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WestRider

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2 hours ago, WestRider said:

On the picture for the Wulfen Dread. It's down toward the bottom where it's starting to fade out, but it's still legible.

Ah yes, nice. Really tempting but then against multi-wound models I would prefer a Great Wolf Claw over using the axe's Cleave profile. Hmm...

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Posted 16/08/2018

Tooth and Claw: New Monstrosities for the Genestealer Cults

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Tooth and Claw brings with it a host of never-seen-before models – from Primaris Space Wolves to a hulking horde of Genestealer Cults monstrosities. Having previewed the loyal sons of Russ yesterday, today we’re taking a closer look at these new gribblies and what they mean for your Genestealer Cults and Tyranids armies.

Let’s start with the Abominant…

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Abominants are Aberrants chosen by the Patriarch of a cult to lead their hulking kindred. Guided by imp-like Mindwyrm Familiars, each is imprinted with a portion of their master’s genetic material, swelling their already prodigious frames with mutant muscle and granting them a saintly status among the rest of the cult.

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As you’d expect, this guy is more of a fighter than a great thinker – more likely to chow down on your unfortunate foes than unleash any splendid oratory. Where the Abominant really shines is in close combat, hitting harder than a lascannon (yes, really) and making mincemeat of enemy leaders, vehicles or anyone else unfortunate enough to stand in your way.

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Emperor save us!


With at least 3 damage per successful swing and an effective strength of 12, there are few units in the game that’ll be able to go toe to toe with an Abominant and live.

It’s not just about smashing stuff, however – delve deeper, and you’ll find the Abominant a valuable disruptive unit who can mess with enemy Psykers thanks to his Mindwyrm Familiar:

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As a solo model, the Abominant would already be pretty nifty – he’s basically a bite-sized Carnifex – but combined with the rest of your Genestealer Cult he’s got a host of handy abilities. For one, there’s Cult Ambush – which allows you to deliver him to where your enemy wants him least. For another, he’s the perfect leader for a unit of Aberrants. Speaking of which…

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Aberrants have been upgraded with a brand new kit, featuring a host of grisly customisation options, a choice of weapons and mutated brethren known as Hypermorphs – especially “gifted” Aberrants with special weapon options of their own, from their mutated tails to signposts.

Aberrants are already deadly units in their own right – deploying with Cult Ambush with an Abominant, they’re terrifying thanks to the Abominant’s The Chosen One ability:

 

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This would already be pretty cool – then you factor in a massive improvement to Power Picks:

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Now, you’ll be able to mulch hordes of infantry just as effectively as your batter down heavier targets, with The Chosen One maximising your damage either way.

Use Aberrants and Abominants as a deadly distraction, deploying deep into enemy lines early in the game and causing havoc while the sneakier elements of your army take all the good terrain. For maximum effectiveness, throw in the Icon of the Cult Ascendant from Chapter Approved for even more hitting power:

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Where might you find an Acolyte Iconward? Why, in Tooth and Claw of course! In fact, the army in the box is essentially a self-contained, close-combat focused Vanguard Detachment you’ll be able to slot into your Genestealer Cults or Tyranids army with ease.

You’ll be able to pre-order your copy of Tooth and Claw this weekend, while if you’re hungry for more previews (or just want to prepare for what you’re up against), check back tomorrow for more previews of the new Codex: Space Wolves.

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4 minutes ago, PumpkinHead said:

So far he sounds better then a carnifex... higher strength, more damage output, most likely better WS, character, and cult ambush.  It will be interesting to see his point value.

Yeah, I think it might actually be a more apt comparison to call him a mini Old One-Eye.

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Posted 17/08/2018

Codex: Space Wolves Preview – Stratagems, Warlord Traits, Relics and Psychic Powers

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You’re only a week and a day away from being able to sink your teeth into your own copy of Codex: Space Wolves – and to tide you over, we’re providing ANOTHER in-depth preview of just what this latest codex means for your army.

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This time around, we’re looking at cunning Stratagems, a new system of Warlord Traits that rewards thematic play, powerful Relics of the Fang and a host of new psychic powers for your Rune Priests:

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With 27 Stratagems to choose from, your Space Wolves army will have a dizzying array of tactical options available to it. One of the most flexible is Cunning of the Wolf, an alternative deployment option that lets you flank your enemy and set up devastating attacks:

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You’ll also be wanting to keep key units in your army safe. Space Wolves have access to an incredible (if costly) Stratagem that does just that:

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The Stratagems in Codex: Space Wolves are designed to add individual character to your units to reflect their abilities and training. The Wolf’s Eye, for example, enhances your Long Fangs with re-rolls to hit or to wound, allowing you to adjust their tactics as needed.

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As well as providing gameplay benefits, the Space Wolves Stratagems are flavourful and thematic, filling your battles with epic moments and heroism worthy of the greatest sagas of Fenris. One of our favourites is Lone Wolf – a new take on an iconic aspect of Space Wolves lore that transforms the last survivor of your chosen squad into an unstoppable juggernaut of berserker vengeance:

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With the Hunters Unleashed and these Stratagems, every Space Wolf in your army will feel like a hero. Speaking of heroes…

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Mere Warlord Traits wouldn’t be heroic enough for the Space Wolves. Instead, each has an epic Saga – a two-part trait that rewards you for playing in an appropriately valourous manner.

Every Saga starts the game as an enhancement that affects your Warlord, offering them more attacks, bonuses to hit, improvements to their aura abilities and so on.

However, each Saga also has an associated Deed of Legend – a valiant task that, when completed by your Warlord, transforms their Saga into a powerful aura ability!

Some, like the Saga of the Bear, reward you for leading from the front of your army:

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Others, like Saga of the Beastslayer, reward you for getting stuck into combat:

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In short – play like a true Wolf Lord, and you’ll be granted powerful abilities. Of course, to accomplish such legendary deeds, you’ll need some legendary weapons…

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The armouries of the Fang swell with storied weapons and armour – and you’ll be able to equip some of the most legendary with the new codex. The Armour of Russ stood out for us, serving to lock down enemy characters and potentially buy enough time for the rest of your close-combat units to take them out:

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Frostfury, on the other hand, is a deadly storm bolter that fires helfrost bolter rounds to deal punishing amounts of damage – it’s basically a pocket autocannon:

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Combined with the Sagas above, you’ll have a huge amount of choice for customising your favourite characters, creating anything from legendary Wolf Lords to particularly talented Rune Priests – and that’s before we consider psychic powers…

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…or, as the Rune Priests would have you believe, the elemental powers of Fenris. Whatever they are, Space Wolves now have a fully fledged discipline of powers to draw from. Living Lightning can potentially devastate weakened armies, chaining onto new targets whenever it finishes a unit off:

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Fury of the Wolf Spirits, on the other hand, is a close-combat psychic power that gives your chosen Rune Priest a hail of armour-shredding attacks:

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You won’t have long to wait before you can get your hands on Codex: Space Wolves and start using these Stratagems, Warlord Traits, Relics and psychic powers yourself. The codex is on pre-order tomorrow, alongside the Tooth and Claw boxed set.

In the meantime, we’d recommend you pick up a Primaris Rune Priest (or “Librarian”, to the uninitiated) – an ideal psychic accompaniment to your forces from Tooth and Claw.

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Stratagems all seem at least situationally useful so far. I like the mechanic for the Warlord Traits, need to see the full list and how far the Aura spans to really judge them, tho. Armour of Russ looks cool, Frostfury is still kind of meh. Curious to see what else made it in. Living Lightning seems kind of underwhelming to me. Unless your Opponent somehow has multiple Units with 1-3 total Wounds, it's basically just a harder-to-cast Smite. Very interested in seeing what kind of buff powers they might have. Cloaked by the Storm is going to be pretty much garbage if you need to do something like risk Perils on a useless power to activate it while farther than 18" away.

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created : about 2 hours ago

Space Wolves Codex review

Tags : review space wolves warhammer 40 000

Thumb swcover

Hello everyone !!

It's time for our review of the new Space Wolves Codex.
Let's jump right in !!

 

Introduction :

This is an hard cover book with 144 pages of content.
There is 4 sections inside the book :
-The Sons of Russ pg 6-61 (fluff)
-Companies of Fenris 62-72 (Models pictures)
-Warriors of the Fang 74-127 (warscrolls)
-Armies of Asaheim 134-142 (Traits, relics, Points..)

 

The Sons of Russ :

-Large fluff sections about the founding, the major events of the wolves.
-Then, there is a double page about Fenris (very cool)
-The 13th Companies are very briefly described but you also get a rune wheel with all the compagnies !

WsQ3VFt.jpg%20

-Then come a double page on heraldry
-Annals of the Space wolves describe major events from m30 to now. There are some interesting stories here : Fenris assaulted, Primaris incorporation and Morkai test, Primaris succombing to the wolven curse And The great portent

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-Finally the last 40 pages are fluff description of named and units. Lots of good info !!

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Companies of the Fang :

10 pages of models pictures, it's funny as some model look old and kind of funny compared to recent model (Yea Ragnar i am speaking about you ^^)

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Warriors of the fang :

This chapter is about the different datasheet and weapon list.

First the page on space wolves war-gear list.

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You can see that the wolves have a nice selection of melee weapon !

Then the rest of the section is the warscrolls and there are 80 of them !!

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All the specials Character are here.

(I think)
Some of them have multiple version of course to represent different equipement. For exemple the wolf lord have 6 warscrolls (normal, riding wolve, primaris, gravis, terminator, CataphractII).
It's worth noting that you can get to a 3+ inv save for CataphractII+Belt of russ combo.

Note there is 4 versions of the Battle Leader, but no option for a cataphractII.


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Units :


As you did see on the summary there is a large number of units !

-In a nutshell lots of non primaris units get access to a wolf guard terminator bodyguard (2+/3+/2 wounds)
-Bloodclaw get +1A on charge (Accompanying Wolf guard too) / Skyclaw and bikeclaw aviable too,
-Grey hunter get access to a banner (reroll run/charge of 1)
-Scout get the behind enemy line / And can be on scout bike
-Wulfen dread move 8", reroll charge rolls, can get a 4+ inv and double his attack in sweep mode with his axe !
-Wolf guards units can be full Jump pack (nasty unit where everyone can be equiped with melee/pistols/combi)
-Wolf guards can use the 3 types of terminator. You even have access to Plasma blaster, volkite and reaper autocanon in tartaros !

Wulfen

fYIBEtB.jpg

Wulfen are strong but super expensive with super expensive equipement (with frostclaw it's 28+15 for one)

Murderfang
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Yea it murder stuff ^^

-Thunder-wolf cavalry : Still flighty and tanky, note : Wolves have 3 : 5/-1/1 attack
-Long Fang, you can be 6 LF + 1 wolf guard in terminator armor, Note : The wolf guard can have an heavy terminator weapon. Lf reroll 1 to hit againt a specific target.
-Drop pod cant transport wulfen 😕
-Stormwolf can transport up to 16 model, wulfen count as 2 !
-You get all the primaris units without change from the other codex. (only difference are on the characters.)

 

Armies of Asaheim

Aka The wolf specials rules

Like all armies SW get army wide bonus if battle forged, stratagems, relics, trait, psychic powers list.

 

Army rules :

If your list is battle forged you get :

-Defender of the humanity for troops (Auto control objectives)
-And the 8th ed counter charge

SWPreview-15Aug-HuntersUnleashed-18jv.jpg

Very strong abilities for sure and allow characters to create counter charge Bubble.

 

Stratagems :

There is 27 stratagems and my 2 favorites are :

Cunning of the wolf is very good : Allow 1 infantry unit to deploy within 6” of a table edge.
Good combo : a wulfen unit with 1+ scout unit with behind the enemy line rules they can deploy within 6” of the edge. With the Curse of the wulfen, each scout unit can reroll charge and then wulfen can reroll charge with the stratagem.

The combo work very well with deep striking terminator, Skyclaw, reiver, wolfguard with jet pack as they can all reroll the charge roll with the Wulfen bubble !!

It's even better with Skyclaw as they can be 12” away from the wulfen charge bubble.

The wolf Eyes : allow to re-roll hit or wound roll for a Long Fang unit. 1cp. Very versatile and cheap.

 

Warlord traits :

wji3jWD.jpg%20

 

Relics

6 options as usual nothing super spectacular here but I really like the armor of russ :

+4 inv and at the start of the fight phase 1 unit within 1” must be chosen last to fight. It's cute if you want set up an assassination on a big character !

 

Psy

Storm Caller is good and grant cover to friendly unit within 6” combo quite well with cloacked by the storm :
SWPreview-17Aug-CloakedbytheStorm-7jv.jpg
You can create a real defensive bubble while closing on the enemy.
A cute combo could be Rune priest in terminator armor deep strike and cast Storm caller + cloaked by the storm to protect fast moving unit like Cav / bike / wulfen.

Tempest wrath is a debuff -1 to hit.

Jaws : 2d6 – move = Mortal wound (doesn't work on vehicle).

 

Conclusion :

That's it for the codex space puppies. It's a good codex as the amount of entries is great. The synergy are interesting and the different wolf guard set-up allow a great deal of adaptation.

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Good to see Storm Caller is in there to make Cloaked by the Storm usable. If you manage to combo that with the aura version of the Saga of the Hunter, that's going to be some ludicrous durability.

Kind of odd to me that they have access to both Wolf Claws and Lightning Claws. Can't really see much reason for that other than causing unnecessary confusion. Also a little weird that they can get the StormHawk, but not the StormTalon that's made from the same kit. The StormHawk is flat out better, so it's not really a drawback, but it still seems odd.

Fluff-wise, the big thing to me is the confirmation that Primaris SW are still susceptible to the Curse of the Wulfen.

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2 hours ago, Dusldorf said:

Lightning claw probably fewer points...sometimes it'll be all you can fit.

I'd rather just have the one option than people trimming Points by taking their Wolf Claws down to Lightning Claws, and then forgetting about it and playing them as Wolf Claws. Honestly, similar story with Power Swords/Axes and Frost Swords/Axes. Just have 'em go full Wolf.

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42 minutes ago, WestRider said:

I'd rather just have the one option than people trimming Points by taking their Wolf Claws down to Lightning Claws, and then forgetting about it and playing them as Wolf Claws. Honestly, similar story with Power Swords/Axes and Frost Swords/Axes. Just have 'em go full Wolf.

Possibly primaris? Wolf/ frost for the old school fenrisians while the primaris are stuck with the standard equipment because of the silly correct dimensions 😛

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