Hey everyone, Reecius here with the first part of our Space Wolves Codex review. The first part will focus on Special Rules! Check the Tactics Corner for more great articles.
The Sons of Russ are here, awooooo! Let’s take a look at what they have to offer. And remember, you can get all of these items at a nice discount from Frontline Gaming in our web-cart with FREE shipping for orders $99 and up!
Rating System
- Competitive: This is a codex entry (unit, stratagem, item, etc.) that has a place in essentially any competitive list built with this faction regardless of unit choices or is the source of a significant force multiplication effect for other units.
- Efficient: This is a codex entry that can stand on its own merit in a matched play list but works best when combo’d up with other units or in specific situations to become very powerful but may not always be seen.
- Situational: This is a codex entry that may not pass as competitive on its own merits but can be made effective in a creative list, as a meta-buster, or in a specific combo or scenario where it ratchets up in power to potentially very high strength but otherwise will not be seen very often.
The Space Wolves are a very cool faction, with lots of strong shooting and melee options. Their strengths we found in playtesting were there Characters and the overlapping buffs you could get on their various units to crank them up to an 11.
We’ll take a look at their Special Rules first as this is where you get the most differentiation between various flavors of Space Marines.
Hunters Unleashed, the Space Wolf “Chapter Tactics” is great. The +1 to hit on the turn you charge is obviously quite useful, particularly for models with weapons that have an inbuilt -1 to hit such as Power Fists and Thunder Hammers or for units like Aggressors and Terminators much scarier. It also makes your basic infantry units such as Grey Hunters and Blood Claws much more efficient on the charge. However, the real strength of this rule is the second part, allowing Characters to Heroically Intervene from 6″ away! That is VERY good. Many people still do not fully understand how it works. You always Heorically Intervene in your opponent’s charge phase if able to, even if you aren’t the target of a charge or if they make any charge moves. So, if you are within 6″ of your opponent’s army with your Characters in the charge phase, yo just walk right in to combat and, you do not trigger Overwatch, either! It is very powerful, and even better on models that have the ability to ignore other models such as those with a Jump Pack. Competitive.
That’s it for the first part! Next time we’ll be back to look at the Space Wolf Stratagems!
And remember, Frontline Gaming sells gaming products at a discount, every day in their webcart!