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Wednesday, 14 June 2017

8th Edition Space Wolves: First Thoughts

The new edition of Warhammer 40K is just days away and Lord Manton presents a new Space Wolves army list.





That's right! The New Warhammer 40,000* is going to be released this weekend and, with GW's boat being leakier than a certain President's administration, the full rules and army list entries are all over the internet. I've been spending the past few days knocking up a few new lists for the new edition, which I will get to, but first...

Skittle-hammer is Dead

Things have changed. And as our good mate Tzeentch always says, change is good! The first thing that jumps out at me about the new edition is that monochrome lists are back! After the Skittle-hammer days of 7th ed, with all manner of armies and factions allying with each other and freely buffing one another's units, GW put the kybosh on that one. Most character buffs will only effect units with the same Faction Keyword. And the new Command Point mechanic rewards players for choosing armies based around a single detachment organisation chart. 

Limited benefits for the old 'Allied Detachment'

This is all for the best. It stops those implausible superfriends lists and limits Deathstars to some degree, and also puts a bit of a limit on taking another faction simply to plug holes in your base faction's capabilities. I like this change as it forces players to use their armies, warts and all. It brings tactics back to the game, rather than simply putting a Farseer Council in a Tau list because Tau suck at the Psychic phase. 

Put That Feather Duster to Use

This new edition, more than any other before (at least between 2nd and 3rd eds), is a clean slate. The rules are significantly different, the stat-lines are modified, units and armies have been reworked from the ground up and we have the rules for every army and unit available from day 1. While it would be naive to suggest that this means all units are good and competitively viable in the new edition, we can at least say that we don't yet know what is and what isn't viable. That means we can dust off those minis that we haven't seen since 5th ed, and see how they go!

Is that a Power Fist? I didn't know they still had those...


Personally, I'm looking forward to seeing, and fielding some terminators again. These guys are the iconic elite of the elite, and yet recently we haven't seen them. Instead, Space Marines were a horde army, with bucketloads of free transports. It seems that those days are somewhat over. I'm not sure terminators are that great in the new edition, but at least we can have a few months playing with them to figure it out.

The List

Now that's out of the way, here is the list. Scuttle-butt on the internet tells me that my local scene is going for a 2,000 point standard. With that in mind, here we go:

Battle forged: Battalion Detachment: +3 Command Points

Wolf Guard Battle Leader in Terminator Armour
- Thunder Hammer, Storm Shield

Wolf Priest
- Crozius Arcanum, Bolt Pistol

Rune Priest
- Runic Axe, Plasma Pistol, Psychic Hood

Grey Hunters x9
- Wolf Guard Pack Leader, Combi-Melta, Frost Sword, Meltagun, Power Sword

Grey Hunters x10
- Wolf Guard Pack Leader, Frost Sword, Wolf Standard, Meltagun, Power Axe

Grey Hunters x9
- Wolf Guard Pack Leader, Frost Sword, Wolf Standard, Power Fist, Meltagun

Venerable Dreadnought
- Twin Lascannon, Missile Launcher

Venerable Dreadnought
- Blizzard Shield, Fenrisian Great Axe

Long Fangs x6
- Wolf Guard Pack Leader, Terminator Armour, Storm Bolter, Power Sword, Cyclone Missile Launcher, Missile Launchers x4

Wolf Scouts x5
- Meltagun, Melta Bombs

Stormwolf
- Skyhammer Missile Launcher

Drop Pod

Drop Pod

Total: 2,000 points / Power Level: 107

This feels like a pretty Space Wolfy list to me. A few things jump out though. Firstly, Long Fangs with a Wolf Guard with Cyclone Missile Launcher! He's back baby!

I'm back, baby!

Secondly, this list was created in a vacuum. I haven't play tested it, nor have I looked too closely at the other factions to see what they're packing. But with this much melta, and this many missiles, I think it should be OK in the damage output stakes.

The Wolf Priest and the WGBL are there for overlapping buffs. The Priest allows re-rolls of failed hits in combat, and the WGBL allows re-rolls of wound rolls of a 1. This fine, aged Jarlsberg should give my boys a good chance at putting out some serious damage in combat. With the controlled reserves deployment now, I won't have to worry about either of them being stuck up in their space ship, or landing somewhere stupid. 

I do have some concerns though. This seems like a very shooty list. The Wolf Priest's buff being limited to combat makes me think I should re-tool it to get some combat terminators or Thunder Cavalry involved. I also think I'll try equipping my Wolf Scouts with sniper rifles. In the new rules, characters can't be targeted by shooting unless they are the closest unit or you have a special rule, like a sniper rifle. Sniper scouts might be integral in having a shot at taking out my opponent's buffing characters.

I can't wait to throw down and give the new edition a test drive. 
The only way to know what's good is to play games.
I hope the Wolves are a force to be reckoned with again.
Have you got any list ideas?

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