is a good way to overcome their speed and range. However, neither the ranged preference of the Razorback nor the alpha-strike/counter-assault style of the Drop Pod really "fit" with Blood Claws. The Rhino is the "hard" route, as the trick to charging out of a Rhino has a steep learning curve. The way to go for most generals will be the Land Raider. It's expensive, but the easiest to set up assaults from.
But the biggest thing I like about Blood Claws? Their WS3 is misleading and people are often going to underestimate them. Try a pack out sometime and see what happens...

***Mitten image grabbed from Fashionably Geek***

Thursday, December 3, 2009

Space Wolves: Grey Hunters

Veterans seasoned in battle and masters of the wolf within, Grey Hunters form the bulk of the Space Wolves chapter. They're your rank & file choices... but how do the rules hold up on the tabletop?

Now at first glance a Grey Hunter looks just like a vanilla Tactical Marine. Each squad has the same number of guys (5-10) with the same basic statline, grenades, Bolters, Bolt Pistols and access to a special weapon. Their shooting will be okay at medium range (12-24"), decent at short range (1-12"), and they can tailor their special weapon to need. For close combat they can do some shooting and still assault, ignore the negative effects of charging into cover, can Krak grenade medium or light tanks, and are strong enough to hurt most targets. Additionally, they have a decent Toughness and Armour Save. As Marines they're capable in most aspects of warfare, resilient, and (usually) forgiving of small mistakes.

But what makes Grey Hunters different?
1. Grey Hunters are 1 point per guy cheaper. This isn't much, but adds up when you're talking 50 or so guys. I think this is what a basic Marine should cost too, but I digress.
2. There's the typical Space Wolf bit of dropping Combat Tactics and Combat Squads for Acute Senses and Counter Attack. Losing the flexibility of KP/objective antics and other such isn't worth the benefit in Night Fight. However, the extra ability to receive a charge goes a long way towards balancing... but only if you play such that it gets used.
3. Grey Hunters get a Close Combat Weapon in addition to the Bolter and Bolt Pistol. This is a big change for loyalist Marines, as previously only Chaos Marines got this. Does it really make a difference? YES! It makes your Grey Hunters the same as Assault Marines for close combat ability.
4. The Veteran Sergeant (aka Wolf Guard) is bought separate from the squad. More on this below.
5. Grey Hunters do not get access to Heavy Weapons, but can get a second special weapon, a plasma pistol and several items of close combat wargear. This means they have no offensive capability at over 24", prefering short range firefights and close combat.

Grey Hunter packs have access to several ranged weapon upgrades. Notably, you could opt to mix and match weapons within the same squad. I don't feel this necessary as Space Marines are already quite versatile. I'd focus all of their extra weapons and upgrades towards filling a specific battlefield role.
Flamer: Nothing says love like a Flamer template, especially when it only costs you a Bolter. Still, a typical Wolf force shouldn't need much extra anti-horde. I'd only equip 1-2 squads with these (if any) doing alpha strike attacks from Rhinos or Drop Pods.
Meltagun: In today's mech-centric play, more anti-tank options are never a bad idea. It's also pretty solid for dropping Marines and even Monsters. The cost is certainly a steal, but the range really limits it to front rank squads. Also, when you use it to light up a tank, you're giving up the firepower of the rest of the squad. Squads packing these need to get close to fire and some form of mechanization is good for this.
Plasmagun: Yeah, it might kill the wielder, but isn't that half the fun? A Plasmagun's range is the same as a Bolter and the target profile isn't too far off either. This is a nice upgrade for second rank units looking for extra range and shots at the cost of a bit of anti-tank. Being a more medium range unit, they don't mind being on foot as much. It still might be good to get them a transport even if they can't fit in it. A Razorback can add some extra Heavy firepower, an empty Rhino can add to your Rhino Wall, and an empty Droppod can modify your first-turn drop numbers. Additionally, the choice to Pack Leader a Wolf Guard is done at the beginning of the game, not during army creation. So a full 10-man squad could always opt not to attach a Wolf Guard and deploy inside their Rhino instead.
Plasma Pistol: *sigh* A potentially great piece of tech that's suffered for the changes to pistols in 5th edition. It might have been worth it if you could fire twice or were it 1/3 the cost. As is, I'd opt leave it at home unless you know you're facing Deathwing.

Now what about their ability in Close Combat? Well, here's the basic stats:
And here's a nice graphical format:
And last, the cost-efficiency spread:

Now what does the above tell us?
1. Mark of the Wulfen should be the first close combat upgrade any pack takes. Heck, I'd be tempted to take it even on packs with a shooting focus. At the average number of attacks it outperforms against light and medium targets. And against big nasties it is almost as good as a powerfist. This particular piece of wargear probably should have been 5-10 points more expensive.
2. Running at I4, a Grey Hunter with a power weapon isn't much better than equal points of normal Grey Hunters.
3. Grey Hunter powerfists are also inefficient except against big nasties. This is mainly due to a base of 1 Attack. There's a number of other Space Wolf choices that are better for this role. I'd only take one for an aggressive squad or if you know you'll be facing Nidzilla.

There's also one other piece of wargear you can take, the Wolf Standard. Now a second rank squad can probably skip on this as close combat should be the exception rather than the rule. But this should be a serious consideration for any front line unit.
Why? Because for one Assault phase, it allows you to re-roll ANY roll of a one. To-hit, To-Wound, Armour Saves, number of Mark of the Wulfen attacks... anything.
Even better, the benefit affects "all models in that unit", so it confers over to attached Independent Characters and Wolf Guard too.
Last (and kinda "gamey"), there is no definition for when the banner's effect is used, just that it affects "the next Assault Phase". Though it should probably be used at the start of the Assault Phase (and I expect it will be FAQ'd as such) or prior, you could theoretically hold off on using it until after you rolled a bunch of ones... just don't expect to win any friends playing like this.

Last, but not least, there is the idea of attaching a Wolf Guard Pack Leader. The biggest downside to these guys is that they're an attachment rather than an upgrade. This means they don't count for your basic squad size for getting an extra weapon. With most Wolf Transports having a capacity of 10, you're forced to choose between that second special weapon, a Wolf Guard, walking on foot, or mounting them in a Land Raider. Also, taking any Wolf Guard eats up an Elites slot with a minimum size of 3-man. This means you have to either farm out 3 Pack Leaders or field a Wolf Guard squad.
In favor of the Wolf Guard, they have access to a combi-weapon. This mitigates the loss of a second squad special weapon as it's the same kind of weapon... at least for one turn. Wolf Guard also have 2 base attacks, 1 better Leadership, and access to a variety of close combat weapons and upgrades. They are one of the most efficient places to pick up a Powerfist or even a Thunder Hammer.

Some example builds I've seen and/or tried:
Shooty Foot: 10 Grey Hunters, 2 Plasmaguns, Wolf Guard with combi-plasmagun.
Optional: Wolf Guard Terminator, Cyclone Missile Launcher, and/or attached Razorback.
Plays the middle range game and holds close objectives.

Drive-By Mech: 10 Grey Hunters, 2 Plasmaguns, Rhino.
Variant: 9 guys, 1 Plasmagun, Wolf Guard w combi-plasmagun.
Optional: Less guys to make room for an IC, Close combat upgrades, and/or Extra Armour Rhino.
The unit drives up and shoots out the Rhino Fire Points. Not what I'd call the "best" way to do things, but it works for some people.

Min/Max: 5 Grey Hunters, 1 Special Weapon, Drop Pod or Razorback. Optional: Wolf Guard w combi-weapon.
I think this would be better called Min/Maxish, as it doesn't seem to actually maximize the unit. Still, it's cheap and might be good for smaller games.

Rhino Assault: 10 Grey Hunters, 2 meltaguns, Mark of the Wulfen, Rhino.
Variant: 9 guys or 8 and room for an IC, 1 meltagun, Wolf Guard w combi-melta and Powerfist.
Optional: Wolf Standard, Powerfist Grey Hunter, Thunder Hammer Wolf Guard, and/or Extra Armour Rhino.
An aggressive unit that pushes forward, tank hunts and delivers close combat characters to battle.

Drop: 10 Grey Hunters, 2 special weapons, Drop Pod.
Variant: 9 guys 1 special weapon, Wolf Guard with combi-weapon.
Optional: Less guys to make room for an IC and/or Wolf Guard in Termie, Mark of the Wulfen, Power Fist, and Wolf Standard.
Popular for Jaws of the World Wolf antics and alpha-strikes.

In the final analysis? Grey Hunters have a plethora of good builds, versatile upgrades, decent mobility options and a strong translation of Fluff into game mechanics. They really are a great Troops choice. I hope you've enjoyed the read!

Tuesday, November 3, 2009

Space Wolves: Logan Grimnar

Logan... a name simply synonymous with asskickery. Grimnar... what better name for the grim, dark, grimdark future where there is only war? The man, the myth, the Great Wolf. But does he stack up to the hype?

Right off the bat there's his cost: 275 points. One infantry model... that costs more than a Land Raider. He'd better do something pretty damn special for that level of investment.

Well, what can he do?
1. Take a hit.
Yeah, he's only T4... so it isn't THAT hard to hurt him. However, he also sports Terminator armour for a 2+ save and a Belt of Russ for a 4++ Invulnerable. Eternal Warrior keeps that pesky Instant Death at bay, so anything beating his armour will have to do so three times. Overall, not bad for an old guy. Throw him in the middle of a decent bodyguard and he's going to be a pretty tough KP to net.

2. Say hello at range.
A Storm Bolter and BS5 isn't flipping up many skirts. Still, every bit counts and it is good to note and remember.

3. Annoy Psykers.
His Wolf Tail Talisman gives that extra chance to shut down Mind War and other such annoying psychic attacks.

4. Maul entire units in CC.
His WS 6 is really just for show since the Wolftooth Necklace makes him always hit on a 3+. Throwing 5 base attacks that ignore armour is spiffy too. But the jewel is his versatility, given by having a choice to split any of his attacks between S5 I5 or S8 I1.

5. Acts as a force multiplier.
This is where he starts being more than just another pretty face.
a. Grants Stubborn to himself and any unit he's attached too. You shouldn't need it too often with his Ld10... but it certainly helps in CC or against pesky things like IG Psyker Battle Squads.
b. "The High King", allows him to confer Fearless, Tank Hunters, Relentless, or Preferred Enemy to himself and any unit he's attached to. Oh my, the options...
c. Saga of Majesty grant his unit and anyone else nearby gets a re-roll on failed Morale tests. Now we are talking Space Marines... actually paying for this upgrade may be of limited benefit. But you might as well use and abuse it with Logan as it comes as part of a package deal!
d. Then there's Living Legend giving an +1A to all friendly models within 18". Yeah, it only lasts the one CC turn, but a timely application can sway the course of an entire battle.
e. Last there's the one rule to ring them all: "The Great Wolf". This is just a small blurb sub-box only in the Army List section and is almost easy to miss. But the effect is a fundamental change to the army structure: allowing Wolf Guard as Troops. This opens up a whole field of options including WolfWing (Terminators as Troops ala Deathwing), Veteran Troops, Scoring Jumppackers, and many, many other things.

Some thoughts on when and how to use him:
1. When should he hit as a Power Fist instead of a Frost Blade?
a. When the enemy is going at I6+. If you're hitting last anyways, might as well hit harder.
b. When the enemy is at I5 and they're unlikely to kill him. If he can't kill them before they attack, then try to kill more of them.
d. Versus T5+ opponents. The only exception is when you need to risk getting lucky to kill them at I5.
c. Versus multi-wound models that are T4 base or less and don't have Eternal Warrior. Instant Death is your friend. Again, this is optional if you need to risk killing them at I5.
e. Against vehicles. Those 3 extra points of Strength make a huge difference to beat AV.

2. What skill should I get with "The High King"?
You have 4 options... let's look at each:
a. Fearless. Now any unit he's with already has Ld10, Stubborn, ATSKNF, and a re-roll to failed tests from Saga of Majesty... the advantage gained is minimal and/or situational only. It's an okay default if the other skills will do you nothing in your or your opponent's turn, but honestly kinda meaningless. It's actually a drawback in Close Combat, as if you lose the combat you'll suffer automatic No Retreat! wounds rather than testing versus Ld. Still, this might be nice if you're getting his with a bunch of negative Ld modifiers or other Ld test, such as against Psyker Battle Squads or Tyranids.
b. Tank Hunters. This one is fun and even worth strategic consideration when building your army. Some people advocate putting him with Long Fangs for this, as he can make them better anti-tank. Me? I say the Long Fangs should just pay for Lascannons or get melta weapons. The Chapter Master has better things to do... like get into CC. Now this ability paired with a nice squad of Termies sporting a couple Assault Cannons or Cyclone Missile Launchers? This is good family fun. Definitely worth using if your attached squad is opening up a tank. Don't forget, this bonus applies in Close Combat too.
c. Relentless. One gimmick advocated with this is putting a unit of Multi-Melta Fangs in a Drop Pod with Logan. Drop in, blast 2 tanks, enjoy! Downside? You're talking about quite an investment in hopes that your opponent gives you two tanks worth blasting. This is too situational for me. Plus, the legality is questionable. Logan's not in play at the start of the turn, so how can he choose an ability? I think it will get FAQ'd that it can be done, but be warned until then. UPDATE: The new FAQ does specifically allow this now. I think this skill is nice, but most units I'd want him with would have it anyways or won't benefit it. Still, it might be a nice trick to use with a bunch of Rapid Firing Grey Hunters, allowing them to still assault afterwards.
d. Preferred Enemy. He and his unit can re-roll to hit in CC with all failed to-hit? To quote the Kool-Aide man... OH YEAH! Using this ability on a nice sized CC unit is just brutal, especially with his other benefits. This is the skill I expect to see used and abused with regularity.
Now the nicest thing about The High King: "choose... at the beginning of each turn" and "[lasts] for the duration of that player turn". A quick check of the main rulebook, page 9 shows "Whenever a rule uses the word 'turn'... it means 'player turn'". So you get to declare The High King at the start of every player turn as best fits your objectives and who he is attached to. This kind of tactical flexibility can be priceless.

In the final analysis? He's a flavorful unit that really does bring a lot to the table. His cost is certainly still an issue. He'll be of limited return just slap him at the head of a normal Space Wolf force, especially at lower points values. However, if you craft a force knowing that he'll be in charge? He can be a major force multiplier and a sound investment. I expect him to be a common sight in the years to come.

Tuesday, October 13, 2009

Space Wolves: Iron Priest

The spiritual zen of Judas Priest, the strength of Iron Maiden, Rockin' with his digi-weapon out... we have the IRON PRIEST! (Yeah, I should have known there'd be a cover band by that name.)

Here is an Elites choice that should give the aspiring Wolflord pause for thought. This guy steps in with a statline equal to a Wolfguard and is packing Runic Armour and a Thunder Hammer. A Wolf Guard with that kit would cost 16% more even without the additional Servo Arm and Battlesmith rule. You're getting a nice little deal on those toys. Downside? He's not an Independent Character... so you can't attach him to a unit. This little item certainly narrows his battlefield role. Additionally, he doesn't get any form of Transport.

What about his other gear?
A Wolftooth Necklace is certainly an interesting item if you're going to get him stuck into CC. It's a little on the pricey side, but might not be a bad idea given the number of attacks he has.
A Wolf Tail Talisman is questionable. The Runic Armour already gives him a 5+ save versus wounds from Psychic attacks. The Talisman just extends this to a 5+ versus any psychic against him or him unit. It's certainly not worth the bother if you have a couple Rune Priests around.
Saga of the Iron Wolf is even more questionable. Note that as a Saga, only one Iron Priest can be upgraded with this. The first thing it does is give +d3" to the move of a vehicle he is inside. But since he's not an IC this vehicle can't have anyone else in it except him and his minions. So the vehicle needs to be a Transport, empty of other units and still something that would benefit from additional move. This might be a cute trick to get a Crusader or Redeemer into position quicker... but you're probably better off putting a real unit inside it instead. So really, the only worthwhile thing the Saga does is give +1 to any Repair rolls. This balances out the same bonus given by a Techmarine's Servo Harness. Still, I'd rather have the flamer and plasma pistol...

So where could he be useful?
Well, he is still a Techmarine. Potentially he could play the Maytag Man and focus on repairing vehicles. But then again, why bother? A regular Marine army gets Troops with Heavy Weapons... making them the superior gunline mech. If that's the kind of army you want, why are you playing Wolves? There is a small case for one bought to babysit a couple Predators or the like, but this is a rather limited use for him. The Battlesmith ability is nice but probably better used on a tactical opportunity rather than considered as part of a strategic plan.
So maybe the above and a bit of fire support? Throw in some Thrall Servitors to get some Plasma Cannon shots and/or repair bonuses. Okay, not bad... but static "move or fire" AND BS 3. Plus your Iron Priest's isn't going to be ripping it up with anything better than a Bolter. This isn't exactly on par with a Conversion Beamer. Yet again, this version is possible, but stock Marines do it better.
But what about a different role entirely? Take his Thunder Hammer to the enemy! The first item to up is a bike. The bonus to Toughness makes him 4(5) and bike mobility lets him zip about the field with impunity. Spiffy! Too bad he's still Lascannon bait and Cyberwolves can't keep up with him.
But wait, there's still hope! For just 10 points more than the bike, you can get a Thunderwolf. This gives him the +1 Toughness, Strength and Attack.* Throw in some ablative wounds ala 4 Cyberwolves and suddenly you're talking a much more interesting unit. It's not THE best unit in the Codex, but certainly up there. It's comparable cost and effect to 3 Thunderwolf Cavalry, but different in Force Org and best-case target. The only glaring weakness to the unit is the lack of an Invulnerable save... but T5, cover, and a guy with a 2+ save go a good bit toward mitigating that. Plus, I don't know about you, but the idea of an Iron Priest and a bunch of Cyberwolves also gives me some interesting ideas for some conversions.

*There's currently a debate about the intended benefit of taking a Thunderwolf Mount and if the bonuses modify the base values or are simple additives. Because the description doesn't specifically say, RaW makes him S4(5) and T4(5). This makes his T-Hammer hit at S9. However, the stats for Thunderwolf Cavalry modify the base values, unlike previous 4(5) units like Bikers. So some interpret this to mean the RaI was to modify the base value. This would make him S5 and T5, causing the T-hammer to hit at S10 and granting immunity to Instant Death from S8-9 weapons. It should be interesting to see how this gets ruled, but until then I recommend playing the 4(5/9) RaW version. If a FAQ/Errata later modifies base value, all the better!UPDATE: The FAQ is in and the ruling is for T5 straight, so carry on my wayward sons!

Cheers and hope you've gotten a few ideas!

Space Wolves: Bjorn the Fell Handed

Space Wolves get a unique (and Unique) HQ choice of Bjorn the Fell-Handed. Now Bjorne (The Emperor luffs you all, ho-ho!) is a Venerable Dreadnaught and then some. He's got better stats, a "I've got better things to do than die" 5+ save against everything, a re-roll for who gets to go first, Saga of Majesty, and a Wolf Tail Talisman and some entertaining rules for when he does get blasted.

First off, there's the Living Relic rule: In a KP mission, he cedes d3KP if you're don't have a living Space Wolf in base with him at the end of the game. Cute, fluffy, and kinda hurts if you screw up or have a bad day. In an objective mission, he becomes a new objective. This is also amusing and can cause headaches for an opponent. I can see some very funky manipulation of objective missions where you WANT him to die, especially something like Capture & Control. However, I don't think I'd want to bank my strategy off a unit this expensive falling... It's somrthing that should be exploited tactically, but not planned strategically.

Now how useful is the re-roll for choosing deployment? Presuming there's no Emperor's Tarot or other modifier, you normally have a simple 50% chance. With Bjorn? A 54.4% chance. Why so little a change? Because you still have to beat their original roll or meet and revert to a 50/50 system again. The formula is a simple (1/36/6*4.5)+(2/36/6*3.5)+(3/36/6*2.5)+(4/36/6*1.5)+(5/36/6*0.5)+(15/36)= 54.3981%. Not exactly a resounding improvement, is it? Of course, you could combine this with your own Emperor's Tarot and get a net effect that's about 68% or so... but that's extreme. It's better to just learn how to play from either side of the turn.

So how about that 5+ save against everything? This is certainly nice, but cover's better. It's only an advantage if he's in CC. Since he's got so many other CC plusses, how about getting him into CC? Well, he can't get a DropPod, so there goes Podding him in first turn as a short-range Dread. How about we run him as a mid-range that favors closing fast? Oh, wait, he can't get Extra Armour either. Better hope he's Shaken and not Stirred... He's going to be relying a lot on Venerable and AV13. With all the melta around, that last 18" is going to be tricky.

But the real kicker? You get all of this for the low, low price of just 270 points. More than a Land Raider. WTF?

Sadly, I give Bjorn the medal for the biggest piece of fail in the new Codex. (There's a "Bjorn the Fail-Handed" joke there, but I'm resisting...) His abilities are nice, but the sum does not warrant this kind of price tag. Still, I guess I can console myself that's he's still better than something from the Dark Angel Codex. :-p

Space Wolves: Dreadnoughts

What's more fun than a Dreadnought? Two! Especially if they're named Robert and are pirates... Then they can be the Dread Pirate Roberts! Hey, at least I didn't make an "Even in death I still surf." reference, right?

Okay, with the tasteless jokes and geek references now taken care of (mostly), let's look at the meat. The Space Wolf Dreadnought is point for point a direct copy of the stock Space Marine Dread. There's 6 notable differences:
1. Starts with an Assault Cannon for free, rather than paying to upgrade to one. (Subtle, but nice.)
2. Can take a Wolftooth Necklace that makes him always hit on a 3+ in CC. Cute, but of limited benefit to a WS4 Dread and even more so for a Venerable. After all, they only have 2 attacks.
3. Can take a Wolf Tail Talisman that gives a 5+ save versus a psychic power directed at him. Cute, but probably not worth it if you have a Rune Priest or two around.
4. The Venerable Dread may also take the Saga of Majesty. This allows any unit within 6" to re-roll a failed Morale check. (Note the lack of the word "friendly" in conjunction with "unit". I expect this to also get FAQ'd, but right now there's some RaW players who might try and use this against you.) This isn't a bad upgrade, but probably isn't critical either.
5. May not be taken as Heavy Support. Competing for those vital Elites slots is rough...
6. Ironclads? What are those?

Now Dreadnought tactics have been done and done again... but I'll give you my take anyways.
For the more aggressive player who wants a short-range Dread, nothing beats a Dread riding a Droppod. Typically he comes with a Drop Pod, Heavy Flamer, CCW, and Multi-Melta. This guy drops right into or in front of the enemy on the first turn. Weapon duality allows him to menace both tanks or hordes. But best of all is the disruption he can cause to the enemy lines. This kind of shooting and CC threat dropping in close can cause some serious havoc and needs to be dealt with quickly. This is a great way to distract the enemy from shooting at other elements of a close-range mechanized list or a full Drop list.
Ironclads are well suited to this role... too bad we don't get them. So additional protection is only available via Extra Armour and/or Venerable. Beware, these can quickly get expensive when he's used as a suicide unit. The other upgrades are cute, but just too situational to recommend.
When used as a suicide speed bump, throw him and his pod right up front wherever he'll be the most annoying. When used as a distraction and threat, shift his deployment to a flank to limit return fire.

The mid-range Dread goes on foot and tends to sport an Assault Cannon, CCW, and possibly a Heavy Flamer. This weaponry is chosen to make him mostly anti-horde, but still pretty decent against most tanks or in CC. This limited range and CC capability means he's at best effect advancing towards the enemy line; usually in support of infantry or other mechanized units. Downside is that he's still only AV12. Again, Venerable and/or Extra Armour aren't bad for increased durability, but other upgrades are of limited use.

The long-range Dread sits in the back to avoid melta and take advantage of cover. Typical armament is a Missile Launcher and twin-linked Lascannon for anti-tank, but sometimes you'll see one or both swapped out for twin-linked Autocannons. The downside to this build is that it relies on range... and there's only so much room on a table. Outflank, Run, Droppods and all those other fun things make a stand-off only unit iffy... not to mention that he'll rarely be pushing up to contest objectives. While this style isn't a bad choice... Predators and Long Fangs do this role cheaper and with more guns. You might use this in a mech force that's already used up it's Heavy Support and still needs anti-tank, but I wouldn't bother otherwise.

There's also the HQ option, Bjorn the Fell-Handed. Cute, fluffy, and ultimately over priced.

In the final analysis? Space Wolf Dreadnoughts are a decently priced unit. Their biggest drawback is the competition for Elites slots.
A single Dreadnought in a Drop Pod can work well as a distraction or suicide unit. This is probably the most common way you'll see them as it only takes up 1 Elites slot and works with many army styles.
Multiple Dreadnoughts on foot or Podding are only optimal when the entire army is mechanized or Podding also, due to vehicle saturation. Taking multiple also means eating up most or all of your Elites choices. Players who really want a lot of Dreadnoughts are better off looking into Vanilla Marine options, since they can get six of them and have Ironclads.
For these reasons I feel that Space Wolf Dreadnoughts are going to be an uncommon choice in most competitive Space Wolf armies.

**Image grabbed from the underbelly of the internet... Just FYI, be warned not to do a GIS for "4chan dreadnaught" with SafeSearch off...