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    Ettin in the Playground

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    Jan 2007

    Default Re: Warhammer 40k Tabletop XXI: Preferred Enemy (Dice)

    Squarkís guide to Codex: Space Wolves (2014)

    The Space Wolves are a savage Space Marine Chapter focused on mid to close range combat. They excel at drop pod assaults and are capable of both powerful shooting and tearing it up in melee combat, but they have only a few sources of long range firepower. They also have a strong emphasis on Individual Characters; heroes striving to prove themselves worthy that their deeds might be worthy of song. Note: Formations and rules from the Champions of Fenris supplement are marked (COF). Formations from Hour of the Wolf are marked (HOTW), and formations from Stormclaw are marked (SC)

    Army-wide Special Rules, Relics, Psychic Powers, and Other Miscellanea
    Counter Attack: If you have the main rulebook, you know what this rule does. Just about every Space Wolf unit has counter attack, making them almost as dangerous when charged as they are when charging. Remember, it now applies to the whole unit if even one model from the unit has the rule, so allied Independent Characters gain Counter Attack when in Space Wolves packs, and Space Wolf Independent Characters will grant counter attack to the unit they join.

    Acute Senses: Most relevant if you take a Space Wolves Unleashed Detachment (Which, given that it means giving up objective secured, I donít recommend). Still, ensuring units that are outflanking come onto the board from the size you want is important, and this helps you do that.

    Helfrost: A nice bonus, but in practice, a lot of things you fight are going to pass the strength test. Still, a chance for instant death is never a bad thing, and many of the weapons itís attached to arenít bad on their own.

    Fenrisian Wolves and Cyberwolves as Wargear: Basically, characters who are on their own with just the wolves donít count as killed until their wolves are dead. Since the wolves are usually ablative wounds, theyíre usually the first to die, but be aware of this change from older editions. Also, remember that since theyíre beasts, they canít ride in transports, and thus characters who take them canít ride in transports.

    (COF) Sagaborn: Characters from Champions of Fenris formations or detachments must always accept and issue challenges. Make Sure to plan for it, and try to exploit...

    (COF) First Among Equals: Wolf Guard, including Wolf Guard terminators and terminator leaders, Wolf Guard Battle Leaders, Thunderwolf Cavalry and Thunderwolf Cavalry Leaders, and Wolf Guard Pack Leaders (But not Wolf Guard Sky Leaders or Wolf Guard Bike leaders. Sorry, Swiftclaws and Skyclaws!), get Preferred Enemy in challenges. Which means the whole unit does. Point and laugh at puny chaos space marines with their silly boon table.

    (COF) Kingsguard: All wolf Guard mentioned in First Among Equals except for Battle Leaders get +1 weapons skill. Another nice perk.

    Warlord Traits: Overall, the Space Wolf Warlord trait are a mixed bag; Several of them can be awesome if the model and army match up with the trait; but then, randomness. Generally speaking, youíre better off with the usually useful abilities of the Main rulebookís Warlord traits.
    1. Saga of the Warrior Born: NotÖ bad if your warlord wants to be in close combat, but frustratingly, its effects are duplicated by a number of Wargear and special rules, limiting its usefulness.
    2. Saga of the Wolfkin: Awesome if you are in an army full of TWC and Fenrisian Wolves. If youíre not, itís useless.
    3. Saga of the Beast Slayer: Monster Hunter is a nifty if situational special rule. Take it if itís useful, re-roll if it isnít.
    4. Saga of the Bear: 6+ Feel No Pain is kind of forgettable. Iíd much rather have a 5+ on my warlord alone, than a 6+ on the whole unit.
    5. Saga of the Hunter: Not bad, but your warlord may or may not want to outflank.
    6. Saga of Majesty: A neat alternative to one of the command traits. Decent.

    If you're using a warlord from who's part of a Company of the Great Wolf detachment or from one of the formations in Champions of Fenris, you instead use one of the following warlord traits.

    1. Fire in the Blood: Re-roll one save a Turn. Very solid
    2. Thread Cutter: Re-roll all failed to wound rolls. Shred, but better because any gun (or psychic power) you have gets it too. Another great one.
    3. Gatekeeper: One weapon of the warlord's that is not a relic is master-crafted. If your warlord is from CoF, chances are he took the krakeborne sword, and thus can't use this. Re-roll even if you didn't, because most of the table would be better even if this could master-craft a relic.
    4. Blessing of the Wolf: Outflank. Ew. Saga of the Hunter at least gives stealth.
    5. Thane to the King: Fearless. Well, you're probably LD 10 anyway. But, fearless means you don't have to worry about morale-reducers, and even LD 10 models fail morale checks occasionally (often at the worst time >.>). Best to keep it lest you end up with Gatekeeper or Blessing of the Wolf
    6. Deeds Beyond Counting: Preferred Enemy (Everything). Read what preferred enemy does. Pity whatever this unit faces in combat.

    Relics: Bite of Fenris: Cheap, but not spectacular. Passable ranged weapon for TDA Rune Priests since you donít have the storm bolter standard.
    Helm of Durfast: Cool. Useful on Wolf Lords as a replacement for the old Wolf tooth Necklace, and on Rune Priests who want to fire multiple witchfires (Smite and Living Lightning are funny when theyíre twin-linked and ignore cover. And youíre guaranteed to get them!)
    Armor of Russ: For Wolf Lords, it means youíll probably go first if youíve got an at-initiative weapon, and you stand a good chance of going at the same time with an unwieldy weapon. Also handy for a Biomancy Rune Priest, since they canít get an invulnerable save elsewhere.
    Black Death: 5 points over a regular Frost axe for super rampage is a pretty good deal. But, for the same price, you could have a powerfist. +3 attacks, or +2-3 Strength. Given the importance of S8/10, the powerfist is often the right choice.
    Fangsword of the Icewolf: Dumb name. But 5 points for rending and helfrost isnít a bad deal
    Wulfen Stone: Too expensive for what it does, given how easy it is to give a unit furious charge in this codex.

    Champions of Fenris Relics: These relics replace the codex's relics, and are only available to models from a detachment or formation from Champions of Fenris.
    Armour of Asvald Stormwrack: Terminator armor with an improved invulnerable save and It Will Not Die. Except it isn't terminator armor and doesn't replace weapons, so you're paying a ton of points for it on Priests and Wolf Lords. Might be decent on Battle Leaders, since they lack an invulnerable save, but you're paying full price for weapons, which wipes out any savings compared to just taking a storm shield.
    Frostfury: Amusing on terminator armored Rune Priests (who get it "cheaper" than other characters in Terminator armor, since the storm bolter is an upgrade that isn't included in the terminator armor cost). Not worth it on anyone else.
    Krakenborne Sword: AP 2 Frostsword. Respectable. More reliable than other codex's AP 2 at initiative relics, since you don't hurt yourself with it. But it's also less powerful. Still, a respectable weapon for a wolf Lord.
    Morkai's Claws: Rending pair of Wolf Claws with the possibility for extra attacks. Meh. For the same price you can have a wolf claw and a powerfist, which will usually get the job done better.
    The Pelt of the BaleWolf: Fear isn't especially valuable. This is, however, an interesting anti-Thunderwolf item. Otherwise, avoid.
    Fellclaw's Teeth: Inferior to the only slightly more expensive helm of Durfast. However, since you can't take the helm, you take what you can get. And you can always put the Helm on a Rune Priest from a Combined Arms detachment.

    Tempestus Discipline:
    Primaris: Living Lightning. Once you get over the range, itís actually not a bad power for a Rune Priest whoís planning to join a unit thatíll be in the thick of things. Does funny things with the Helm of Durfast.
    1. Storm Caller. Yes.
    2. Tempestís Wrath. Pretty cool
    3. Thunderclap. Situational, but the long range can potentially hit a large number of units compared to most novas.
    4. Murderous Hurricane. GW really doesnít understand what is and isnít worth 2 warp charge on a shooting attack, it seems.
    5. Fury of the Wolf Spirits: Worth 2 Warp Charge, this is not.
    6. Jaws of the World Wolf: Needs to hit Monstrous Creatures. And cost less. :smallsad:

    Overall, Tempestus has a few nice powers, but the WC 2 witchfires really drag the discipline down. If you can make good use of Living Lightning, itís worth rolling on in case you get one of the good powers (and if not, you just swap for the primaris and then roll on another discipline). Remember, you still have access to Telekenesis, Biomancy, Divination, and Daemonology.

    Tactical Objectives: These do seem to be a step forward from the Ork replacements, since several of them encourage interactivity with your opponent, but, still, they reduce the emphasis on mobility that is Maelstrom of Warís main selling point.

    Generic HQs
    Wolf Lord: Wolf Lords are close combat characters, pure and simple. You take them because you want a big guy to smash peopleís face in. But theyíre expensive; you really, really need a 2+ save, and a strong close combat weapon. You also need a good way to get into combat; Thunderwolf Mounts arenít bad, but suffer from the fact that a Wolf Lord on a thunderwolf will usually be outperformed by his points worth of normal Thunderwolf cavalry.

    Rune Priest: Cheap force multiplier. Psykers are good, and youíve got several disciplines. Take the right loadout for what you want him to do, so a 2+ save and something to keep up with his unit if heís a biomancy assault, etc.
    -Psychic Hood: Yes. Take it.
    -Upgrade to Mastery Level 2: Do it. Unless youíre spamming them, of course.

    Wolf Priest: Another force multiplier, but totally outclassed by Ulrik the Slayer. Take him instead. Still, if you must run more than one in addition to Ulrik, theyíre not too bad, itís just GW overvalues 6+ feel no pain and hit them with too hard a price increase, especially next to a Rune Priest.

    Wolf Guard Battle Leader: Cheap, but ML 1 Rune Priests are only 10 points more, and have runic weapons for free. On the other hand, Rune Priests canít take thunderwolf mounts. But, back to the first point, who needs a battle leader on a thunderwolf when you can have 2-3 more thunderwolves for the same price?

    Unique HQs
    Ragnar Blackmane : A Wolf Lord with meltabombs, the Fangsword, and the Wufenstone. Respectable force multiplying Wolf Lord for an Assault unit.

    Harald Deathwolf: Not fond of his sculpt. But, if you want to force multiply Thunderwolves, this is your guy. Really wants Runic Armor, though.

    Canis Wolfborn: Force multiplies Fenrisian Wolves. For 5 more points, Iíd take Harald instead. Seirously' he's 55 points more expensive than an equivalent battle leader. Eeyuck.

    (SC) Krom Dragongaze: 10 more points than an equivlant Wolf Lord, but with Furious Charge, Stubborn, and his axe is master-crafted. Oh, and he must accept and issue challenges if he's your warlord. Not good. If you absolutely must run him as your warlord, take him in a Company of the Great Wolf detachment (Krom is also big on Wolf Guard, so that's fine there), so everyone else has the same requirement with challenges, and he can thus have someone who actually isn't terrible in challenges fight them for him.

    Njal Stormcaller: You can buy two Rune Priests for roughly his price. But, with a re-rollable Deny the Witch roll and ML 3, heís the best psychic defense you can buy. Divination is probably his best bet, but BS 5 with Witchfires is an amusing experiment.

    Ulrik the Slayer: Holy Force Multiplier, Batman! Seriously, Ulrik is amazing. Heís an excellent choice for HQ.

    Bjorn the Fell-Handed: Front Armor AV 13 venerable dreadnaught character with a 5+ save. If youíre dropping him, take the helfrost cannon. If not, you want the 36Ē range of the plasma cannon (Remember, BS 6 means he can re-roll the gets hot roll, so you have only a one in thirty-six chance of overheating). He still suffers from an awkward rear AV if heís dropped, I3 isÖ awkward. He can still make a mess of things, but if you want him, support him.

    Blood ClawsCheap assault troops. They can make a mess of things on a charge, which means itís very important to see that they actually get in range and get into close combat. That means you need a Land Raider or Stormwolf. Blood Claws donít end up cheap, but they can certainly make a mess of things
    -Ranged Weapon options: Flamer or nothing. Youíre BS 3. Leave the plasma and melta for Grey Hunters
    -Close combat weapons: Power weapons are cheaper, but Rage means you can actually make good use of a powerfist. Your choice.
    -Pack Leader: Terminator armor means you canít sweeping advance, but gives you a hefty discount on Wargear. Your decision. Be aware that Blood Claws Pack Leaders have rage, but Wolf Guard Bike Leaders and Wolf Guard Sky leaders donít. This may get errataíd, or GW may not care. Who knows?
    -Lukas the Trickster: Technically his own slot, but in practice, heís a Blood Claws upgrade. A challenge-based character, Lukas has a number of points to recommend him, but locks your leadership at 8 or lower. I recommend taking a Wolf Priest to give his unit fearless- And further buff the Blood Claws.

    Grey Hunters: Respectable all around line troops, Grey Hunters can do a lot. While you can footslog them, youíre much better off buying a transport. Itís best to run 10 when you can so you can purchase a second special weapon, but if youíre riding in a pod and want a terminator pack leader, youíll have to take 9 and console yourself with a cheap combi-weapon.
    -Close Combat Weapons: Look at your army critically. How often are your grey hunters going to be fighting in assault, and in a position where an extra attack would turn the tide i.e.; Donít count fights with Monstrous Creatures, since you should be using krak grenades. If you really can make good use of them, take them, but a lot of the time, the humble boltgun will get the job done better.
    -Plasma Pistols: No. Not even if youíre going gunslinger with one bolt pistol one plasma pistol. Plasma Pistols are overpriced junk. Until they drop ~7 points, they will continue to be junk.
    -Flamer: Cheap but handy
    -Meltagun: Primarily for drop pods. But very good in them.
    -Plasmagun: Pricy, but can be powerful.
    -Wolf Standard: Are you going to regularly have a lot of models in assault near this pack? If so, this can be a respectable force multiplier. If not, leave it at home.
    -Power Weapons and Power Fists: Generally better on blood claws, although hiding power axes or power fists in a unit is a nice assault trick.
    -Wolf Guard Pack Leader: LD 9 is nice but not always worth 10 points. A combi-weapon and 2 special weapons are nice, but youíre paying an awful lot for that third shot.
    -Terminator Armor: Yes. Discount on combi-weapons. Free power weapon. Very, very good. Just donít use him to catch bullets; he costs so much more than a grey hunter that his loss will put you back more than the grey hunter you might save are worth. However, in drop pods, you canít fit the whole pack of 10 inside if heís taken terminator armor, forcing you to make a decision. The terminator does end up being pricier than the 10th guy with a special weapon would be, but itís up to you to decide if the benefits of having a terminator are worth the disadvantages.

    Dedicated Transports
    Be aware that all of these vehicles can be taken as Fast Attack choices if you want them for allied units (Everybody loves Drop Pods! Now everyone [in the imperium] can have one! Just take a Space Wolves allied Detachment) or a unit that doesnít have the option of taking one.

    Rhino: Cheap way of getting from point A to point B with minimal casualties. Itís also a tank, so it can tank shock people off objectives, which is pretty useful if itís got objective secured.

    Razorback: Cheap fire support. The twin-linked assault cannon is probably the best anti-air option in the codex that doesnít fly. Twin-linked Plasmagun+Lascannon is also an option. Great for Long Fangs or small objective grabbing squads.

    Drop Pod: Cheap, and it gets your squads in the opponentís face turn one. Take in odd numbers. Less good for assault units since youíre exposed to a turn of shooting before you get to charge, but it is cheaper, so if you must run tons of Blood Claws, you can do it.
    -Locator Beacon: Iíll be honest and say I donít see the point of unassisted deep strike when Drop Pods are in fast attack, and Drop pods generally donít care about scatter. Still, it isnít a horrible purchase if you have stuff coming in later and have points left over.
    -Deathwind Launcher: Itíll draw attention to the pod, and it can be tricky to avoid hitting your own squad with it, but if you think youíll get good use out of it, go for it.

    Stormwolf: Lascannon visibility is problematic for non-fliers due to visibility issues. Still, three twin-linked S8 AP 1 shots is pretty solid, and a flier with objective secured is a threat your opponent canít ignore.
    -Twin-linked mutli-melta sponsons: Yes. Take them.

    Iron Priest: Independent Character makes him another source of outflank in a Space wolves Unleashed Detachment. Rune Priests are ML 1, Wolf Guard Battle Leaders have the best statline, Iron Priests have two S8 weapons that ignore armor saves and a 2+ save. Still, having only one wound hurts. And interesting choice, but if he isnít with servitors, donít expect to get Battlesmith off often.
    -Thunderwolf Mount: Battle Leader alternative. Still, if youíre going to take a Thunderwolf Character, you might as well go all out and take a Wolf Lord
    -Servitors: you can take as many as you want if you have an Iron Priest. If you really want to make a vehicle unkillable, you can take a unit of these and an Iron Priests, but youíre paying about 100 points to restore 1 hull point a turn, and the transport isnít really transporting. Not very useful.

    Wolf Scouts: Take codex marine allies and take their scouts. Objective secured and much cheaper. Seriously, these guys are justÖ awkward.

    Lone Wolf: You can take one slotless Lone Wolf for each troop or wolf guard unit you have. However, theyíre still just a 2 wound model thatís all by themselves (well, you can buy 2 fenrisian wolves, but that only helps so much). You can deep strike terminators, but then you donít do anything until turn 3. Footslogging or Drop Podding means risking giving up First Blood. I believe they can find a role, but I donít know what that is.
    -Terminator Armor: Yes. Take it always. You need that extra survivability. And the Wargear discounts donít hurt either.

    Dreadnaught: Walkers areÖ awkward. As ranged gun platforms, they can output a decent amount of firepower (the ďRiflemanĒ Configuration, with 2 twin-linked autocannons, is the main variant here), but youíll have to convert the arms for it (or buy them from Forgeworld. In assault, however, they struggle from a lack of Frag Grenades leaving them highly susceptible to melta bombs.
    -Great wolf Claw: If you must take an assault dreadnaught, this is a reasonable choice; Shred helps you make the most of your attacks.
    -Venerable: An extra point of WS and BS is pretty handy, and as the damage table gets steadily more forgiving, the re-roll gets steadily more useful.
    -Blizzard Shield and Fenrisian Greataxe: Master-crafted Dreadnaught Close Combat Weapon and an extra close combat weaponÖ help with cutting through tarpits, but you still donít have that many attacks.
    -Drop Pods: A decent way to get a close-range oriented dreadnaught into range. Your best bet is probably a twin-linked heavy flamer with a Great Wolf Claw with built-in heavy flamer, since the wolves lack for coverbusting.

    Murderfang: Murderfang has a lot of attacks, it will not die, and immunity to crew shaken and crew stunned. Heís very good at butchering moderately sized squads that are out in the open, but letís be real: If your opponent knows heís facing Murderfang (and he does), heís going to put everyone in ruins, and suddenly Murderfang is one lucky melta-bomb from exploding. He also suffers from a lack of smoke launchers, which could otherwise help him survive the turn he drops down.

    Wolf Guard: Ultimately, Power armored wolf guard donít have a clear role. Combi-weapons are on the pricy side when for a handful more points you could take Sternguard who would have special issue ammunition for when the combi-weapons are fired. Or, you could put some Wolf Guard terminators in a drop pod and do everything these guys do better.
    -Jump Packs: With Rage, Skyclaws are probably the better choice for jump infantry.
    -Space Marine bikes: An interesting option. Youíve always got more attacks than Swiftclaws (Who have to choose either bolt pistol or chainsword), making Wolf Guard on bikes passable Thunderwolf Cavalry lite for those who need fast attack but hate the image of marines riding huge wolves. Stick to a handful of upgrades, though- With jink, you can probably get away with just 2 power axes on a unit of five.

    Wolf Guard Terminators: Cheap. Can take cheap combi-weapons. Free power mauls. A respectable choice, although you need to be very careful when tailoring their equipment to their metagame. Combi-weapon terminators want drop pods, though.
    -Arjac Rockfist: S10 thunderhammer. 2+/3++ with eternal warrior. Heís solid, although drop pod squads with him donít get to take a special weapon since heís technically not part of the unit (and thus theyíre at most four strong).

    Fast Attack
    Swiftclaws: Well, theyíre cheaper than wolf Guard bikers, but they have fewer attacks (especially when charged). Iíd avoid, since the attack bike is the only benefit and that is less impressive at BS 3.

    Thunderwolf Cavalry: Bonkers. Really bonkers. However, theyíre still just 2W T5 models with 3+ saves, so you need to support them. Hammer and anvil strategies (Thunderwolf Cavalry supported by units in drop pods) can work, although itís finicky and can backfire horribly. Taking two reasonably sized packs is simpler and less prone to failure.
    -Storm Shield: Tempting to put on every model. Probably unnecessary to do that in big packs, though.
    -Ranged Weapons: No. Just, no. Use the cool boltguns in the box to make your Grey Hunters look better instead.
    -Powerfist: Become S10! Sweet. I highly recommend one, maybe two in a full strength squad.
    -Other special melee weapons: You can, but youíve already got S5 Rending. I guess you can throw in one if you want, but itís generally overkill.
    -Melta bombs: With stormshields, S10 powerfists, and rending, these arenít really necessary.

    Fenrisian Wolves: Cheap Screening units. However, at LD 6 with a character, they spook very easily. However, theyíre a cheap delivery system for a Wolf Lord on a Thunderwolf.
    -Cyberwolf: Slightly less squishy Wolf. Take one so he can accept challenges that you donít want the guy theyíre accompanying to take.

    Skyclaws: Theyíre fast. Theyíre relatively inexpensive. They have a lot of attacks. Theyíre blood claws who donít need a transport; but they also donít have objective secured. If being troops doesnít matter, though (Say youíre taking the Great Company for some reason, or using the Champions of Fenris detachment), these are probably where you want to go. For advice on options, see the stuff on regular Blood Claws. Just be aware they canít take terminator armor pack leaders or Lukas the Trickster.

    Land Speeders: Cheap fire support. Take the second gun. They can provide long range fire support with a Heavy bolter and Typhoon Missile launcher, or you can try two heavy flamers and deep strike them. Just be aware youíll be jinking a lot.

    Heavy Support:
    Stormfang Gunship: Phallic jokes aside, Stormfangs areÖ Awkward. Looking at them critically, the best build I can think of is keeping the missiles and adding the skyhammer, and firing them all turn 1 while using power of the machine spirit to fire the destructor at something else. Generally speaking, youíre better off with a Stormwolf with Objective secured.

    Long Fangs: Theyíre heavy weapons teams with Spit fire and LD 9. Respectable. The ancient is expendable and should be at the front of unit, catching bullets.
    -Anything for the Ancient: Heís a meatshield. He shouldnít buy anything
    -Wolf Guard Pack Leader: Pricy and canít carry a heavy weapon. Blegh.
    -Heavy Bolter: Feels overpriced.
    -Multi-melta: Since youíre not relentless, avoid
    -Missile Launcher: Old reliable. You can add a few sets of Flakk missiles, but more taking more than 2 sets makes the unit overly expensive- at that point you should probably just take an allied detachment and get a Hydra or Stalker.
    -Plasma Cannon: Are terminators everywhere in your metagame? Because thatís about all these things do especially well at killing.
    -Lascannon: Kind of Pricy. But, being able to penetrate the armor of a land raider, and thus inconvenience it or potentially blow it up, is worth it

    Vindicator: Itís big, it fires a large blast that kills almost everything. If you take one, take two.
    -Siege shield: Just take a regular dozer blade instead, and ram things when your gun gets blown off.
    -Storm Bolter: Typically taken to give you a 50% chance of not caring about weapon destroyed rolls. If youíve got points left over, not a bad option.

    Whirlwind: I know Iíve said it before, but have you considered a Space Marine allied Detachment? Because seriously, why take this when you could have a Thunderfire Cannon? Itís not like youíre paying all that much for one- Codex scouts are great, after all.

    Predator: Simple and reasonably effective. I generally recommend either TL-lascannon+heavy bolters, or Autocannon+lascannons. The full on annihilator is possible, but at that point youíre over halfway to the price of a land raider.

    Land Raider: The classic giant metal box. Lascannons are useful, and so is Assault Vehicle. If you take one, take several.
    -Pintel-mounted Multi-melta: Cheap and effective.

    Land Raider Crusader: the Twin-linked assault cannon is great. Hurricane bolters are unremarkable, but serviceable. The transport capacity and frag assault launchers (Terminators donít have grenades, remember!) are the real draw, though.

    Land Raider Redeemer: Trade a small amount of Transport capacity and the hurricane bolters for Ceramite-melting flamers. It definitely has potential, but those flamestorm cannons wonít do much the first turn.

    Lord of War
    Logan Grimnar: Heís big. He kills stuff. He has eternal warrior. Thatís about it. If you want a guy to bludgeon your opponent to death with, Logan is definitely an option.
    -Stormrider: Gives him a fair bit of protection and a way to get around. A decent alternative to putting him into a squad inside a Land Raider. Just make sure heís got something fast escorting him

    Space Marines: Very solid choice. Codex Scouts are happy to guard the home objective, while Sternguard and thunderfire cannons fill holes in your army.

    Dark Angels: Interesting narrative potential, but aside from Power Field shenanigans, they donít offer much Codex Marines donít.

    Blood Angels: Some people like to use Death Company as Wulfen. Other than that, theyíve got nothing to offer at present.

    Grey Knights: More Psykers than you can shake a stick at! New codex inbound, so Iíll update this when we know more.

    Imperial Guard: Huge blobs to sit on objectives. Wyverns. Leman Russ tanks. A solid choice.

    Tempestus Scions: These guys are a cheap source of special weapons and AP 3 you can stick in fast attack drop pods. Their dedicated transports are respectable gun tanks as well.

    Imperial Knights: Just about every imperial army can benefit from the addition of a Knight Titan. Space wolves are no exception.

    Inquisition: The book of cheese! Inquisitors offer a lot, and Henchman are good for shenanigans.

    Eldar: Allies of Convenience. Wave Serpents and Jetbikes offer highly mobile objective secured units, and they can add a fair number of dice to your warp charge pool fairly easily.

    Space Wolves Unleashed Detachment: Requiring a second HQ unit makes this impractical in small games, although 6 whole HQ slots will let you spam rune priests to your heartís content. To replace Objective Secured and Ideal Mission commander, you can re-roll Warlord Traits if you roll on the Space Wolves table. Since you donít want to do this, this isnít great, although you can mitigate this downside by taking a special character with a warlord trait that is guaranteed to be useful. In addition, Each unit in your army rolls a die before deployment (Troop choices joined by HQ units add 2. Problem; you donít actually determine which unit an HQ will join, if any, until after deployment normally. If your opponent actually gives you grief about this, though, you are fully entitled to throw something at them, because you already gave up objective secured for this thing), and on a 6+, they gain outflank. While acute senses makes this more reliable, youíre still giving up objective secured for a chance that an unknown portion of your army (not necessarily the right portion) will gain outflank. Still, itís better than the Great Company Formation since you can spam HQs to make Cunning of the Wolf more reliable.

    (COF)Company of the Great Wolf: 1-4 HQs, 2-8 Elites, 0-3 Troops. Loganwing is back, if you want. You don't have objective secured, but you do have Champion's of Fenris's special rules, and your Warlord from this formation can re-roll his warlord trait if he takes one from the Champions of Fenris warlord table (and since they're great, you probably should). If you want to field lots of Dreadnaughts or Wolf Guard, this is the way to do that. You can combine this with a Space Wolves Combined Arms detachment, but needing to take 2 HQs (one of whom must accept challenges), 2 Elites, and 2 Troops can make things a bit awkward. Still, it's an alternative to the Combined Arms Detachment that is actually pretty good. Has anyone seen reports of flying bacon somewhere?

    Great Company Formation: 1 Wolf Lord, 1 Battle Leader, 5 packs of Grey Hunters, 2 packs of Long Fangs, 3 packs of ďClawĒ units (Any combination of Blood, Sky, and Swift), and 1 pack of Wolf Guard or Wolf Guard terminators. One pack of Grey Hunters needs to take a wolf standard. In addition to getting the benefits of a Space Wolves Unleashed Detachment (Even though you may not actually fit in one), the entire formation gets Furious Charge (Decent) and Fear (kind of use-impaired) as long as the Wolf Lord is alive. Kind of ungainly as a formation, and again, you donít have objective secured, or a way to really capitalize on the benefits of Cunning of the Wolf, which makes it... not great.

    (SC) The Fierce-Eye's Finest: 5 Blood Claws, 5 Grey Hunters, 5 Terminators, and Krom Dragongaze, all with preset wargear loadouts. If one unit in the formation shoots or charges an enemy unit, the rest of the formation get's to re-roll failed to-hit rolls in the shooting phase and re-roll failed charges. The perk isn't bad, but the units are ungainly and Krom is rather bad. Avoid.

    (COF) Kingsguard Stormforce: Logan on Stormrider, 5 Wolf Guard terminators in a land raider, and a Stormfang. The Wolf Guard get furious charge and can re-roll failed charges the turn they disembark, and you can re-roll failed reserves rolls for the Stormfang as long as Logan lives. I really wish Logan could ride in that land raider. Somebody at GW did, too, and they made the much better Grimnar's Kingsguard formation for Hour of the Wolf. Take that instead. Please. Unless you absolutely must take the Champions of Fenris formation in Apocalypse.

    (COF) Bretheren of the Fell-Handed: Bjorn and two Venerable Dreadnaughts. The models gain adimantium will, and Bjorn shares his invulnerable save with his buddies as long as they stay within 6". If you wanted to take all 3 models, take this instead. But, for the same points, you could have an Imperial Knight, who will do a whole lot more.

    (COF) Wolf Guard Void Claws: 5+ Terminators, who must all take a pair of wolf claws. For doing this, they get to re-roll scatter when deep-striking, they arrive turn 1, and as long as one of the models in there is alive, you can re-roll failed reserves rolls. Solid formation, but containing only one unit makes it awkward if your metagame has limited the number of detachments you can take.

    (COF) Grimnar's War Council: An Iron Priest, a Rune Priest, Ulrik, and Njal. They can deploy as a unit and lose the independent character rule (Don't do this; it's just asking to get them blown to bits), or individually. Everyone gains fearless, and you add 2 to your seize the initiative roll. Solid. They do gain the zealot rule if Logan's in their council, but still. Don't do it.

    (COF) Arjac's Shieldbrothers: Arjac Rockfist, some Wolf Guard Terminators with Thunderhammers and Stormshields, and their Land Raider Crusader. If you keep all the terminators (and Arjac) in base to base with at least one other member of their unit, they get +1 toughness. Awesome. And, if you pass an invulnerable save on a 6 in assault, whatever hit them gets hit with a (non-concussive) Thunderhammer. Sweet.

    (COF) Wolf Guard Thunderstrike: A pod of 10 Wolf Guard, and some Wolf Guard terminators. The formation is treated as one unit in reserves (and thus doesn't come in turn 1), but on the turn they arrive, all their ranged weapons are twin-linked. Useful for combi-weapons on the terminators. Since combi-weapons on power armored models are so expensive, and you have to take the full 10 models, I'd honestly just give the power armored Wolf Guard boltguns and ruin some guardsmen/orks/gaunts day when they arrive.

    (COF) Champions of Fenris: Every one of the Champions of Fenris formations. Not going to work outside of Apocalypse. But, if you are fielding it, every model gets Fear and Fearless. As long as Logan is alive, every model gets to re-roll failed to hit rolls in assault. As Long as the Iron Priest is alive, the vehicles have it will not die. Njal and Ulrik have a similar schtick with Adimantium will and Preferred Enemy, respectively. It's a lot of models, and it's kind of unfocused, but it does have a lot of force multiplication as well.

    (HOTW) Grimnar's Kingsguard: 2 Units of Wolf Guard/Wolf Guard terminators, both of whom must take Land raiders as their Dedicated transport. You also need Arjac and Logan. The whole formation is fearless, the Wolf Guard get the Kingsguard rule from Champions of Fenris (But not Sagaborn or First Among Equals, which puts them ahead in my book). Arjac and Logan both need to join a unit of Terminators (Well, Logan can ride Stormrider, if you absolutely must use it). At the beginning of each of your Turn, one of the units from this formation within 12" of Logan gets one of the following rules until the beginning of your next turn; Furious charge, Monster hunter, Preferred Enemy, or Tank Hunters. Certainly an interesting formation, and it's nice to have The High King back, although wolf guard were never the best choice for it.

    (HOTW) Wolf Guard Strikeforce: 2 Units of Wolf Guard Terminators, a Wolf Guard Battle Leader, and 2 Stormwolf Gunships as dedicated transports. Everyone needs to start in one of the Stormwolves, and they can't use skyshield shenanigans by RAW. The entire formation comes on on a single reserves roll (Unless you're only capable of manipulating one reserves roll a turn, this is bad, since you're more likely to not get anything on turn 2). But, as they disembark from the transports, the Wolf Guard and their Battle leader get Hammer of Wrath and Twin-linked for a turn. Another interesting formation, although that's an awful lot of points riding on one reserves roll.

    (HOTW) Ragnar's Claws: Ragnar Blackmane, 3 Packs of Blood Claws (10 man strong or more), a pack of 10 Skyclaws, and a pack of Swiftclaws. Models from this formation can't shoot if they're within 6" of an enemy non-vehicle unit and must charge that turn, but they re-roll failed charges. Also, unitss within 12" of Ragnar gain Zealot. Awkward. The Blood Claws don't get objective secured, and you need to somehow get a land raider for Ragnar to ride in with one of the blood claws, which probably puts him out of range of the rest of the formation. >.> Poor Ragnar. You really need a new model, and the only formation you got was a dud like this.
    Last edited by Squark; 2014-10-22 at 05:46 PM.
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