CORRECTIONS: - Wolf scouts do get 2W now, seems I had the old datasheet there. Still at 30pts above basic scouts not worth it though. - Apparently the drop pod in the list is run empty for screening and objectives.
Technical Question:- If you give a WolfGuard Pack Leader in Terminator Armour an Assault Cannon and Storm Shield - does that mean he cannot fight in Melee at all? If he can - what stats does he use?
Got back into 40k after 25 years off and decided to play Space Wolves. No regrets so far even though everyone tells me they've been nerfed I still like them. Ragnar is a blender
@@HighGroundSand I like the aesthetic because they're not generic space marines and i've really enjoyed painted them. They have alot of individual character in each model. I've never been a space marine guy, I had Chaos and Imperial Guard back in the day but I've really fallen in love with Space Wolves since I got back into 40k
@damagedism I did exactly the same thing a year ago. The lore is horrendous, but the models and flavour are fantastic. I enjoyed the kitbashing and more recently I enjoyed the games, not for winning or losing, but for creating memorable epic moments worthy of saga! This weekend Murderfang blendered the cultists that hcd plagued him, and my opponent needed to check Ragnar's character sheet after he Epic Challenged their leader, dealing 22 damage to him solo (the model has 3hp). These deeds will be talked of in the long halls for years to come! For Russ & The All Father! 🐺🐺
Mixed with the right Space Marine units and artillery (kitbashed to look ultra Viking) the Wolves are absolutely competitive. Fun to play. Fun to design and paint. Glad that we're not the meta right now as it attracts people that enjoy the faction.
@@VibratingSky I'm exactly the same brother. I'm not playing to win, i'm playing to have those warhammer 40k moments. Who cares who wins? We care about Ragnar vs ghazghkull on tabletop. Those are the memories we play for
@@jacoblobodinsky4626 there is no generic wolf priest now unfortunately, only ulfrik, so you'll have to field a generic chaplain to represent one (lots of great ways to find wolf helm heads to convert regular chaplains). Also as a side note, the Judiciar can be a fairly decent pick imo
Loving all the space wolf love in the comments! I started playing them back in '98 or '99 and just came back to them last year after 20+ years away from the hobby. Have had a lot of fun building a new force with my adult money to go alongside my retro models!
That's awesome. I started with Space Wolves in 3rd Edition. I've come back since 6th Edition. Been Space Wolves ever since. Played 2nd Edition with Blood Angels.
I play CoR with my SW and I will say the biggest things to succeed and have fun is 1. Bring Bjorn and Murderfang. Dreadnoughts that are characters that can complete sagas. 2. Epic Challenge is a great stratagem for us. Make it very easy for us to get warrior born. 3. After Warrior Born is completed, Relentless Assault is very useful for advance and shoot and charge. Helps give us mobility for completing actions or just getting into combat.
I feel like Sagas could of worked if they made it so you start off with 1 Saga of your choice Active, and instead of having a Character "Model" achieve the Saga, have it be a Character "Unit" just to make it less tricky.
Cause thats not how the spacewolves work if anything they should have where any model can get a saga cause thats kind of their thing is to have a great saga
Problem with starting with a Saga active means your just a better Black Templar, Orks, Ect Ect Detachment. They would just be better flat out cause you would have army wide FnP6 with the option to get more as you kill stuff gaining all the rest. (Or Sustained Hits for example) The additional issue with that is having the unit do it you can have units at half strength easily by comparison to getting a character at half and surviving.
Champions of Russ works well with enough characters. I took 660 points worth in a 1000pt army and completed a saga every turn with ease. Bjorn, Murderfang, Ragnar Wolf Lord on Thunderwolf are your friendsm
Grey hunters can really punch above their weight class with with two melta guns, a plasma pistol and that power fist. Its not something you can just leave running around if you dont want the 85pt unit from taking out a terminator or two.
I personally like to throw a pack leader in terminator armor with them as well to give him, effectively, assault on a cyclone missile launcher and extra chances to try and proc the abilities if the detachment.
Torn on the current Space Wolves as while I absolutely love a lot about their army lists, there are two big caveats. First is the age of the models as it really feels like they need an update to help with the visual style. It doesn't help that since it looks like the Space Wolves supplemental codex is probably one of the later ones to come out for the 10th, there is going to be a long wait for that update. Then of course the second is the detachment rule which is frustrating. Not even in the sense as it is with Dark Angels or Blood Angels where it is so fundamentally odd that it needs a lot of thought to address, but that because the SW detachment rule would just need a slight tweak to make it so much more fun to use.
The early roadmap for codexes released by GW showed the to be something like close to last vodex to be released. Can't find it when I try to search it though
Thanks for making this video. I've been long awaiting this one and got excited earlier this week when you revealed it is on your short term to-do list :D And to add to the topic, we don't really need a "free" saga for turn one to help us out, we need the option to have more than just one completed per game turn. Even if we could achieve one per player turn (deep strike to take over an unguarded home objective in enemy turn, almost dying to shooting/overwatch/fight in either turn) would be a great help.
Ulrik leading 15 blood claws has been great in every game I've played so far. Opponents always seem to underestimate them (at least the first time). So far in 10th they have killed a Redemptor, a Warboss and full retinue of Nobz, a chaos Knight and the icing on the cake, Magnus himself. Having 60 attacks on the charge with full re-rolls against a target is nuts. It's even funnier if you use Honour the Chapter (gladius strat) to give them +1 to wound and an extra - 1AP.
i think they need more own primaris-units, especially because of their successor orders, which consist only of primaris, Hound of Morkai arent enought.
Move Wolf Guard to Tacticus, give them Helfrost Rifles* and MC Power Weapons. Attach like Sternguard or Bladeguard. Hounds of Morkai need 18" on their Pistols(and maybe pistol 2), and Grav-Chutes. Long Fangs to Gravis and can take Helfrost Cannons. Attach like Eradicators. Grey Hunters are just Intercessors/Heavy Intercessors, but can add a Chainsword (and a PF to HI Serg) for +5 pts/5 models. Instead of Grenade Launcher, they can take 1 Helfrost Rifle (instead of Bolt Rifle, not in addition), and instead of Heavy Bolter they can take a Helfrost Cannon. Blood Claws are just Assault Intercessors. Not really sure how to adjust them otherwise. Maybe go way back and give them more attacks but worse BS/WS and Wolf Guard current +1 to hit when they have a leader? Bring back Swiftclaws, aka Blood Claw Bikers. Outriders are kind of blotting out that hole right now, and they just aren't very good. Too expensive, no options. Maybe bring Swiftclaws back as sort of "scout bikes", smaller bikes (ie, 3W instead of 4W) and smaller footprint, with Scout or a reserve mechanic for flanking or moving through terrain. Aggressors/Inceptors can take Twin Helfrost Pistols with appropriate adjustments for balance. Wulfen weapons go to flat 6A, but the non-Storm Shield ones count as "twin-linked' since they have two. Wolf Guard Terminators... lets say 2 per 5 can take a heavy weapon (for parity to aggressor shooting, I think it's actually 4 per 5 cyclones on frag), but choice of Helfrost Cannon, Cyclone Missile Launcher, or Assault Cannon. they get heavy stubbers, or twin-linked (Heavy) Bolt Rifles instead. Wolf Guard Pack Leaders come in all armour types, can attach to their own armor type(not just unique units). Mostly just extra body with customizable loadout that has the reroll battle-shock. Count as specific leader for units that have those requirements (hounds of morkai LT, eliminator serg's carbine, etc). How GW does this model-wise? Mostly just an upgrade kit with Helfrost Rifles/Cannons/Pistols. *Helfrost Rifle (Assault): 18" A3 S5 AP-2 1D : (Heavy): 36" A1 S7 AP-4 3D. And... since Helfrost Cannon Focused is probably half the damage of a Multimelta on average(but longer range), maybe all Helfrost gets Anti-monster 3+, or hits on 3+ before heavy... or both.
I hope he eventually get a codex where the single weapon Primaris units are rounded into Space Wolves specific ones, like Grey Hunters in Tacticus armour, Long Fangs in Gravis armour etc. Kind of like the death watch
Love the Vilka. I don't understand the increase in some of the points over their counterparts but at 50% I guess it works. Can't wait for the index and some more options. I hate not having chapter rules but the challenge is the way of the Rout.
I’ve been running Swolves with the Ironstorm detachment. Having a Techmarine sit on Bjorn the Fell Handed with the enhancement that blanks damage once per battle round makes him feel invincible at times.
Reason why the Command Squad is not allowed for Space Wolves is because there is an Firstborn Apothocary built in. Company Heroes just has two vets, a banner, and a champion
Personal guess on the drop pod as I've been theory building with both what I have vs what I plan to get: it's points. The drop pod is only 70 points and with a list like that there's not many options that are 70 pts or less. Plus, it is a big model to terrain block bigger models in with a vehicle defensive profile. The only other options would be some characters but the only two I see that could even attach to something or be efficient for exactly 70 pts would be a phobo Librarian for the Infiltrators which starts to dilute their points efficiency and isn't really what the list is trying to do or a combi-lieutenant who could be useful but hasn't had a separate release yet and potentially the players didn't have access to one without buying a leviathan box.
some combos that I think are worth sharing: 6in consolidate strategem + murderfang = he fights again when the thing that he consolidates into fights him, then he consolidates 6 in again...then fights and consolidates again and again black death + captain using "finest hour" atached to assault intercessors = like 8 or 9 attacks with anti monster / vehicle 4+ and devastating wounds. That's like ~13 wounds vs anything using oath of moment wolf tail talisman + gravis captain = idk he real tanky. Maybe run as a super solo to have a second "Bjorn-ish" character on the field. frost weapon + tech marine = idk could be funny amount of high str / ap attacks if you kill his friendly vehicle first. ragnar + assault intercessors = rerolls on wounds for ragnar, which means that sword hurts high toughness things a lot more. (55% of wounding rather than 33%)
I enjoy running my Wolf Guard Terminators with Power Fists and Chain Fists. It allows them to flex into multiple targets. Stormlance has been a breath of fresh air for the wolves as the Champions of Russ detachment forces melee to slow down to attacking with individual models until a target is softened up enough for the character to finish them off to pop the Deed. I've found it fun running a Dread-knot list using the Ironstorm Detachment and stacking multiple Redemptors next to Bjorn / Murderfang (or some brutalis) for a knot of dreads (hah get it?) running up the middle supported by 3x Iron priests with each aura upgrade. I'm hoping for a point reduction to the Stormfang in the future though as its a fun unit to run.
Some of my own experiences playing Wolves in 10th: -Deeds Worthy of Sagas is a fun rule, and I enjoy building around it, but it needs to be end of Turn rather than end of Round. Currently it just punishes you for going first. -Saga of the Warrior Born can be done Round 1 somewhat reliably by a Thunderwolf Lord w/ Relic Blade (and Frost Blade), but if they fail you don't have an Army Rule till Round 3. -Saga of the Bear is strong, but forcing it requires you to bring Bjorn or Murderfang, or bring 4-5 wound characters with plasma pistols and try to self destruct them. -Saga of the Beastslayer feels kinda bad since, as far as I can tell, the Character HIMSELF has to get the killing blow, not his bodyguard unit (am I doing that right?) Also Lethal Hits is a bit of an Anti-Synergy with Thunder Hammers. -Saga of Majesty may as well not exist, I've gotten it like 3 times in 20 or so games, and it only actually mattered once. (allowed a Wulfen Dread to contest an objective) -Having multiple precision units (Frost Weapon, Judiciar, Stratagem) can really allow mobile squads to pick off multiple characters a round and quickly wash over a now unbuffed army. -Wolf Guard w/ Combi Weapons led by a Librarian still get a 4+ Invul, and get good damage as they hit with Combi on 3+. While not cheap, a full squad in a Rhino have the potential to shred tougher Elite Infantry. -Ideally speaking, I would want to see a SW codex make Deeds Worthy of Sagas the Army Rule instead of Oath of Moment. This way our detachments could allow us to change what the base Sagas do and how we get them, such as a detachment that allows Dreadnoughts to complete Sagas like characters. -GW please allow us to keep our 15 man Assault/Jump squads when the codex inevitably squats all the firstborn units. This is one of my favorite things about the army and you've already taken away so much flavor the last few editions.
While the Wolf Guard Terminators are quite...expensive, I would argue they absolutely have the ability to be damage dealers in the Space Wolves, to the degree that I much prefer them to TWC for actually dealing damage. TWC are durable for the points, but will tend to struggle to deal with hard targets and...well live in a way that WG Terminators just don't.
As someone who has played nearly exclusively Champions of Russ, it drives me insane that people talk about how good Space Wolves are in comparison Space Wolves are to other marines. The benefit that Space Wolves have currently is that since they have the most unique datasheets they have the most options to potentially hit a certain niche that another detachment has to offer. This is good, but ultimately an indicator of how much the faction needs to be fixed, in that what people are aiming for is janky combos. Space Wolf units need to be removed from the game, or have their datasheets corrected for who can field what. It makes no sense as to why Champions of Russ can only take Long Fangs (who are 150 points for a slight variation of the Devastator's rules for 20 more points- or 13% more expensive)- but if Gladius wanted to bring both, they 100% can. Champions of Russ in a meta setting is seeing roughly a 40% winrate right now as seen by tournament data graphs, which is painfully below where it needs to be (with only Dark Angels and Blood Angels specialty detachments being that low- yes, even with other struggling detachments). A vast number of changes need to occur to make the detachment not strong, but an actual option: 1.) They need to allow character UNITS to trigger Sagas. as it stands right now, I need to say "Okay, well X number of my guys will attack your unit, and then my character will, followed by the remaining Y amount of models" which is just needless math. We've seen in books in the past that the Wolf Lord/Captain's sagas are intertwined at times with their squads. 2.) Many people say that Space Wolves should start with a saga already active and that's GARBAGE OVERPOWERED. It should never happen, but what SHOULD happen, is that the strategem that's used to have a saga act like it's completed should either become 0 CP strategem IF used by the WARLORD'S unit. 3.) Runic Wards (the 5+ FNP against mortal wounds) was good before because it was able to help Space Wolves- who were a heavily infantry army- the ability to shrug off devastating wounds. But when they made devastating wounds NOT mortal wounds, it was actually a bit of a side-grade or nerf to the Champions of Russ. The strategem simply needs to be able to assist with devastating wounds as well again and it will return to being viable. 4.) All the enhancements for Champions of Russ are fine enough. They aren't great, but I would much rather have the 3 things above worked on, as even with all of them applied the faction wouldn't be top tier, but it would have some potential for use. Space Wolves in the past have relied heavily on fight last (which we no longer have outside Judiciars), and our melee threats offered via Wulfen Thunder Hammers, or our Thunderwolf Cavalry with Thunderhammers. With both units getting the "Heirloom Weapon Treatment" it's forced wolves to use once again- janky combos to make it all work well. The problem has many facets to consider though: Space Wolves are the only faction that is making Stormlance really work... so if we nerf Thunderwolf Cavalry hard (they aren't a meta-threat, but they are overused)- then we have another dead detachment to join 1st Company- because White Scars/Ravenwing don't have the models available to really capitalize on the detachment. In the long and short: Space Wolves are maybe the Space Marine faction (including heretic marines), who needs the most help getting fixed up, because their identity is there, but it's unplayable. I love Champions of Russ, but I refuse to go to any tournament with something that will never get me an army rule against a good opponent. I would rather bring World Eaters, Orks, or honestly just stay at home because I've never had a good tournament experience once it gets beyond a certain level of tryhard.
Basically, for Space Wolves to receive their special rules all they have to do; a character has to take the enemy HQ, kill a character at that HQ, survive with a wound left and maybe get a monster or vehicle. lol. Luckly as a newish Space Wolf player I do love a challenge especially if its Thousand Sons you are fighting.
Stormlance reactive move strat + Thunderwolf Battle Leader ability to reactive move into engagement range is the spiciest combo in the whole game. Go straight into shooting side of the opponent with a cavalry unit They start positioning to incinerate you Go reactive into 1,5 inch of something shooty but not punchy They start shoot you After 1 unit unload it's guns you go "okay, that's enough for now" and walk into engagement range, automatically saving this unit from any other shooting this turn Sometimes the opponent can lose a whole unit's shooting, if they were positioned only to shoot this Cav unit. And that's just insane mobility on top of it.
My guess on the drop pod is either to keep eliminators safe if losing first turn while still keeping the ability to easily put them in the midfield and/or just as a cheap secondary obj deepstrike unit like the inceptors but for turn 1 at slightly cheaper
I really want to play Space Wolves but I also don’t like the fact that the range is so outdated. Going to their index page on the 40K app makes me feel like I’ve accidentally been transported back a decade to 2014 :/
SW suffer the same issues as all the separate-codex marine chapters, namely that they rely almost exclusively on firstborn units which are very old model-wise and their chapter rules suck. I'm sure DA will become much better in a few weeks when their codex hits, but BA and SW will be waiting quite a while.
Yeah, and likely we have to wait for both DA and BA to get their refreshes before SW is due one, but hopefully once we get a range refresh it'll be a lot more appealing to collect the faction again.
Just need to learn some kitbashing and green stuff. Can very easily use primaris bodies and customize them to run them as the SW specific unit. You can also just run the modern primaris stuff but customize them heavily. Blood claw box is useful for just using as bits to upgrade primaris units.
@@MountainKing88771yeah it's not too hard to kitbash the Primaris models with blood claw parts to make them much more wolfy. The space wolves dreadnought kit also has lots of extra parts that you can use to make a Redemptor class dread look more wolfy too.
3 things you need to learn to do as a player of the Rout. 1. Learn to paint faces and eyes 2. Learn to convert/customise 3. Learn how to greenstuff fur. You'll pick that up quick and will be smashing them out in no time. Take the plunge, you will not look back. To you I say welcome to the Rout, brother. May your saga be long and glorious. FENRYS HJØLDA!
Also, we need new - primaris - leaders like lLs or Captains to be able to lead firstborn troops, and vica versa. It's nice to have the option of a termi pack leader for cheap, but it just can't attach to any of my primaris infantry....
Arjac is fantastic, like a melee assassin, as soon as a rapid ingress opportunity opens up he drops in with a 5 man squad and just starts smashing heads in the backline. (Although I do use a custom model because his is.... janky at best)
I've always loved Arjac. His current iteration is pretty spooky in terms of personal power but I'd argue his squad buff heavily encourages to run in a full size unit as with a 5 man you really won't benefit from the +1 to wound.
@@CrimsonFang501 yeah, I need to play a game with him with a full host and captain etc The last few games I've used him have been more casual with the goal being to just get as many epic challenges off as possible
@@Gaussian_Bell That's fair. If you don't mind using legends units, you might take a look at the Spartan from heresy. I haven't had a chance to run it yet (just got the kit last week) but it boasts a whopping 28 slot capacity, enough to fit a full 12 man termi squad and has the land raider assault ramp rule along with some hefty anti armor firepower. Granted it's an expensive investment but seems like alot of fun, the only way I think to transport a full size termi squad with characters and 4 extra slots for some bladeguard if you wanted
I came second just before christmas in a 16 person tournament, won all my games and lost on points to eldar playing fixed objectives. New detachments is really good.
I really like the idea of a Stormlance-list with 3x6 Thunderwolves, each lead by a wolf lord and a Wolf Guard Battle Leader. 2 units starting on the field, the third one can come from reserves, as it were a turn earlier. For about 1100 points a lot of early-game pressure with lots of attacks (that are very powerful on the charge), very fast and wih good OC
started building a space wolf army today , but i guess i built it all wrong. i didn't include Wulf-wolf the Wolfer wolf, or santa claus the wolf. or the cryogenic canned wolf, the wolf riding a wolf swarm. so many regrets.
Like the Blood Angels, the Wolves are in an awkward place. I can't think of a faction with more to lose from the Firstborn cull. They had some major glory days in the past, but since GW wants anything new to be generic and usable by anyone, it's painful for a chapter that was once showered in special treatment. Any step forward for Space Wolves automatically means some old perk will be lost. No way all their special characters and units will be replaced by something new.
SW are my main faction and I love the flavor of Champions of Russ, but I wish it was more viable, though I'm not sure how to fix it really. Maybe a strat once per game that allows you to activate two Sagas instead of one? Or make the triggers being a hero's bodyguard unit? Or as you said, starting the game with one saga completed. I don't know really. Also, the change of Captain free strat being changed to just Battle Tactics really hurt my use of Warrior Pride & Relentless assault. Used to use this combo basically every game to get me that first character/vehicle kill. I still hate that Wulfen went from Elite slayers in 9th, to anti-infantry in 10th. When 10th is a tank meta. I'd rather have them high cost, but effective against elites and maybe even high tough units. Than the spam attacks and kind of bland unit we have now. Also, Ragnar with Bladeguard and an LT is a monster squad, I think it's one that is easy to underestimate.
The list at the end the drop pod had nothing in it at all. Used to drop into your opponents deployment zones and the like for secondary’s Plus an annoying unit that does nothing that people tend to just leave it alone rather than shoot at it etc
Can run a custom successor with space wolf character models for now I see that as a buff tather than before where I was unable to use Ragnar, Bjorn or Njarl
Space Wolves in tenth are a bad joke. Compared to what they were in ninth edition they basically lost all their rules and had half of them given to black templars. shame.
I know I only started playing since begining of 8th edition and I dont know how the other éditions worked, but 10th edition. . . I hate it. I just hate what GW did to the Wolfs of Fenris and the psychic phase. The wulfen are a joke. You have more chances to do damage at range than melee whit them whit the massive nerfs to melee combat all around.
CORRECTIONS:
- Wolf scouts do get 2W now, seems I had the old datasheet there. Still at 30pts above basic scouts not worth it though.
- Apparently the drop pod in the list is run empty for screening and objectives.
Wolf scouts have also option for more power weapons and S5 on knives unlike regular scouts besides wider options for special weapons
Also Wolf scours might not actually be that much more than normal scouts come the Balance patch.
Technical Question:- If you give a WolfGuard Pack Leader in Terminator Armour an Assault Cannon and Storm Shield - does that mean he cannot fight in Melee at all? If he can - what stats does he use?
@@MartynStanleyAuthor Standard S4 Close Combat Weapon attacks I would imagine
Got back into 40k after 25 years off and decided to play Space Wolves. No regrets so far even though everyone tells me they've been nerfed I still like them. Ragnar is a blender
With you for sure got into space wolves in 9th first army and I do still love them all there unique characters are my favorite thing about them
@@HighGroundSand I like the aesthetic because they're not generic space marines and i've really enjoyed painted them. They have alot of individual character in each model. I've never been a space marine guy, I had Chaos and Imperial Guard back in the day but I've really fallen in love with Space Wolves since I got back into 40k
@damagedism I did exactly the same thing a year ago. The lore is horrendous, but the models and flavour are fantastic. I enjoyed the kitbashing and more recently I enjoyed the games, not for winning or losing, but for creating memorable epic moments worthy of saga!
This weekend Murderfang blendered the cultists that hcd plagued him, and my opponent needed to check Ragnar's character sheet after he Epic Challenged their leader, dealing 22 damage to him solo (the model has 3hp). These deeds will be talked of in the long halls for years to come!
For Russ & The All Father! 🐺🐺
Mixed with the right Space Marine units and artillery (kitbashed to look ultra Viking) the Wolves are absolutely competitive. Fun to play. Fun to design and paint. Glad that we're not the meta right now as it attracts people that enjoy the faction.
@@VibratingSky I'm exactly the same brother. I'm not playing to win, i'm playing to have those warhammer 40k moments. Who cares who wins? We care about Ragnar vs ghazghkull on tabletop. Those are the memories we play for
Space Wolves are my favourite chapter, but I've held off on making a primaris force until I know which models will survive the purge.
I made my own Primaris Grey Hunters and Blood Claws from Intercessors and Assault Intercessors + extra space wolfey bits. It works well 👍
is it me or do they not even have a wolf priest now? just a normal Chaplin? im making a crusade force but not being able to have certain units sucks
@@jacoblobodinsky4626 there is no generic wolf priest now unfortunately, only ulfrik, so you'll have to field a generic chaplain to represent one (lots of great ways to find wolf helm heads to convert regular chaplains). Also as a side note, the Judiciar can be a fairly decent pick imo
Smart
Loving all the space wolf love in the comments! I started playing them back in '98 or '99 and just came back to them last year after 20+ years away from the hobby. Have had a lot of fun building a new force with my adult money to go alongside my retro models!
That's awesome. I started with Space Wolves in 3rd Edition. I've come back since 6th Edition. Been Space Wolves ever since. Played 2nd Edition with Blood Angels.
I play CoR with my SW and I will say the biggest things to succeed and have fun is
1. Bring Bjorn and Murderfang. Dreadnoughts that are characters that can complete sagas.
2. Epic Challenge is a great stratagem for us. Make it very easy for us to get warrior born.
3. After Warrior Born is completed, Relentless Assault is very useful for advance and shoot and charge. Helps give us mobility for completing actions or just getting into combat.
I feel like Sagas could of worked if they made it so you start off with 1 Saga of your choice Active, and instead of having a Character "Model" achieve the Saga, have it be a Character "Unit" just to make it less tricky.
Cause thats not how the spacewolves work if anything they should have where any model can get a saga cause thats kind of their thing is to have a great saga
Problem with starting with a Saga active means your just a better Black Templar, Orks, Ect Ect Detachment. They would just be better flat out cause you would have army wide FnP6 with the option to get more as you kill stuff gaining all the rest. (Or Sustained Hits for example)
The additional issue with that is having the unit do it you can have units at half strength easily by comparison to getting a character at half and surviving.
Champions of Russ works well with enough characters. I took 660 points worth in a 1000pt army and completed a saga every turn with ease. Bjorn, Murderfang, Ragnar Wolf Lord on Thunderwolf are your friendsm
Grey hunters can really punch above their weight class with with two melta guns, a plasma pistol and that power fist. Its not something you can just leave running around if you dont want the 85pt unit from taking out a terminator or two.
I personally like to throw a pack leader in terminator armor with them as well to give him, effectively, assault on a cyclone missile launcher and extra chances to try and proc the abilities if the detachment.
Torn on the current Space Wolves as while I absolutely love a lot about their army lists, there are two big caveats. First is the age of the models as it really feels like they need an update to help with the visual style. It doesn't help that since it looks like the Space Wolves supplemental codex is probably one of the later ones to come out for the 10th, there is going to be a long wait for that update.
Then of course the second is the detachment rule which is frustrating. Not even in the sense as it is with Dark Angels or Blood Angels where it is so fundamentally odd that it needs a lot of thought to address, but that because the SW detachment rule would just need a slight tweak to make it so much more fun to use.
You're most likely right: SW will probably be one of the last codices of 10th, but maaaaaaybe they will get a hint about the return of Russ?
because they want to sell you codex later
The early roadmap for codexes released by GW showed the to be something like close to last vodex to be released.
Can't find it when I try to search it though
Thanks for making this video. I've been long awaiting this one and got excited earlier this week when you revealed it is on your short term to-do list :D
And to add to the topic, we don't really need a "free" saga for turn one to help us out, we need the option to have more than just one completed per game turn. Even if we could achieve one per player turn (deep strike to take over an unguarded home objective in enemy turn, almost dying to shooting/overwatch/fight in either turn) would be a great help.
Ulrik leading 15 blood claws has been great in every game I've played so far. Opponents always seem to underestimate them (at least the first time). So far in 10th they have killed a Redemptor, a Warboss and full retinue of Nobz, a chaos Knight and the icing on the cake, Magnus himself.
Having 60 attacks on the charge with full re-rolls against a target is nuts. It's even funnier if you use Honour the Chapter (gladius strat) to give them +1 to wound and an extra - 1AP.
i think they need more own primaris-units, especially because of their successor orders, which consist only of primaris, Hound of Morkai arent enought.
Move Wolf Guard to Tacticus, give them Helfrost Rifles* and MC Power Weapons. Attach like Sternguard or Bladeguard.
Hounds of Morkai need 18" on their Pistols(and maybe pistol 2), and Grav-Chutes.
Long Fangs to Gravis and can take Helfrost Cannons. Attach like Eradicators.
Grey Hunters are just Intercessors/Heavy Intercessors, but can add a Chainsword (and a PF to HI Serg) for +5 pts/5 models. Instead of Grenade Launcher, they can take 1 Helfrost Rifle (instead of Bolt Rifle, not in addition), and instead of Heavy Bolter they can take a Helfrost Cannon.
Blood Claws are just Assault Intercessors. Not really sure how to adjust them otherwise. Maybe go way back and give them more attacks but worse BS/WS and Wolf Guard current +1 to hit when they have a leader?
Bring back Swiftclaws, aka Blood Claw Bikers. Outriders are kind of blotting out that hole right now, and they just aren't very good. Too expensive, no options. Maybe bring Swiftclaws back as sort of "scout bikes", smaller bikes (ie, 3W instead of 4W) and smaller footprint, with Scout or a reserve mechanic for flanking or moving through terrain.
Aggressors/Inceptors can take Twin Helfrost Pistols with appropriate adjustments for balance.
Wulfen weapons go to flat 6A, but the non-Storm Shield ones count as "twin-linked' since they have two.
Wolf Guard Terminators... lets say 2 per 5 can take a heavy weapon (for parity to aggressor shooting, I think it's actually 4 per 5 cyclones on frag), but choice of Helfrost Cannon, Cyclone Missile Launcher, or Assault Cannon. they get heavy stubbers, or twin-linked (Heavy) Bolt Rifles instead.
Wolf Guard Pack Leaders come in all armour types, can attach to their own armor type(not just unique units). Mostly just extra body with customizable loadout that has the reroll battle-shock. Count as specific leader for units that have those requirements (hounds of morkai LT, eliminator serg's carbine, etc).
How GW does this model-wise? Mostly just an upgrade kit with Helfrost Rifles/Cannons/Pistols.
*Helfrost Rifle (Assault): 18" A3 S5 AP-2 1D : (Heavy): 36" A1 S7 AP-4 3D.
And... since Helfrost Cannon Focused is probably half the damage of a Multimelta on average(but longer range), maybe all Helfrost gets Anti-monster 3+, or hits on 3+ before heavy... or both.
There is a big chance we will get a range-refresh. Our codex is close to last to come out in this edition
The S5 knives and extra choices in some spicy wargear make the Wolf scouts worth a second look.
I hope he eventually get a codex where the single weapon Primaris units are rounded into Space Wolves specific ones, like Grey Hunters in Tacticus armour, Long Fangs in Gravis armour etc. Kind of like the death watch
Love the Vilka. I don't understand the increase in some of the points over their counterparts but at 50% I guess it works. Can't wait for the index and some more options. I hate not having chapter rules but the challenge is the way of the Rout.
Thank you Auspex, I've been begging for months and you delivered 🙏
I’ve been running Swolves with the Ironstorm detachment. Having a Techmarine sit on Bjorn the Fell Handed with the enhancement that blanks damage once per battle round makes him feel invincible at times.
Canis Wolfborn CAN technically be paired with another character, while leading Fenrisian Wolves the Cyberwolf can be added
Reason why the Command Squad is not allowed for Space Wolves is because there is an Firstborn Apothocary built in. Company Heroes just has two vets, a banner, and a champion
Ah that makes sense now, I'd not realized that was the logic!
Personal guess on the drop pod as I've been theory building with both what I have vs what I plan to get: it's points. The drop pod is only 70 points and with a list like that there's not many options that are 70 pts or less. Plus, it is a big model to terrain block bigger models in with a vehicle defensive profile. The only other options would be some characters but the only two I see that could even attach to something or be efficient for exactly 70 pts would be a phobo Librarian for the Infiltrators which starts to dilute their points efficiency and isn't really what the list is trying to do or a combi-lieutenant who could be useful but hasn't had a separate release yet and potentially the players didn't have access to one without buying a leviathan box.
I've personally been building around the space wolves dreads. Having access to the space marine detachments really helped with that.
some combos that I think are worth sharing:
6in consolidate strategem + murderfang = he fights again when the thing that he consolidates into fights him, then he consolidates 6 in again...then fights and consolidates again and again
black death + captain using "finest hour" atached to assault intercessors = like 8 or 9 attacks with anti monster / vehicle 4+ and devastating wounds. That's like ~13 wounds vs anything using oath of moment
wolf tail talisman + gravis captain = idk he real tanky. Maybe run as a super solo to have a second "Bjorn-ish" character on the field.
frost weapon + tech marine = idk could be funny amount of high str / ap attacks if you kill his friendly vehicle first.
ragnar + assault intercessors = rerolls on wounds for ragnar, which means that sword hurts high toughness things a lot more. (55% of wounding rather than 33%)
I enjoy running my Wolf Guard Terminators with Power Fists and Chain Fists. It allows them to flex into multiple targets. Stormlance has been a breath of fresh air for the wolves as the Champions of Russ detachment forces melee to slow down to attacking with individual models until a target is softened up enough for the character to finish them off to pop the Deed. I've found it fun running a Dread-knot list using the Ironstorm Detachment and stacking multiple Redemptors next to Bjorn / Murderfang (or some brutalis) for a knot of dreads (hah get it?) running up the middle supported by 3x Iron priests with each aura upgrade. I'm hoping for a point reduction to the Stormfang in the future though as its a fun unit to run.
each enhancement has been designed to help achieving each of the sagas
Some of my own experiences playing Wolves in 10th:
-Deeds Worthy of Sagas is a fun rule, and I enjoy building around it, but it needs to be end of Turn rather than end of Round. Currently it just punishes you for going first.
-Saga of the Warrior Born can be done Round 1 somewhat reliably by a Thunderwolf Lord w/ Relic Blade (and Frost Blade), but if they fail you don't have an Army Rule till Round 3.
-Saga of the Bear is strong, but forcing it requires you to bring Bjorn or Murderfang, or bring 4-5 wound characters with plasma pistols and try to self destruct them.
-Saga of the Beastslayer feels kinda bad since, as far as I can tell, the Character HIMSELF has to get the killing blow, not his bodyguard unit (am I doing that right?) Also Lethal Hits is a bit of an Anti-Synergy with Thunder Hammers.
-Saga of Majesty may as well not exist, I've gotten it like 3 times in 20 or so games, and it only actually mattered once. (allowed a Wulfen Dread to contest an objective)
-Having multiple precision units (Frost Weapon, Judiciar, Stratagem) can really allow mobile squads to pick off multiple characters a round and quickly wash over a now unbuffed army.
-Wolf Guard w/ Combi Weapons led by a Librarian still get a 4+ Invul, and get good damage as they hit with Combi on 3+. While not cheap, a full squad in a Rhino have the potential to shred tougher Elite Infantry.
-Ideally speaking, I would want to see a SW codex make Deeds Worthy of Sagas the Army Rule instead of Oath of Moment. This way our detachments could allow us to change what the base Sagas do and how we get them, such as a detachment that allows Dreadnoughts to complete Sagas like characters.
-GW please allow us to keep our 15 man Assault/Jump squads when the codex inevitably squats all the firstborn units. This is one of my favorite things about the army and you've already taken away so much flavor the last few editions.
While the Wolf Guard Terminators are quite...expensive, I would argue they absolutely have the ability to be damage dealers in the Space Wolves, to the degree that I much prefer them to TWC for actually dealing damage. TWC are durable for the points, but will tend to struggle to deal with hard targets and...well live in a way that WG Terminators just don't.
As someone who has played nearly exclusively Champions of Russ, it drives me insane that people talk about how good Space Wolves are in comparison Space Wolves are to other marines. The benefit that Space Wolves have currently is that since they have the most unique datasheets they have the most options to potentially hit a certain niche that another detachment has to offer. This is good, but ultimately an indicator of how much the faction needs to be fixed, in that what people are aiming for is janky combos.
Space Wolf units need to be removed from the game, or have their datasheets corrected for who can field what. It makes no sense as to why Champions of Russ can only take Long Fangs (who are 150 points for a slight variation of the Devastator's rules for 20 more points- or 13% more expensive)- but if Gladius wanted to bring both, they 100% can.
Champions of Russ in a meta setting is seeing roughly a 40% winrate right now as seen by tournament data graphs, which is painfully below where it needs to be (with only Dark Angels and Blood Angels specialty detachments being that low- yes, even with other struggling detachments). A vast number of changes need to occur to make the detachment not strong, but an actual option:
1.) They need to allow character UNITS to trigger Sagas. as it stands right now, I need to say "Okay, well X number of my guys will attack your unit, and then my character will, followed by the remaining Y amount of models" which is just needless math. We've seen in books in the past that the Wolf Lord/Captain's sagas are intertwined at times with their squads.
2.) Many people say that Space Wolves should start with a saga already active and that's GARBAGE OVERPOWERED. It should never happen, but what SHOULD happen, is that the strategem that's used to have a saga act like it's completed should either become 0 CP strategem IF used by the WARLORD'S unit.
3.) Runic Wards (the 5+ FNP against mortal wounds) was good before because it was able to help Space Wolves- who were a heavily infantry army- the ability to shrug off devastating wounds. But when they made devastating wounds NOT mortal wounds, it was actually a bit of a side-grade or nerf to the Champions of Russ. The strategem simply needs to be able to assist with devastating wounds as well again and it will return to being viable.
4.) All the enhancements for Champions of Russ are fine enough. They aren't great, but I would much rather have the 3 things above worked on, as even with all of them applied the faction wouldn't be top tier, but it would have some potential for use.
Space Wolves in the past have relied heavily on fight last (which we no longer have outside Judiciars), and our melee threats offered via Wulfen Thunder Hammers, or our Thunderwolf Cavalry with Thunderhammers. With both units getting the "Heirloom Weapon Treatment" it's forced wolves to use once again- janky combos to make it all work well.
The problem has many facets to consider though: Space Wolves are the only faction that is making Stormlance really work... so if we nerf Thunderwolf Cavalry hard (they aren't a meta-threat, but they are overused)- then we have another dead detachment to join 1st Company- because White Scars/Ravenwing don't have the models available to really capitalize on the detachment.
In the long and short: Space Wolves are maybe the Space Marine faction (including heretic marines), who needs the most help getting fixed up, because their identity is there, but it's unplayable. I love Champions of Russ, but I refuse to go to any tournament with something that will never get me an army rule against a good opponent. I would rather bring World Eaters, Orks, or honestly just stay at home because I've never had a good tournament experience once it gets beyond a certain level of tryhard.
No Iron Priest on Thunderwolf makes me sad. I build mine magnetized at the waist so he can walk and ride a wolf.
I keep getting murdered by the thunderwolf cavalry using that mounted detachment
Thanks for this Space wolves and blood angels are the two divergent chapters I am considering collecting.
Very slight correction, but Ragnar also gets +2 Strength on the charge in addition to the extra attacks! Bro is a one man blender.
Thanks for teaching me about all things 40k!
Basically, for Space Wolves to receive their special rules all they have to do; a character has to take the enemy HQ, kill a character at that HQ, survive with a wound left and maybe get a monster or vehicle. lol. Luckly as a newish Space Wolf player I do love a challenge especially if its Thousand Sons you are fighting.
LOVE seeing the sons of Russ kicking ass like they should!
Still no mention of Wolf Priests(the chaplain/apothecary hybrid we got)?
Sigh... only Ulrik is mentioned.
Stormlance reactive move strat + Thunderwolf Battle Leader ability to reactive move into engagement range is the spiciest combo in the whole game.
Go straight into shooting side of the opponent with a cavalry unit
They start positioning to incinerate you
Go reactive into 1,5 inch of something shooty but not punchy
They start shoot you
After 1 unit unload it's guns you go "okay, that's enough for now" and walk into engagement range, automatically saving this unit from any other shooting this turn
Sometimes the opponent can lose a whole unit's shooting, if they were positioned only to shoot this Cav unit. And that's just insane mobility on top of it.
Yeah enemy imperial knight player "ok now i moved i will shoot the twc with 5 knights." One was 2" away from them
Gotta give the solo invader atv a shot for the outrider escort ability
My guess on the drop pod is either to keep eliminators safe if losing first turn while still keeping the ability to easily put them in the midfield and/or just as a cheap secondary obj deepstrike unit like the inceptors but for turn 1 at slightly cheaper
I really want to play Space Wolves but I also don’t like the fact that the range is so outdated. Going to their index page on the 40K app makes me feel like I’ve accidentally been transported back a decade to 2014 :/
SW suffer the same issues as all the separate-codex marine chapters, namely that they rely almost exclusively on firstborn units which are very old model-wise and their chapter rules suck. I'm sure DA will become much better in a few weeks when their codex hits, but BA and SW will be waiting quite a while.
Yeah, and likely we have to wait for both DA and BA to get their refreshes before SW is due one, but hopefully once we get a range refresh it'll be a lot more appealing to collect the faction again.
Just need to learn some kitbashing and green stuff. Can very easily use primaris bodies and customize them to run them as the SW specific unit. You can also just run the modern primaris stuff but customize them heavily. Blood claw box is useful for just using as bits to upgrade primaris units.
@@MountainKing88771yeah it's not too hard to kitbash the Primaris models with blood claw parts to make them much more wolfy.
The space wolves dreadnought kit also has lots of extra parts that you can use to make a Redemptor class dread look more wolfy too.
3 things you need to learn to do as a player of the Rout. 1. Learn to paint faces and eyes 2. Learn to convert/customise 3. Learn how to greenstuff fur. You'll pick that up quick and will be smashing them out in no time. Take the plunge, you will not look back. To you I say welcome to the Rout, brother. May your saga be long and glorious. FENRYS HJØLDA!
Also, we need new - primaris - leaders like lLs or Captains to be able to lead firstborn troops, and vica versa. It's nice to have the option of a termi pack leader for cheap, but it just can't attach to any of my primaris infantry....
Arjac is fantastic, like a melee assassin, as soon as a rapid ingress opportunity opens up he drops in with a 5 man squad and just starts smashing heads in the backline.
(Although I do use a custom model because his is.... janky at best)
I've always loved Arjac. His current iteration is pretty spooky in terms of personal power but I'd argue his squad buff heavily encourages to run in a full size unit as with a 5 man you really won't benefit from the +1 to wound.
@@CrimsonFang501 yeah, I need to play a game with him with a full host and captain etc
The last few games I've used him have been more casual with the goal being to just get as many epic challenges off as possible
@@Gaussian_Bell That's fair. If you don't mind using legends units, you might take a look at the Spartan from heresy. I haven't had a chance to run it yet (just got the kit last week) but it boasts a whopping 28 slot capacity, enough to fit a full 12 man termi squad and has the land raider assault ramp rule along with some hefty anti armor firepower.
Granted it's an expensive investment but seems like alot of fun, the only way I think to transport a full size termi squad with characters and 4 extra slots for some bladeguard if you wanted
These guys need a primaris update such a cool chapter
I came second just before christmas in a 16 person tournament, won all my games and lost on points to eldar playing fixed objectives. New detachments is really good.
Thanks for being the best and for the space wolves tactics!!!!
I really like the idea of a Stormlance-list with 3x6 Thunderwolves, each lead by a wolf lord and a Wolf Guard Battle Leader. 2 units starting on the field, the third one can come from reserves, as it were a turn earlier.
For about 1100 points a lot of early-game pressure with lots of attacks (that are very powerful on the charge), very fast and wih good OC
I was basically tabled top of round 3 by that with my nids. It felt awful
started building a space wolf army today , but i guess i built it all wrong. i didn't include Wulf-wolf the Wolfer wolf, or santa claus the wolf. or the cryogenic canned wolf, the wolf riding a wolf swarm. so many regrets.
The wolf scout data card is the old one at launch. They are still over costed, but they do have 2 wounds not 1.
And they have option to get one more power weapon, wider option for special weapons and 5S knives when regular scouts get only 4S
Can the Wolfguard Terminators use Deepstrike?
The yiffguard and the yiffriders seem pretty solid to me.
Like the Blood Angels, the Wolves are in an awkward place. I can't think of a faction with more to lose from the Firstborn cull. They had some major glory days in the past, but since GW wants anything new to be generic and usable by anyone, it's painful for a chapter that was once showered in special treatment. Any step forward for Space Wolves automatically means some old perk will be lost. No way all their special characters and units will be replaced by something new.
Arjac is good for hunting down moster charakters like, magnus, c'than and the terminators with him can make it much easyer
Space Wolves waves were my first choice, blood angels and Dark Angels are my armies
Trying to decide if i want to do a Thunderwolf cavalry army, or a white scars bikecarmy.
Getting every TWC model into combat with their base size can be such a headache. Truly wish they had oval bases.
yesss, been waiting for more space wolves content
SW are my main faction and I love the flavor of Champions of Russ, but I wish it was more viable, though I'm not sure how to fix it really. Maybe a strat once per game that allows you to activate two Sagas instead of one? Or make the triggers being a hero's bodyguard unit? Or as you said, starting the game with one saga completed. I don't know really. Also, the change of Captain free strat being changed to just Battle Tactics really hurt my use of Warrior Pride & Relentless assault. Used to use this combo basically every game to get me that first character/vehicle kill.
I still hate that Wulfen went from Elite slayers in 9th, to anti-infantry in 10th. When 10th is a tank meta. I'd rather have them high cost, but effective against elites and maybe even high tough units. Than the spam attacks and kind of bland unit we have now.
Also, Ragnar with Bladeguard and an LT is a monster squad, I think it's one that is easy to underestimate.
Bjorn Hellfrost cannon strength 5 attack? One of us needs new glasses, or am I missing something? :-)
@auspextactics is it possible to run Canis + cyberwolf in a unit of fenrisian wolves?
Wasn't Canis a Wolf Lord? If so that is a typo. I never got my hands on his model so I never used him and don't remember.
YES SPACE WOLFS 🎉
They killed Nightwing. What the heck? No stats but according to them he just helps Njal no specific ability. Or have they updated this?
Wolf Scouts are fixed to be 2 wounds now. Still oddly shit though!
The sons of Russ are back!
Can you please do a Chaos Daemons video? I have been waiting for you to do a dedicated video on them since 10th was released.
Wow so it's just me running firestorm spacewolves
Jesus dude, I sit down for lunch, bam, new video to watch. Sit down for dinner, bam, new video to watch. Are you getting enough rest?
The list at the end the drop pod had nothing in it at all. Used to drop into your opponents deployment zones and the like for secondary’s Plus an annoying unit that does nothing that people tend to just leave it alone rather than shoot at it etc
Thanks for the clarification, I was a bit unsure about that!
I'm new to 10th, trying to get back into the game...Am I correct that a Terminator Champlain can NOT joing a Wolf Guard Terminator pack(squad)?
Can run a custom successor with space wolf character models for now I see that as a buff tather than before where I was unable to use Ragnar, Bjorn or Njarl
really want new Terminators for the Wolves
SW are my main faction so it’s always fun to see them in videos
Isn’t Ragnar hugely underpowered for his role in lore??
Bro, ragnar near/completely kills whatever he touches almost every time
I’m buying me some thunderwolves and canis wolfborn
Is the Frost Ax no longer available to the Wulven?
I like the dreadnoughts they have but god I hate that the only way to make a dreadnought-only army now is by being a furry.
Best faction.
The irony of Saga of the warrior born encouraging sneaky assassins like the vindicare in an army of beserkers is never not funny to me.
Vindicare can't trigger it
gw did reaaaally fk up the firstborn-primaris shift
I have about 10k in wolves there the best
Space Wolves in tenth are a bad joke. Compared to what they were in ninth edition they basically lost all their rules and had half of them given to black templars. shame.
Drop pod is to help screen...
When i get blood Angels??? T__T
Fenris Hjolda!
I know I only started playing since begining of 8th edition and I dont know how the other éditions worked, but 10th edition. . . I hate it. I just hate what GW did to the Wolfs of Fenris and the psychic phase. The wulfen are a joke. You have more chances to do damage at range than melee whit them whit the massive nerfs to melee combat all around.
A combination of 5th and 7th editions Space Wolves books would be the best one but the devs are to lazy and incompetent to do it.
Wait dev wounds arnt mortals anymore wtf
Just fought them last match. Overall I’d say they are fairly average.
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Engagement
Wow. Divergent chapter characters just clown on compliant chapter characters.
I like their lore, not their models.
Thats the worst thing
Same. Riding wolves was the final straw for me
Atlan forge
Absolutely. Even that baby blue colour is terrible. But I do like Leman though
3D printing bits as well as resin aftermarket is pretty good for SW, don’t make your boys look like recolored Ultramarines!
Do they have wolves?