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Codex Review: Champions of Fenris

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Hey everyone, Reecius here with a review of the Space Wolves, Champions of Fenris Supplement! For more great reviews, check out the Tactics Corner!

Space Wolves are back in a big way and the very excellent Champions of Fenris supplement takes an already fantastic codex and gives you even more powerful options.

The books is full of beautiful artwork and it gives you a great deal of background on Logan and his Great Company as well as the Wolves in general terms.

In terms of tactical options, the book gives you some really interesting ways to play your Wolves.

The Special Rules

First off, any detachment you make using the Champions of Fenris supplement (the Formations in the book or the Company of the Great Wolf Detachment) are subject to the following special rules:

  1. Sagaborn: Any characters must declare or accept a challenge. Lame. Anyone who has read any of my articles knows I hate this rule with a passion as it takes choice away from the player and makes a lot of characters liabilities instead of assets. Things like this force you into choosing a much more limited selection of wargear and build-outs as in a general takes all comers style list, you have to protect the investments you’ve made in them. You can’t afford to take an expensive character that stands good odds of committing suicide in a hopeless challenge.
  2. First Among Equals: Luckily though, characters in these detachments get Preferred Enemy (Characters) while fighting in a challenge which helps.
  3. Relics of the Great Wolf: Wow! Sanata Logan in his Christmas Sled brought some goodies to his company of Wolves! The Champions of Fenris have access to some absolutely stellar Relics. However, again, it looks like the Space Wolf codex allows only 1 Relic per character while the supplement uses language that indicates that you can take more than one per character. It must be an oversight on GW’s part to have so much inconsistency between books.
    1. Armor of Asvald Stormwrack: An expensive suit of Terminator Armor (10pts over the cost of a stock Terminator) without a power weapon or Storm Bolter, that has a 4++ and grants IWND. Not bad, but, Wolf Lords already have a 4++ so in that regard it is a bit moot, but It is nice for Rune Priests or Wolf Priests. Interestingly, it appears you can hold a bolt pistol in this armor and so pretty easily pick up a second attack without buying a pricey weapon.
    2. Frostfury: A cool gun! Strength 4, AP5, Assault 4, Helfrost. Cheap too, weighing in at a Plasma Gun in cost. At that price point, this is a fun weapon to throw on a character if you have some extra points. It will also occasionally take an enemy model out of play with the Helfrost rule (strength test or be removed from play).
    3. Krakenbane Sword: Strength +1, AP2, Melee, Master-crafted.  Straight forward, good weapon. This is especially good on a Wolf Lord, where they go up to strength 6 with an AP2 weapon that swings at initiative. At only 10pts over a Power Fist in price, it is a good choice.
    4. Morkai’s Claw: Strength +1, AP3, Melee, Rending, Shred, Specialist Weapon with the Maul special rule (+D3 attacks every round of combat). WOW! These are murder machines. Again, on a ThunderLord, this gives you 6-8 attacks on the charge at strength 6, AP3, with shred and preferred enemy in a challenge (due to the First Among Equals rule). That is savage. You will be seeing a lot of these in detachments using these rules. Rend also helps vs. vehicles and AP2 targets. The only downside is the price, at 5pts over a standard Terminator–but–they are easily worth that price.
    5. The Pelt of the Balewolf: This thing is brutal! Cheap as chips (Melta Gun cost) and causes the bearer and his unit to cause Fear, which in and of itself is no big deal, but, Beasts, Cavalry and Monstrous Creatures automatically fail this test. BOOM! That is nuts, as when it works it gives the bearer a massive advantage in a fight. While it is situational, when it works, it is devastating.
    6. Fellclaw’s Teeth: Again, holy crap! This thing is beastly. You get rerolls to all failed to hit rolls in assault at the measly cost of a Plasma Gun. Wow, that is so good. A Lord with a Hammer or Fist and this is so much more efficient in combat that it is crazy. I think this will be the most frequently chosen item from this supplement.
  4. Warlord Traits Table: Some good ones in here.
    1. Fire in the Blood: Warlord rerolls a single failed save every turn. Wowzers, that is excellent! With a character that has a 2+ and/or 3++, this is a huge boost and makes them much more durable. This is the best Warlord Trait in the supplement, IMO.
    2. Thread-cutter: Warlord re-rolls to wound roll sin a challenge. Not bad at all for a book that forces you to challenge!
    3. Gatekeeper: One weapon of the Warlord is Master-crafted, can’t be a relic. Not bad at all. Being more efficient in assault for choppy characters is always a good thing.
    4. Blessing of the Wolf: Outflank. Not bad, not great. It is one of those abilities that you can’t plan for as it occurs randomly and so, if you do get it in the right circumstances it can be amazing, but will often be a trait you re-roll on the table if you can.
    5. Thane of Kings: Fearless. Meh. ATSKNF is pretty awesome and at times, Fearless can be a detriment. Not bad, though, at all.
    6. Deeds Beyond Counting: Preferred Enemy. Niiiiiiice! Yeah, that’s a winner, right there. Making you better at shooting and assault is bad ass. This is another great Warlord trait.
  5. Kingsguard: Pretty awesome special rule that gives all Wolf Guard, Terminators, Pack Leaders, and Thunderwolves +1 WS! Yeah, that is boss. This Special Rule applies to the Company of the Great Wolf Detachment and many of the Formations. They get this in place of ObSec.
Image by Nekhar

Company of the Great Wolf Detachment

A lot of folks were asking how you were supposed to play an all Wolguard army with Wolves now that Logan no longer made them troops. Well, this detachment is the answer to that question.

As stated, the detachment special rules are listed above, and it also allows you to reroll your warlord trait. The big change though, is the FOC itself. Basically, it swaps troops and elites. You must take 1 HQ and 2 Elites, and can take up to 3 HQ, 6 Elites and 0-3 of Troops, Fast and Heavy, 1 LoW or Fortification. Not bad! This allows you to play an entire elite army which gives you some cool options. You can play an all biker army of Wolf Guard, all Terminators, etc. The amount of creativity here is really limitless. You can take all Wolf Guard with jump packs if you wanted to, and have an entire army of WS5, assault veterans! Take that, Raven Guard! You could also go all Wolf Scouts, Dreadnoughts or even all Lone Wolves! It allows for a tremendous amount of creativity in list building which is always fun.

Formations

So there you have it! A really cool collection of rules, relics and formations to give you tons of options for your wolf army!

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