After a long week on site at the Steel Mill, I was able to get my grubby hands on the new Space Wolf codex. I didn't get a play a game yet with them, but the codex looks fantastic!
A couple of things really stand out as bad ass in my book...
Blood Claws
The change to the Blood Claws. Now they can only ever bring one power weapon/fist per unit I like that change. The idea of a large number of Blood Claws running around with power weapons and power fists just doesn't fit the fluff for the Wolves. Come on, blood crazed Space Marines still needing to prove their worth to their lord and chapter? No way you hand out power weapons/fists like they are candy. No way that's happening. Plus (on the charge) a blood claw is bringing four attacks per model. Thats 60 attacks on the charge for a full unit. Crazy amounts of dice.
Iron Priest
I've not looked at my old Space Wolf codex in a while (busy with Salamanders) but I like the new Iron Priest options. The the ability to mount them on a bike, slam in some Cyberwolves, and bam, you have a mobile repair unit that is actually usable...has some protection in the form of wolves, and the bike as well. I've always liked the idea of running Tech Marines/Iron Priests...as we pay a lot of points for our vehicles...so I want to do everything in my power to keep them around and kicking.
HQ Choices in General
Another positive in my book is the optional HQ choice. Instead of being required to take an HQ for every 750, we now have the option to get a two for one special. Meaning two HQ choices = one HQ slot. Allows me to run a Wolf Lord, a Rune Priest, and a Wolf Priest in the same list. Pure freakin' win!
Overall (on paper) the new Space Wolves look fantastic. Nothing too "broken" and different enough from the regular space marines that I am not going to feel like I am playing Salamanders with a different color.
Awesome stuff! Kain Approved!
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