CORRECTIONS: - Space Wolves can't include sternguard at all, they're replaced by Wolf Guard (along with vanguard veterans) - The Wulfen dreadnought does have an 8" move, not a 6", another reason to take it over the VenDread (it seems just the Blood Angels Dreads lost the 8" move with their 9th Dex...) - Unlike other melee chapters, bladeguard ancient isn't great with SW - they already have the +1 to hit, so pretty awful really. - Should have mentioned that the bike squad get the 'Swiftclaw' upgrade that gives them Berserk Charge for an extra attack. Certainly makes them better, probably a tier 2. I still think skyclaws will outcompete them for the same role however...
auspex tactics. you make some my favourite 40k videos. but why you insist on making your voice go super high at the end of every sentence i will never know
Skyclaws can also take special weapons, not just the Plasma Pistol and do keep their Chainsword (unlike Assault Squad). Specifically, the Flamer and Grav-gun are free, and Meltagun and Plasma Gun are +5 points. Wolf Guard don't get a Relic Blade option. In fact, they are objectively worse than Vanguard Veterans right now. If you aren't taking a Storm Shield they are +1 points if equipped the same, since they pay 4 for the Jump Pack and VV pay 3 (and SS is +5 for VV and +4 for WG). WG lose Combat Squads and Melta Bomb keywords. VV get options for any pistol in either(or both) hands, WG only get Bolt and Plasma Pistols, but can take Combi-weapon (which are overpriced anyway). Finally, WG have -1 Leadership (8 vs 9).
As a seasoned Space Wolf commander I can give some advice to make a good list: if you howl at the top of your lungs before deploying you'll win the match, and not just because your opponent may leave for thinking you're weird or a furry.
I think skyclaws are easily the best unit for space wolves (non successors), cheap, durable for the cost, fast, nice shooting and hit hard on the charge
Brilliant as always brother. Your in depth Space Wolves coverage is what got me into your channel a number of years ago. Wulfen are being slept on due to being nerfed ages ago, and its great you included them so high on your list.
5:25 Space Wolves aren’t supposed to take Sternguard Veterans, because those and Vanguard Veterans are the equivalent of Wolf Guard without terminator armour.
Good point, for some reason I was thinking that they just replaced VanVets (maybe because everyone I've played seems to run the jump packs these days!). I'll pin a correction above :)
You missed the Stormraven now all marines can take it a Stormraven carrying Bjorn a wolf priest with jump pack and 5 wolfguard with jumppacks and lightning claws is terrifying now
You mentioned that skyclaws could easily be in tier 1 and I think that would have been the right choice. They are so cheap and can pack 3 melta shots in a 6 man unit. They are also great for picking up RND from deep strike.
Cyberwolves are surprisingly tough against small arms fire now with AoC. T4, 2 wounds, +4 save is great for a super cheap 15pt objective/screening unit
Whoa ... that's quite a special wound-to-point ratio. I can only think of CSM/10³ Sons/DG Chaos Spawn to compare. 4Ws for 25 (or 23) pts. I've never gotten a look at the Chaos Demon, Chaos Knight, or Drukhari Codex, though. I find people that - in my little area of the world - everyone is too embarrassed to of even _think_ of associating themselves in anyway with the hyper-sadistic Drukhari.
As a Space Wolf main, my current list consists of either Bjorn, a jump chaplain and jump rune priest for HQs, or a Jump Captain, Jump chaplain and jump rune priest. The chaplain wants to take the aura of majesty warlord trait for 9” auras, master of sanctity, Canticle of hate (for easier charges) and 1 other litany. The rune priest takes stormcaller (for 6” radius cover bubble) and probably murderous hurricane (for making enemy fight last and no overwatch). If you have points then instincts awoken is another good power to take. My troops choice is usually 2 MSU squads of Incursors, and one squad of blood claws (for a bit of screening when pushing up) or normal intercessors with bolt rifles (to hold home objective). Elites consist of MSU squads of jump pack wolf guard (with combi plasma + lightning claws or storm bolter + power fists), an MSU unit of Wolf guard in terminator armour (usually combi melta/plasma and power fist), a Redemptor with macro plasma, and sometimes Murderfang or volkite relic contemptors. For fast attack I use skyclaws for cheap melee screening/objective contesting or thundercav with lightning claws (pack leader takes frost claws) for wreaking havoc with opportunistic first turn charges (use the bestial nature strat for exploding 6s to hit in melee, they will hit on 2s from Hunters Unleashed and reroll to wound cuz of lightning claws). My heavy supports options now usually are 3 squads of las fusil eliminators. Cheap concealed deploy/ sit on home objective and snipe with anti tank guns.
One thing to note about Blood Claws, is the only get the extra attack as space wolves, not as a successor chapter, so for 5 points more, the assault intersessors in a successor chapter are worth the points for the extra attack if you expect them to defend themselves at any point.
I play a lot of space wolves one of my favorite underrated combos is using combi-melta/storm shield Terminators for anti-armor removal. I also like my Liberian w/JP I give him MH and IA, then give him the Armor of Russ and charge him in with whatever else in going in. I think you're spot on with most of your review.
This is a great touchpoint for me! A year ago when i finished my 2k wolves army, people were still bummed about the changes through 8th, now i feel like a real wolves player, with working knowledge of their strats, skills and effective lists!
I’m always surprised that this gets missed Blood claws/sky claws/swift claws ONLY get berserk charge when they have the hunters unleashed chapter trait or inheritors of the primarch chapter trait. Meaning that they only get that in pure space wolves list and the classic BH & WoR successor combo means they do not get it. So if you are running successors these units are all significantly worse than they normally would be (eg blood claws have less attacks than Assault intercessors and assault intercessors only 5 points more and have better stratagem support)
This! I've been called out on it twice at tournaments cause I keep forgetting, I've scrapped Blood Claws for Assault Intercessors at this point because of it
An interaction that I include in all of my SW lists is to field a 6 man Eradicator squad, give them outflank, then combat squad them into 2x3 that can pop up anywhere on the map. Using the strat and combat squads happens at the same pregame step!
@@CalAndAly I've run a fun and effective list including this strategy, grav/mm long fang in drop pod, AND Eliminators in a Battalion. The rest of my army was all foot slog melee for after my anti tank smeared the hard targets.
I believe there was a clarification about that "outflank+combat squad" combo. Combat squad comes first, outflank stratagem comes second, so this is 2 CP for 6 eradicators, not 1 CP.
@@Temsson that's good to know. In the current big rule book faq it says it happens at the same part so a player would get to choose which happens first. Do you know where your interpretation is from?
I predict: Woofguard termies (and others like them, like vanguard vets) are going to get the same weapon stats as the accursed weapons in the next edition of the codex.
As mentioned a few times by other people already, there's a bit of an error in the listing: Page 124 of the Space Marines Codex under the Non-Codex Compliant Chapters section; -Space Wolves: The following units cannot be from the Space Wolves Chapter (or any of their successor Chapters): Apothecary; Assault Squad; Devastator Squad; Sternguard Veteran Squad; Tactical Squad; Vanguard Veteran Squad.
All but the apothecary have a SW equivalent (I hope we eventually get an apothecary too, feels like that fell between the cracks with Rune Priest changes)
@@joshuagannon6566 Wolf Priests double as both Chaplains and Apothecaries for Space Wolves (hence the Healing Balms stratagem). From a lore perspective, they’ve got it covered. If you’re referring to the abilities that Apothecaries have (in particular, access to the Combat Revival stratagem), all I can say there is that Wolf Priests have pretty much always lagged behind Apothecaries in terms of rules/abilities, so as a Space Wolves player it’s just something you have to get used to.
Found out recently that space wolves don't actually natively reroll a bunch of to wounds as part of a character buff, but as a stratagem. So my opponent was right that they weren't as overpowered as I though. He was just cheating.
Blood claws would get more attacks than assault intercessors because they get +1 from shock assault and +1 from beserk charge, I pair mine with Lukas the trickster to get re-roll the hit roll as well
Assault Intercessors have +1 base attack over Blood Claws, so on the charge they end up with the same attacks per model, but in a non-charging turn Assault Intercessors have more attacks per model than Blood Claws.
Love the vids! I got a suggestion, can you make a video od crazy/meme but somewhat viable strategies? Like all in drop pods or old Dread, armies with mixed primaris and first bourne. Thank you and keep the great content!
As a very long in tooth Space Wolf player, it still makes me sad that Wolf Guard with jump packs are even a thing. But I think you've undersold Grey Hunters here. 5 men with bolters, chainswords, a plasma gun and combiplas on the pack leader are great at holding backfield objectives and putting down some dangerous firepower whilst still being able to do the dirty in melee. Whack some blood claws in a rhino for some pressure support with your choice of other fun units and have a good time.
I have a friend who has got back into 40k after many years away. He plays possibly the worst Space Wolf lists I have ever seen. I tried to advise him on what to buy, but he didn't listen. He has: Both variants of the unique Space Wolf gunship An Invictor Longfangs with plasma cannons & heavy bolters 2 predator tanks Reivers Almost no melee units It is really, really hard to run a list bad enough to play that sort of nonsense fairly, especially as my main army is Harlequins - it isn't like I have 100 data sheets to choose the worst options from.
@@samhunter1205 the issue for him is as you've already stated, almost no melee units. Space Wolves are an incredibly potent melee faction and most of your units should be geared towards that playstyle. I think he should still have elements of shooting. For exmaple, in my list I use Redemptors and eradicators for that purpose, but he doesn't have to pick those exact options. However, he should still lean predominantly towards combat. Even just getting a squad of wulfen, a wolf guard variant or some thunderwolf cavalry will improve his list. If he continues to use the list he currently runs, unless he manages to master it, which I doubt due to space wolves playstyle, he won't win any games!
It plays a great distraction carnifex role though, it's cheap, tough and fast enough to just run at the enemy line on its own as something they have to deal with. Gives time for your other buffed and supported melee units to move forward.
Hello, new to the game. Need a question answered. can you have a unit of 7 Terminators? like having 2 sets of Space wolf terminators. use 7 as 1 squad with Arjack Rockfist going with them. and the other 3 terminators split to join a unit of blood claws splits into 3 groups of 5. Each group having 1 terminator with them? I understand the blood claws can be split with 1 terminator with them making 3 groups of 6. just want to know if I could field 7 terminators in one squad ?
Absolutely. Only one thing, you can't divide Blood claws squads, but you can use three five man squads each one with one WG terminator. Welcome son of Russ!
@@diegogonzalezpena8733 thanks. Good to know. I like the Idea of three 5 man blood claws with a WG terminator in it. Also I really wanted to have a unit of WG terminators going with Rockfist. Just didn't want 2 terminators going to waste. My codex is on its way haha. Should help me out
People really sleep on Thunderwolf cavalry. Taking a priest with them with canticle of hate giving them +2 to charge is strong. You can use them as a harassing unit and they always put in work for me and buy me time whilst my infantry units contest/grab the objectives. They die most games but as long as they do their job I don't care. Even wolf guard terminators are amazing, plonking a squad of them in a much contested objective can really help towards scoring high on primary. I almost always max primary unless I'm playing necrons, because Space Wolves favour a very aggressive playstyle and if you pick the right secondaries and bully people off most of the objectives and make them come to you and smash them in intervention, you stand a good chance of winning!
Auspex, Please do a video on making loyalist armies that are traitor successors. most of the traitors have absurdly good lore and amazing characters but chaos armies are busted looking and generic. there's alot of problems with doing this like not knowing what loyalist chapter to base them on to match the traitors thematically.
A Wolf Lord with a Jump Pack and a pair of Frost Claws is an absolute monster when using Savage Fury, the Born Heroes & Whirlwind of Rage successor traits and giving himself the full Chapter Master re-rolls 🐺
I'll add to this, Wolf Guard can't take relic blades. And with the current Nephilim meta, relic contemptors aren't worth the CP tax. SW depend heavily on pregame CP usage.
Got into a bit of a scuffle with BS over this, it full on sucks we can't take relic blades as we should be able to if we're allowed access to the SM codex as well. I even looked to see if one could be taken as a relic of the chapter for -1 CP but nooope, that limits the sergeants combat effectiveness quite a bit, so would probably be just another guy with a lightning claw or a power sword.
So is Wolf guard and Wolf guard Terminators a different Units if they are in different Tiers ? Whats the difference? Im very new to 40K and dont understand it
Sternguard veterans in spacewolves? Bikers get no mention of their bunus atack with charges additionally to the one for charges getting charged an heroic 8nterventions?
I think I'd rate cav lower since they can't play 9th ed the characters all go down a tier by virtue of successors unfortunately wulfen dreads do move 8 and make a nice distraction but don't have enough attacks to be too scary
I'm not so sure about this, the wording is a little hard to parse. Read as intended in very strict English it indicates that up to two bolt pistols can be replaced with melta. So that's either 2 skyclaws or 1 skyclaw and 1 pack leaders' bolt pistols The the pack leaders bolt pistol is included in the phrasing because he has the option to be 1 of the 2. The important part to read is that it is saying "up to two" when referring to bolt pistols, not "up to Three". The 40K app will only let you configure them with 2 no matter the squad size. Easy fix to get 3 is taking a WGPL and giving him a combimelta.
@@beardwierd2783 No, it says "UP to two" And then tells you the minis that those two can be from "Skyclaw and Skyclaw pack leaders'". You will not find any official tourney lists with 3, nor does GW own app allow 3. It's up to two from those minis it lists.
They are included but as bike squad which is technically correct. SW don't have a swiftclaw unit, SW have a bike squad that gets the swiftclaw keyword to inherit the headstrong and berserk charge rules.
Literal werewolf marines, a werewolf dreadnought, any tempestas discipline psyker, any cybernetically enhanced wolves make Auspex's tier 1 and this man calls it boring.
OK, pet peave. How is it that everyone knows to pronounce Njal as Nyal, Bjorn as Byorn, Jarl as Yarl, but Arjac Rockfist gets the only hard J phonetic in the entire Fenrissian language?! It's Aryac, goddammit!
Putting cav in tier 2 was a bit generous they are tier 3 easy they are expensive for what they do the majority of the time and do not interact with terrain having the cav keyword making their movement look good on paper but bad in practice having to move around everything then getting shot to death in the open
CORRECTIONS:
- Space Wolves can't include sternguard at all, they're replaced by Wolf Guard (along with vanguard veterans)
- The Wulfen dreadnought does have an 8" move, not a 6", another reason to take it over the VenDread (it seems just the Blood Angels Dreads lost the 8" move with their 9th Dex...)
- Unlike other melee chapters, bladeguard ancient isn't great with SW - they already have the +1 to hit, so pretty awful really.
- Should have mentioned that the bike squad get the 'Swiftclaw' upgrade that gives them Berserk Charge for an extra attack. Certainly makes them better, probably a tier 2. I still think skyclaws will outcompete them for the same role however...
auspex tactics. you make some my favourite 40k videos.
but why you insist on making your voice go super high at the end of every sentence i will never know
I do find suppressors useful for turning off overwatch. That usually saves more than their cost over the course of a game
Skyclaws can also take special weapons, not just the Plasma Pistol and do keep their Chainsword (unlike Assault Squad). Specifically, the Flamer and Grav-gun are free, and Meltagun and Plasma Gun are +5 points.
Wolf Guard don't get a Relic Blade option. In fact, they are objectively worse than Vanguard Veterans right now. If you aren't taking a Storm Shield they are +1 points if equipped the same, since they pay 4 for the Jump Pack and VV pay 3 (and SS is +5 for VV and +4 for WG). WG lose Combat Squads and Melta Bomb keywords. VV get options for any pistol in either(or both) hands, WG only get Bolt and Plasma Pistols, but can take Combi-weapon (which are overpriced anyway). Finally, WG have -1 Leadership (8 vs 9).
Babe wake up auspex tactics posted
One would barely sleep then
thanks for waking me babe
In the grim dark of auspex tactics there is no sleep.
Ok honey
As a seasoned Space Wolf commander I can give some advice to make a good list: if you howl at the top of your lungs before deploying you'll win the match, and not just because your opponent may leave for thinking you're weird or a furry.
Based
THIS
Works every time.
It works until you're paired against that Ork player that yells WAAAAGH!!! at the top of their lungs.
@@joshuagannon6566 insert Godzilla vs. Kong joke in here somewhere
I think skyclaws are easily the best unit for space wolves (non successors), cheap, durable for the cost, fast, nice shooting and hit hard on the charge
Cheap in $ or points?
@@Slapdab definitely NOT £££ :)
Brilliant as always brother. Your in depth Space Wolves coverage is what got me into your channel a number of years ago. Wulfen are being slept on due to being nerfed ages ago, and its great you included them so high on your list.
I look forward to every video you put out. Thanks for the great content - keep it up man
5:25 Space Wolves aren’t supposed to take Sternguard Veterans, because those and Vanguard Veterans are the equivalent of Wolf Guard without terminator armour.
Good point, for some reason I was thinking that they just replaced VanVets (maybe because everyone I've played seems to run the jump packs these days!). I'll pin a correction above :)
You missed the Stormraven now all marines can take it a Stormraven carrying Bjorn a wolf priest with jump pack and 5 wolfguard with jumppacks and lightning claws is terrifying now
You mentioned that skyclaws could easily be in tier 1 and I think that would have been the right choice. They are so cheap and can pack 3 melta shots in a 6 man unit. They are also great for picking up RND from deep strike.
Cyberwolves are surprisingly tough against small arms fire now with AoC. T4, 2 wounds, +4 save is great for a super cheap 15pt objective/screening unit
Whoa ... that's quite a special wound-to-point ratio. I can only think of CSM/10³ Sons/DG Chaos Spawn to compare. 4Ws for 25 (or 23) pts.
I've never gotten a look at the Chaos Demon, Chaos Knight, or Drukhari Codex, though. I find people that - in my little area of the world - everyone is too embarrassed to of even _think_ of associating themselves in anyway with the hyper-sadistic Drukhari.
As a Space Wolf main, my current list consists of either Bjorn, a jump chaplain and jump rune priest for HQs, or a Jump Captain, Jump chaplain and jump rune priest. The chaplain wants to take the aura of majesty warlord trait for 9” auras, master of sanctity, Canticle of hate (for easier charges) and 1 other litany. The rune priest takes stormcaller (for 6” radius cover bubble) and probably murderous hurricane (for making enemy fight last and no overwatch). If you have points then instincts awoken is another good power to take.
My troops choice is usually 2 MSU squads of Incursors, and one squad of blood claws (for a bit of screening when pushing up) or normal intercessors with bolt rifles (to hold home objective).
Elites consist of MSU squads of jump pack wolf guard (with combi plasma + lightning claws or storm bolter + power fists), an MSU unit of Wolf guard in terminator armour (usually combi melta/plasma and power fist), a Redemptor with macro plasma, and sometimes Murderfang or volkite relic contemptors.
For fast attack I use skyclaws for cheap melee screening/objective contesting
or thundercav with lightning claws (pack leader takes frost claws) for wreaking havoc with opportunistic first turn charges (use the bestial nature strat for exploding 6s to hit in melee, they will hit on 2s from Hunters Unleashed and reroll to wound cuz of lightning claws).
My heavy supports options now usually are 3 squads of las fusil eliminators. Cheap concealed deploy/ sit on home objective and snipe with anti tank guns.
Now THAT'S how you start your sunday as Vlka Fenryka Player 😄🐺
One thing to note about Blood Claws, is the only get the extra attack as space wolves, not as a successor chapter, so for 5 points more, the assault intersessors in a successor chapter are worth the points for the extra attack if you expect them to defend themselves at any point.
I play a lot of space wolves one of my favorite underrated combos is using combi-melta/storm shield Terminators for anti-armor removal. I also like my Liberian w/JP I give him MH and IA, then give him the Armor of Russ and charge him in with whatever else in going in. I think you're spot on with most of your review.
I'd consider taking a different weapon rather than a shield, 4++ isn't that wild on terminators
This is a great touchpoint for me!
A year ago when i finished my 2k wolves army, people were still bummed about the changes through 8th, now i feel like a real wolves player, with working knowledge of their strats, skills and effective lists!
HQs
-Wolf Lord on TW
-Chaplain on Bike - Hunter Deed for charge bonus aura
-Terminator Librarian - turn on Assault Doctrine early, double dip Shock Assault
Troops
1x Assault Intercessor - fight twice
2x Infiltrator
Elites
- Wulfen Dread
- Wulfen - double Shock Assault
- 2x Wolfguard Terminators
Fast
-TWolf Cav - amazing with the strats, and/or turned to Assault Doctrine
Heavy
-Eliminators - backfield objective.
I’m always surprised that this gets missed Blood claws/sky claws/swift claws ONLY get berserk charge when they have the hunters unleashed chapter trait or inheritors of the primarch chapter trait.
Meaning that they only get that in pure space wolves list and the classic BH & WoR successor combo means they do not get it.
So if you are running successors these units are all significantly worse than they normally would be (eg blood claws have less attacks than Assault intercessors and assault intercessors only 5 points more and have better stratagem support)
This! I've been called out on it twice at tournaments cause I keep forgetting, I've scrapped Blood Claws for Assault Intercessors at this point because of it
An interaction that I include in all of my SW lists is to field a 6 man Eradicator squad, give them outflank, then combat squad them into 2x3 that can pop up anywhere on the map. Using the strat and combat squads happens at the same pregame step!
I’ve debated this vs the droppod that can strike on first turn.
@@CalAndAly I've run a fun and effective list including this strategy, grav/mm long fang in drop pod, AND Eliminators in a Battalion. The rest of my army was all foot slog melee for after my anti tank smeared the hard targets.
I believe there was a clarification about that "outflank+combat squad" combo. Combat squad comes first, outflank stratagem comes second, so this is 2 CP for 6 eradicators, not 1 CP.
@@Temsson that's good to know. In the current big rule book faq it says it happens at the same part so a player would get to choose which happens first. Do you know where your interpretation is from?
Hell yeah, I've been looking forwards to this video
Yay new space wolves content!!! Please do more!!
I love space vikings great video as always
I predict: Woofguard termies (and others like them, like vanguard vets) are going to get the same weapon stats as the accursed weapons in the next edition of the codex.
As mentioned a few times by other people already, there's a bit of an error in the listing:
Page 124 of the Space Marines Codex under the Non-Codex Compliant Chapters section;
-Space Wolves: The following units cannot be from the Space Wolves Chapter (or any of their successor Chapters): Apothecary; Assault Squad; Devastator Squad; Sternguard Veteran Squad; Tactical Squad; Vanguard Veteran Squad.
All but the apothecary have a SW equivalent (I hope we eventually get an apothecary too, feels like that fell between the cracks with Rune Priest changes)
@@Gaussian_Bell Agreed, it does feel weird to not have an Apothecary or equivalent option.
@@joshuagannon6566 Wolf Priests double as both Chaplains and Apothecaries for Space Wolves (hence the Healing Balms stratagem). From a lore perspective, they’ve got it covered.
If you’re referring to the abilities that Apothecaries have (in particular, access to the Combat Revival stratagem), all I can say there is that Wolf Priests have pretty much always lagged behind Apothecaries in terms of rules/abilities, so as a Space Wolves player it’s just something you have to get used to.
Found out recently that space wolves don't actually natively reroll a bunch of to wounds as part of a character buff, but as a stratagem. So my opponent was right that they weren't as overpowered as I though. He was just cheating.
Which stratagem let’s them reroll wounds?
Thank you very much, Auspex. I've been thinking about how i should expand my army from my Combat Patrol Box, and this video has really helped.
Blood claws would get more attacks than assault intercessors because they get +1 from shock assault and +1 from beserk charge, I pair mine with Lukas the trickster to get re-roll the hit roll as well
No. Same amount of attacks with assault intercessors on first round of combat, less in not-first.
Assault Intercessors have +1 base attack over Blood Claws, so on the charge they end up with the same attacks per model, but in a non-charging turn Assault Intercessors have more attacks per model than Blood Claws.
I’ve just been getting into space Wolves so this video is very convenient timing lol
Been waiting for this
Auspex, your grifting knows no bounds, and I am 100% here for it.
keep up the good work :)
Perfect timing, about to build a Space Wolves army. :)
The wulfen dreadnought is 8" movement
Thanks Auspex
Love the vids! I got a suggestion, can you make a video od crazy/meme but somewhat viable strategies? Like all in drop pods or old Dread, armies with mixed primaris and first bourne. Thank you and keep the great content!
As a very long in tooth Space Wolf player, it still makes me sad that Wolf Guard with jump packs are even a thing.
But I think you've undersold Grey Hunters here. 5 men with bolters, chainswords, a plasma gun and combiplas on the pack leader are great at holding backfield objectives and putting down some dangerous firepower whilst still being able to do the dirty in melee.
Whack some blood claws in a rhino for some pressure support with your choice of other fun units and have a good time.
Finally! Someone else with a proper disdain for Space Wolves with jump packs. Russ would be proud of you!
Literally the day I decided to do some space wolves!
This is amazingly helpful thank you :)
Love my space wolves and deathwatch videos
To make this video 150% funner take a drink every time he says "wolf"!
Need the 10th ed version of this so bad
Bloodclaws are cheap and are hard to shift inside a Rhino. They also havea good counter punch.
Murderface is fun, but I like my axe and shield more.
I have a friend who has got back into 40k after many years away. He plays possibly the worst Space Wolf lists I have ever seen. I tried to advise him on what to buy, but he didn't listen. He has:
Both variants of the unique Space Wolf gunship
An Invictor
Longfangs with plasma cannons & heavy bolters
2 predator tanks
Reivers
Almost no melee units
It is really, really hard to run a list bad enough to play that sort of nonsense fairly, especially as my main army is Harlequins - it isn't like I have 100 data sheets to choose the worst options from.
By the Allfather! No wulfen, no thunderwolves, no wolf guard terminator or jump pack? That man needs to change his list
@@thelasteinherjar6115 I bought him Bjorn at least, but yeah, his list could easily compete in a 'design the worst list you can' contest
@@samhunter1205 the issue for him is as you've already stated, almost no melee units. Space Wolves are an incredibly potent melee faction and most of your units should be geared towards that playstyle. I think he should still have elements of shooting. For exmaple, in my list I use Redemptors and eradicators for that purpose, but he doesn't have to pick those exact options. However, he should still lean predominantly towards combat. Even just getting a squad of wulfen, a wolf guard variant or some thunderwolf cavalry will improve his list. If he continues to use the list he currently runs, unless he manages to master it, which I doubt due to space wolves playstyle, he won't win any games!
Sounds like he should be playing Iron Hands instead.
@@netman446 That's what I was thinking.
I think it's important to note that the Wulfen Dreadnought is not core. That's enough reason for me to take the venerable instead.
It plays a great distraction carnifex role though, it's cheap, tough and fast enough to just run at the enemy line on its own as something they have to deal with.
Gives time for your other buffed and supported melee units to move forward.
Nice job buddy
What space wolf unit was your yellow tier? With the lightning claws?
Anyone remember that kid's show Woof? 😁
Why on earth in 2024 is this video in 360p unless you have youtube premium and then you can watch in 1080? Truly youtube is losing their minds.
The Wulfen Dreadnaught does have an 8" move rather than a 6"
Hello, new to the game. Need a question answered. can you have a unit of 7 Terminators? like having 2 sets of Space wolf terminators. use 7 as 1 squad with Arjack Rockfist going with them. and the other 3 terminators split to join a unit of blood claws splits into 3 groups of 5. Each group having 1 terminator with them? I understand the blood claws can be split with 1 terminator with them making 3 groups of 6. just want to know if I could field 7 terminators in one squad ?
Absolutely. Only one thing, you can't divide Blood claws squads, but you can use three five man squads each one with one WG terminator. Welcome son of Russ!
@@diegogonzalezpena8733 thanks. Good to know. I like the Idea of three 5 man blood claws with a WG terminator in it. Also I really wanted to have a unit of WG terminators going with Rockfist. Just didn't want 2 terminators going to waste. My codex is on its way haha. Should help me out
@auspex I know this might be a weird question but do you think you'd ever do Age of Sigmar content too?
bladeguard ancient is bad if pure SW. No extra weapon, so he just boost your BGV to hit on 2's... which already does that along with shock assault.
soi can turn (kit bash ) them in to wolf guard.
the stern Guard would be ....gray hunters or wolf Guard???
People really sleep on Thunderwolf cavalry. Taking a priest with them with canticle of hate giving them +2 to charge is strong. You can use them as a harassing unit and they always put in work for me and buy me time whilst my infantry units contest/grab the objectives. They die most games but as long as they do their job I don't care. Even wolf guard terminators are amazing, plonking a squad of them in a much contested objective can really help towards scoring high on primary. I almost always max primary unless I'm playing necrons, because Space Wolves favour a very aggressive playstyle and if you pick the right secondaries and bully people off most of the objectives and make them come to you and smash them in intervention, you stand a good chance of winning!
Auspex, Please do a video on making loyalist armies that are traitor successors. most of the traitors have absurdly good lore and amazing characters but chaos armies are busted looking and generic. there's alot of problems with doing this like not knowing what loyalist chapter to base them on to match the traitors thematically.
Will you do one for Dark Angels if you haven't done so already?
A Wolf Lord with a Jump Pack and a pair of Frost Claws is an absolute monster when using Savage Fury, the Born Heroes & Whirlwind of Rage successor traits and giving himself the full Chapter Master re-rolls 🐺
Wolf lord jump pack wolfkin war lord trait and the Black Death relic. Poss 13 attacks exploding 6’s
I'll add to this, Wolf Guard can't take relic blades. And with the current Nephilim meta, relic contemptors aren't worth the CP tax. SW depend heavily on pregame CP usage.
Got into a bit of a scuffle with BS over this, it full on sucks we can't take relic blades as we should be able to if we're allowed access to the SM codex as well. I even looked to see if one could be taken as a relic of the chapter for -1 CP but nooope, that limits the sergeants combat effectiveness quite a bit, so would probably be just another guy with a lightning claw or a power sword.
Wulfen dread moves 8.
So is Wolf guard and Wolf guard Terminators a different Units if they are in different Tiers ? Whats the difference? Im very new to 40K and dont understand it
Sternguard veterans in spacewolves?
Bikers get no mention of their bunus atack with charges additionally to the one for charges getting charged an heroic 8nterventions?
Is Lukas the trickster still available for use. you can't buy him anymore
Any update video for 10th on these guys??
Huh a bunch of characters have wolf helmets neat
Wulfen Dreadnoughts move 8” not 6
AWOOOO LETS GOOOOOO!!!! Siri, play “Wolves” by Big Sean
I think I'd rate cav lower since they can't play 9th ed
the characters all go down a tier by virtue of successors unfortunately
wulfen dreads do move 8 and make a nice distraction but don't have enough attacks to be too scary
Could you do a deathwatch one pls
Skyclaws in a group of 7 can take up to 3 meltas for some anti armour.
I'm not so sure about this, the wording is a little hard to parse.
Read as intended in very strict English it indicates that up to two bolt pistols can be replaced with melta.
So that's either 2 skyclaws or 1 skyclaw and 1 pack leaders' bolt pistols
The the pack leaders bolt pistol is included in the phrasing because he has the option to be 1 of the 2.
The important part to read is that it is saying "up to two" when referring to bolt pistols, not "up to Three".
The 40K app will only let you configure them with 2 no matter the squad size.
Easy fix to get 3 is taking a WGPL and giving him a combimelta.
@@rankcolour8780 space wolves codex reads two skyclaw and packleaders bolt pistols can be replaced by plasma;special weapon from special weapon list
@@beardwierd2783
No, it says
"UP to two"
And then tells you the minis that those two can be from
"Skyclaw and Skyclaw pack leaders'".
You will not find any official tourney lists with 3, nor does GW own app allow 3. It's up to two from those minis it lists.
@@rankcolour8780 I owe you and the guy who’s predator I blew up the other day an apology then oops!
@@beardwierd2783 Shhhhhhh 🤣
Jump Packs? these must be for Grimdark Future
What space wolf player uses a Landspeeder ?
Space wolves: aka fail all your charges and lose the game the army
Don't forget giving the models tails adds a bonus to their hit rolls.
You missed Swiftclaws, I think?
Most review channels undersell any firstborn bike units.
They are included but as bike squad which is technically correct. SW don't have a swiftclaw unit, SW have a bike squad that gets the swiftclaw keyword to inherit the headstrong and berserk charge rules.
@@rankcolour8780 Which, in effect, is same as old Swiftclaw rules.
@@ironheadedDoF That may be, but they are listed in this vid by their unit name, not rule keywords.
Brutalis dreadnought?
I didn't see the judiciar 🤔
Good to see that Space Marine lineups are still woefully boring despite their range of cool kits.
Literal werewolf marines, a werewolf dreadnought, any tempestas discipline psyker, any cybernetically enhanced wolves make Auspex's tier 1 and this man calls it boring.
OK, pet peave. How is it that everyone knows to pronounce Njal as Nyal, Bjorn as Byorn, Jarl as Yarl, but Arjac Rockfist gets the only hard J phonetic in the entire Fenrissian language?! It's Aryac, goddammit!
Otherwise know as the "Good Boi" list.
Who are the goodest bois
Putting cav in tier 2 was a bit generous they are tier 3 easy they are expensive for what they do the majority of the time and do not interact with terrain having the cav keyword making their movement look good on paper but bad in practice having to move around everything then getting shot to death in the open
Space corgis, their called the space corgis now. Thats what the emperor decreed.
The strongest space wolf is whoever can yiff the hardest in the ballpit
hi m8 luv your vids but your audio..... plz fix it, it is all over the place and usually too low. maybe a small detail but iritating as hell. cheers
Ah, now I can make fun of furries easier! Thanks!
Damn you,smurf!!
Damn you and you funny comment!
Awooooo!
Do you even space wolves bro? 😂