Hi,
The Space Wolves codex has been out for a few weeks, and I've had a chance to go through the codex quite a few times tweaking my old list to see what would be better now, and playing a few games.
Here are my top winners and losers. There are quite a few winners in the new book, so these are my top 3:
Winners
[These models are from the Spears of Russ blog, click to check out his excellent blog, here, with other stunning models] |
2nd - Wolf Claws: These changed from Lighning claws that could reroll to hit or to wound to +1 Str Shred. The +1 Str combined with the reiability of rerolling to wound make these excellent weapons. Especially when you can combine it with a 2nd specialist weapon to gain the extra attack. A powerfirst or thunderhammer would be a good choice to give the option of Str10 attacks against vehicles and monstrous creatures.
3rd - Bloodclaws & Skyclaws: With a 3 point drop these can much better compete in their respective FOC slots. I think a cheap 10 man bloodclaw unit in a drop pod for only 155 pts is a real contender for one of your troop choices. Skyclaws get very stiff completeion from thunderwolf cavalry, but if you have the models and don't fancy buying more thunderwolves there's nothing wrong with putting them in your army. Although swiftclaws also got reduced in cost I don't think they quite compete within a very tough fast attack selection.
Honourable mention must to rune priest with their significant points drop (even if the Wolves magic lore is poor).
Losers
1st - Power Armoured Wolf Guard: Although these guys start out at the same base cost as they had before, their downfall is all about the cost of their upgrades and their cost when added to units. When added to units wolf guard are a 10 point upgrade on a basic model in the unit, making them more expensive in infantry squads such as Bloodclaws & Grey Hunters (although significantly cheaper in Skyclaws and Swiftclaws). Next the Wolf Guard previously had cheaper weapon upgrades, now they choose from the generic weapon upgrades list, which means many of the weapon options are more expensive, the chief among them the combi weapon which doubled in cost. The typical aggressive unit wolf guard upgrades were powerfist and combi weapon, this set-up has increased from 43 pts before to 59 pts for a unit of Grey Hunters (or 53 points in a unit of power armoured wolf guard).
When you add in the fact that Space Marines in general do not suffer too much from morale issues (due to And they shall know no fear), so they don't need the leadership buff as much, I think you will see less wolf guard in power armour in armies
[Taken from Aruboyz page on CMON, see here for more of his pics] |
Now Devastators are rarely seen in competitive lists in any great number, and if I was going to use them it would be in a Imperial Fists detachment where they get tank hunter (an excellent USR), so 5 points more for Counter Attack and Split Fire vs Tank Hunters seems like a poor comparison. Next the competition got slightly better.
7th edition vehicle tables made vehciles harder to one-shot kill, plus the Whirlwind came down to the cheap 65 pts, and the predator with sponsons went down in cost. A predator with Autocannon turret and Lascannon sponsons is now 115 pts, 2 Str7 and 2 Str9 shots for 20 pts cheaper than 5 Long Fangs with 4 Missile Launchers.
On the plus side for Long Fangs, Plasma Cannons & Lascannons came down in points in line with the Space Marine codex, and the points increase is not that drastic. Putting them on the table would not seem strange, but if you have other heavy support choices you may look elsewhere, and I think the days of double and triple long fangs squads are gone.
3rd - Scouts: With the lose of Behind Enemy lines, these are just scouts from the marine codex with WS & BS 4 for the same cost as Grey Hunters. They do get the option to take a special weapon instead of the heavy weapon in the Marine codex, but at the same cost as Grey Hunters and not being troops I don't see you will see many of them on the board apart from Sniper Scouts to hold a back field objective. Even the option to get a second melta shot the turn they turn up from reserves (a Wolf Guard pack leader with a combi-melta) has gone up from 23 pts to 34 pts.
Even the option to do a close combat scout unit is not as good as the vanilla marine book because they do not have a landspeeder storm as an option. For the same cost a Grey Hunter unit in a drop pod will do better.
The only saving grace I can see is that they are the 2nd cheapest elite slot (after Lone Wolves) if you need a 2nd Elite slot to fulfil the detachment requirements in the Space Wolves suppliment. However even then a few points more gets you a dreadnaught or a tooled up Lone Wolf.
Honourable mention goes to the Cyberwolf which lost T5, however they are all characters, even the ones accompanying the Iron Priest, so they can accept challenges. Oddly enough the Rune Priest gets an honourable mention in the losers section as well for the nerf of the great psychic powers Living Lightning and Jaws :(
Those are my top 3 winners and losers. What units do you think got the best buff or nerf with the new codex ?
Rathstar
I leave you with parting shots of my Dark Eldar who are in transit to their new realm in Commorragh (a new storage case) to house some new additions (Hellions) and make room for more Coven members (Grotesques).
The rumours of the new codex means I may use less wracks (as I'll have too many Elites) but will keep my 6 Venoms (with only a possible slight increase in cost, the likelihood that I can take them as separate Fast Attack slots, and the specific Dark Eldar detachment allowing 6 Fast Attack slots).
Rather than leaving the battles to his Wych Cult & Coven allies, Archon Rathstar may return to the battlefield :)
and it will be interesting to see which Flyer makes my army list (or maybe both as I can still have 2 Ravagers and both fliers):
VS
Only a few days left to the codex now...