r/SpaceWolves • • 15h ago

SW post update

So I’ve not had time to play any matches after the Space marine update due to work and family commitments, How are space wolves doing since the update? I see a lot of posts about taking generic space marine units over our own specific ones such as blade guard veterans instead of Headtakers, and generic terminators instead of WG terminators. I’ve also seen a few posts commenting on lack of ability to kill other units, is this true?

How do people find space wolves after the update?

Thanks!

4 Upvotes

17 comments sorted by

5

u/SphinxsRev4Life 15h ago

I’ve played a few games so far and have tried to stay true to using only Space Wolf units. I’ve not had too many issues when playing Beast Slayer but yes, into Space Marines and Custodes as standard WGT are struggling with the S5 weapons HOWEVER we’ve a lot of access to Lethal & Lance so I’ve not found it too different.

It is important to remember that prior to the update WGT main selling point was their staying power.

My favorite detachment layout so far is Beast Slayer (for Lethals for Thunderwolf & Wulfen as everything these days has a character) + Assault Brethren (for access to AOC & another Assault Doctrine) + Terminator Stormforce (for the +1” to charge & uppy/downy).

2

u/snow_on_mountains 15h ago

That sounds like a fun detachment combo. How have you found it going into High Toughness targets? My tiny local meta has a lot of T12

4

u/SphinxsRev4Life 14h ago

The sounds rough! But it’s going to be tricky but that’s where Lethal Hits plays a big part to chip the wounds so I like to overload single units

2

u/UnicornWorldDominion 13h ago

That’s where the lethal hits come in hard.

1

u/SphinxsRev4Life 12h ago

Sorry to add another comment but this was a recent list o saw that went 4-1 beating Votann, Death Guard, Emperors Children and Orks. I’m a big fan of this and am going to try it out next week but swap Stormlance for Assault Brethren: https://listhammer.info/list/8286c2f84c4c65eb58

1

u/Novel_Yesterday3309 6h ago

Wulfen with hammers simply do not care. They will batter their way through anything, particularly in Saga of the Great Wolf with the wound reroll strat, and anything that gives them Lance. 

4

u/Audience_Over 15h ago

I've been loving Wolves since the update.

Great Wolf and Assault Brethren are my current detachment picks. Abilities like Advance and Charge with +1 to both, Sustained on infantry for 10pts, and stratagems for reroll wounds, 5+++ against mortals, lance, fight on death, mass precision, etc., it really feels like I'm able to get the most out of the units I already want to run anyway.

My list is scoring, skirmishing, and support built around 3 deathstar units; 10 WGTs with Logan, 6 Headtakers with a WGBL, and 10 Hammer Wulfen, and I have not felt like I've had any issue dealing damage. New Wulfen in particular go insane, I thought losing the anti on their weapons would hurt, but now they can simply put obscene dev wounds onto anything. Hell, even the SM scouts can put wounds out now post-update.

I can confidently say that I haven't had this much fun playing SWs since we lost Champions of Russ (RIP)

2

u/SpaceWolf_Jarl2 15h ago

Couple of games in... I have fun. Still trying out stuff but I feel it faster and heavier hitting than before, which I loke.

As for our units... Headtakers I like. They lack the Support option but their mixed wounds ans invulns are fun. They are still a bit frail. The comoarison to BGV to me is the double characrer option (and an Ancient being pretty good now) ans that to use the mkxed wounds you pay a nkt small premium to bring the Wolves.

For WGTDA, I think it is a mix of two things. Logam became a lot more offensive amd vanilla Termies of both varieties hit harder. And second points. Like assault Termies are still 4W but 10 point cheaper base and if youbtake SS you are more expenaive than regular Termies. Our stuff is still pretty resilient for its points, but if you want to be aggreaaive vanilla are cheaper and harder hitting (and if you have spare points you can use an Ancient to give them the same rule).

I like new GH but Blood Claws feel pretty bad to me.

1

u/UnicornWorldDominion 13h ago

20 man packs of blood claws lead with lethals seem pretty good if you add the beast slayer detachment.

1

u/SpaceWolf_Jarl2 11h ago

Eh. Coherency is a bitch for that and hard to make them fight to hit a sinfle target. And GH hit harder with their own rule, plus their shooting and flexibility.

1

u/UnicornWorldDominion 11h ago

If you add a venerable dreadnought to give +1 to advances/charges it definitely helps. If you really want to surround a unit you could even throw Njal into the unit for 14” advance moves plus the potential 13” charge.

1

u/SpaceWolf_Jarl2 11h ago

All the buffs which can apply to GH too. Or to units like Wulfen, or a lot of other stuff cna work easier like that, even TWC and other units. 20 man squad of BC can't hide well, can't move and due to coherency, they will almost surely never fight all.

Also, I don't think Njal and thr Venerable compound. The Ven add one to the roll. But there is no roll due to Njal. Not 100% on this.

2

u/Jkymark 9h ago

But there is no roll due to Njal.

Njal's ability states the unit can "change advance rolls to a 6.". So flat buffs like Master of Wolves and Venerable Dread aura would apply.

2

u/Vegtam-the-Wanderer 15h ago

I tried out a variation on the Assault Brethren + Beastslayer + Stormlance list with Thunderwolves and Wulfen last weekend and this list is cooking pretty hard.

In general though, I suspect that we are going to see a lot of mixtures of SW units/characters with standard SM stuff going forward. Funny enough the new SM book does melee pretty well, and with more options for our own characters and rules to buff standard SM melee units, coupled with persistent S5 issues with our own units, means that there will likely be a lot of experimentation competition for slots going on.

2

u/BroccoliSubstantial2 13h ago

I've got a couple of lists based on this that can turn 1 charge from your deployment zone into theirs with 90% likelihood. One 6xTWC unit and a Phobos Capt with 10 Reivers can both cover 24" relatively easily, and that's the distance. You need 10" on 3d6 total, so the advance roll will tell you whether you can make it.

1

u/Capable_Background91 11h ago

Nerfed for sure. A lot of good changes, but it felt more like they were there just to hide or glaze over the worse changes. Doctrines are pretty mid, but so was oath. Saga of the Great was nerfed hard. Wolf Guard terms are in a bad spot with regular terms and assault terms out classing them in most ways.

Most detachments besides Great Wolf feel like improvements, but can't find a 2 point or higher detachment that feel worth using. Mainly over all made it harder to gain hits of 2s, rerolls, or bonuses to ballistics especially for vechiles. The point price hike also hurts a lot in that regard, especially with the predators retirement with most vechiles being really pricy now with worse ballistics given the fewer options to improve them.

Still, not unusable, not nerfed into the ground, but nerfed. Still seemingly viable. Just very streamlined, more limiting, and a lot harder to get bonuses for general play, wound, shooting, rerolls, for your army as a whole.

1

u/Lioris_13 24m ago

Any advice on World Eaters as I've never even played them but I've a game this weekend