Gains: The most powerful group of characters (you can google articles called 'Herohammer' for further information), and the ability to take up to 4 HQ units (with restriction). Actually, the biggest gain that I will explain later is that the base cost of Space Wolves are the cheapest of all the Marines.
Losses: Space Wolves no longer have True Grit. In fact, True Grit is not in the 'Universal Special Rules' of the core rulebook. Therefore, the only army with True Grit as part of their core are the Daemonhunters. Another loss is that there is no longer the Leman Russ Exterminator for the Space Wolves. The tank (after having received an upgrade) is now only available to the Imperial Guard.
Universal Rules: All Space Wolves have: And They Shall Know No Fear, Acute Senses, and Counter Attack.
- Space Wolves are still dangerous at the counter charge, and have a slight advantage at night (or simulated conditions of night).
Armory: just unique stuff to be listed here. Most of the stuff is similar to what is present in the Space Marines rulebook. The wolfie items are:
- Frost Blade/Axe: power weapon, +1 strength
- Wolf Claws: like lightning claw except at the beginning of close combat, choose to re-roll failed to-hit OR failed to-wound
- Runic Armour: 2+ armor save and 5+ invulnerable vs. psychic attacks (replaces Artificer Armour)
- Belt of Russ: 4+ invulnerable save
- Mark of the Wulfen: replace usual attacks with D6+1
- Thunderwolf Mount: +1S, +1T, +1A, + rending (take that juggernaught of Khorne!)
- Wolf Tail Talisman: 5+ invulnerable vs. psychic
- Wolftooth Necklace: always hit on 3+
- Wolf-Standard: in next Assault Phase, re-roll all '1s'
- Runic Weapon: Force Weapon, always wounds daemons on 2+, if an enemy succeeds a Psychic test within 24", on a roll of 4+ the power is nullified. (kind of like a Force Weapon + Psychic Hood + small bonus)
Psychic Powers: all are based around controlling the weather (nice theme!) and are some of the most powerful I've seen...
- Thunderclap: Large Blast S3, AP5, must touch Rune Priest. Basically, a weaker version of Holocaust. Except for AP5, which is good against IG, Nids, Orks...
- Living Lightning: S7, AP5, Assault D6, draw line (unlimited range). A very powerful shooting attack. S7 can take out light vehicles.
- Storm Caller: give 5+ cover save to all friendlies within 6"
- Tempest's Wrath: all enemy skimmers, jetbikes, jump infantry, and units entering via Deep Strike that finish within 24" of model TREAT ALL TERRAIN AS DIFFICULT AND DANGEROUS. This is a very tactical power, and one of my favorites.
-Fury of the Wolf Spirits: 12" S5, AP -, Assault 3 -and- 12" S4, AP2, Assault 2 against the same unit. If casualties, must take morale test. This power is meant to take out the 'big and the small' but the range is limiting.
- Murderous Hurricane: 18" S3, AP-, 3D6 attacks -and- the unit TREATS ALL TERRAIN NEXT TURN AS DIFFICULT AND DANGEROUS. This... is also a sickening power, and can really control the board in your favor. It is a good thing that no more than one model can have this power.
- Jaws of the World Wolf: trace a straight line 24", can pass through any terrain. Any model (Monstrous Creature, beast, cavalry, bike, infantry) touched by the line must take an Initiative Test. If it fails, it is REMOVED FROM THE GAME. Monstrous Creatures may subtract 1 from their roll, but a roll of 6 is always a failure. So... this power is the end-all and be-all of powers. Can you imagine... a gauranteed 1/6 chance to remove ANY model?
So... when facing a Space Wolf army, it should go unsaid that a Psychic Hood is an automatic.
HQ: can have up to 4 in a normal game. Note that the restriction is that you cannot have more than one model with the same 'Saga' (basically a power boost with various game effects) or the same Psychic Power, and you cannot have the same wargear combination.
Saga of Wolfkin - Fenrisian wolves have I5 and L7
Saga of the Bear - Eternal Warrior
Saga of Majesty - models in 6" may re-roll failed morale tests
Saga of the Hunter - outflank + Stealth (infantry model only)
Saga of the Warrior Born - +X attacks in close combat, X = models killed in previous Assault Phase (Sanguinius would be proud!)
Saga of the Beastslayer - may re-roll failed to-hit rolls vs. walkers, monstrous creatures, or models with T5+.
Saga of the Iron Wolf - vehicle ridden in gets +D3 movement, and +1 to Repair rolls
Logan Grimnar: he costs more than a Land Raider, however, he can split close combat attacks (base 5) as Frost weapons or Power Fist as he chooses. Also a few other goodies that beef up his squad (they can choose for the turn: Fearless, Tank Hunters, Relentless, or Preferred Enemy), and the once per game +1 attacks to friendlies within 18"
- bloated, overcosted. Yes, he can probably go toe to toe with Abaddon, but... so can a Vindicator. At much less point cost.
- you can drop Logan with Plasma.
Njal Stormcaller: he costs almost as much as a Land Raider, but... he has all the Space Wolf psychic powers, and can use 2 powers a turn. In addition, the weather flows around him and gives lots of nice game effects and it grows as the game progresses. Oh... and his runic weapon can nullify enemy psychic powers on a 3+ instead of a 4+. And... if he takes Runic Terminator armor, he gets a 4+ invulnerable save.
- Again, extremely powerful, but for his points cost... you could take almost 2 kitted Rune Priests.
- If fighting against him, Psychic Hoods are a must.
Ragnar Blackmane: he costs almost as much as a Land Raider (I've said that now 3 times!). Big benefits are that he and surrounding units in 12" gets Furious Charge (he stole from the Red Grail). He also gives +D3 attacks instead of +1 for assaults. And a 4+ invulnerable. Oh, and Saga of the Warrior Born, so he can have lots of attacks (base 4).
- Powerful but bloated for points cost (again, I've said that 3 times).
- Avoid close combat against this one or... try to hit him with a krak missile and send him bye.
Ulrik the Slayer: finally, something that costs a bit less... gives his squad 'Beastslayer' powers. One model gets +1 WS before the game starts (cannot be a unique). NOTE: the rules state 'one model in your army' but the fluff states 'training new marines for the Space Wolves' so... the rule of law says that a Daemonunter Inquisitor added on may benefit, but the spirit of the law would go against it. Other goodies: makes own squad Fearless, he has 4+ invulnerable save
- This can be a useful HQ to take for something close combat oriented... but I would go with a kitted Wolf Lord instead.
Canis Wolfborn: about as much as Ulrik. Gives bonuses to Fenrisian wolves. He has a base of 5 attacks, but can choose to instead have the # of attacks be equal to the number of enemy models in base contact with him. The rulebook states "For those considering mounting Canis on a really large base to take advantage of this, don't even think about it!"
- Take a Wolf Lord on its own Thundermount to get L10 (Canis has L8) and it costs less, AND more WS (6 vs. 5). Just my two cents.
Bjorn the Fell-Handed: costs more than a Land Raider, but this Venerable Dread may be the only one that I might pay for. For starters, front armor of 13. If he dies, all your wolves become Fearless for the remainder of the game. You can kit him with a Plasma Cannon for free or get a twin-linked Lascannon for some more points. Did I mention a BS of 6? He has his own invulnerable save on top. Also against psychic powers.
- In a larger game, I would definitely take him. Otherwise, I'd leave him be for others. You can get even more crazy firepower with Long Fangs (of which I have yet to rave about).
Wolf Lord - costs as much as a Space Marine Captain, but does not have a free Iron Halo. Instead, he has 4 base attacks. And you have so many options of Sagas and upgrades. This is my suggestion: take the Thunderwolf Mount (to lead a group of Thunderwolves) and give him a Frost Weapon for base 6 S6 base attacks. Or... cackle with glee and take a Thunder Hammer for 6 S9 attacks. And if you think the WS6 is not enough, take a Wolftooth Necklace. This unit in a pack of Thunderwolves will scare the *!+# out of the Nightbringer. And it will cut through ALL the Necrons in between.
Rune Priest - the Space Wolf equivalent of a Librarian. I'd almost always take one.
Wolf Priest - similar to a Chaplain, but with more upgrade options. Consider taking one and taking Saga of the Hunter to give outflank.
Wolf Guard Battle Leader - like a Space Marine Captain with more upgrade options, one of the more important being
ELITE
Wolf Guard Pack: OK... you can turn these into Terminators, and it will cost you 7 points LESS than a regular terminator (with power weapons instead of fists). AND you still get the Acute Senses and Counter Attack. So... I would take a small squad of terminators and either take an Assault Cannon or Cyclone Missile Launcher for a small nucleus that will bring pain to the enemy.
Arjac Rockfist: for an additional 170 points, you get this behmoth who can throw his Thunder Hammer for a 6" S10, AP1, Assault 1 attack, and his storm shield gives him +1 attack in the first round. Oh, he has a base S5, so thunder hammer attacks of S10.
Dreadnought: like Space Marine counterpart, except also can take wolftooth necklace or talisman.
Venerable Dreadnought: like SM counterpart.
Iron Priest: the equivalent of a Techmarine with more upgrade options.
Wolf Scouts: Alright, now these guys are REAL scouts and can show up just about anywhere. You can also put in a pair of power weapons in here, attach a Wolf Guard if you like for another power weapon, for some serious pain. Yes, the 4+ armor save can hurt... Or conversely, you can make them snipers who retain the BS4, like the 'old' SM scouts.
Lone Wolf: This is like a mini-character that you can upgrade and send loose. I think it can get expensive, but the kill points rule can be useful in some games (if it lives, you lose points, if it dies, you gain points).
TROOPS
Grey Hunters: OK... the 'old' Space Wolves models cost more for what they could do. Now, they cost LESS (base cost 15 points) and they still get the free Counter Attack and Acute Senses. Also, you can equip with Plasma or Melta for cheap with a full squad of 10. Or free Flamers if you like. And note that the standard equipment is: bolt pistol, close combat weapon, AND bolter, not to mention frag and krak. The rules question is as follows: since they have bolt pistol and ccw, they get +1 attack, but they also have a bolter. Any rule that states when they are allowed to 'switch?' I.E. can I just walk up and rapid fire, and if you assault me, I counter assault and declare I am using bolt pistol and close combat weapons to get a total of 3 attacks?
Blood Claws: Gone are the days when 3 blood claws could have power weapons / fists. Now only 1. But they still have Berserk Charge. You could get a squad of 15, pick up a Land Raider Crusader... but I wouldn't. The normal Blood Claws just aren't worth it.
Lukas the Trickster: can be included in a Blood Claws pack. If he dies, both players roll D6, and if the SW rolls higher, then all models in base contact with Lukas are also removed from play (including your own). There is an erroneous line of thinking that any model that kills it automatically becomes removed, but that is not stated explicitly.
FAST ATTACK
Thunderwolf Cavalry: for 50 points you get the following... S5, T5, W2, I4, A4, 3+ model with Rending, frag and krak grenades. That is a natural T5 by the way, so only S10 weapons will insta-kill them. This is by far... the strongest unit that the Space Wolves have. They are also armed with bp/ccw, so they essentially have 5 base attacks, and with the charge, 6. Note that as cavalry, they can potentially move up to 24" (run, roll 6, then assault 12).
- These are highly mobile and dangerous. Do NOT send your Death Company in that direction, unless you want to lose them. Send the Vindicator instead.
Swiftclaw Biker Pack: the bike gives more durability to these Berserking units. However, I prefer the...
Skyclaw Assault Pack: yes, they only have 1 power weapon, but the Berserking charge gives them 4 attacks for a relatively cheap cost. Add a Wolf Guard for some more power weapon goodness.
Land Speeder Squadron: same as Marines
Fenrisian Wolf Pack: these things are dirt cheap, and pretty good for anti-horde goodness. They have low leadership and low armer, which makes them vulnerable to fire, but they are quick-moving (beasts get fleet).
Long Fangs Pack: OK, I am waving the flag with this one. You would be a fool NOT to take Long Fangs. Not only is it dirt cheap (15 point base, with all the SW goodies of Acute Senses and Counter Attack) but the Squad Leader lets you split fire between two targets. Now for the fun part... the Heavy Weapons cost as much as they would... if it was a normal Space Marine TACTICAL SQUAD. So... the Devestator has to pay 15 points for a Heavy Bolter? The Long Fang pays 5... oh, the Squad Leader can take a plasma gun if it wants. AND, the squad size is perfect for this to ride around in its best platform: the Razorback. Try this horde killer: 5 long fangs with HB, Squad leader, Razorback. Cost is 135, and you get 6 heavy bolters. So... S5 A4, Heavy 3... 18 shots at BS4. Goodbye hordes... If you want flexibility, take missile launchers.
Predator, Whirlwind, Vindicator, Land Raider, Crusader, Redeemer: same as Space Marines.
DEDICATED VEHICLES
Rhino, Razorback, Drop Pod: same as Space Marines
Overall: this army can be used in a few ways... the novice player will pick up a character or two and focus around them. The expert player will bulk up on troops, long fangs, and a timely investment in thunderwolf cavalry, and you have a powerful base to work with. Oh, and in larger games, some cheap(er) terminators to mop the floor with some other bigs.




