GOWL 2017 Preliminaries Game One: Space Wolves FOC

Following up Saturday’s look at Erik’s Warhost, today we’re taking a look at what Jared brought to the table with his Space Wolves army.

Space Wolf Force Roster

Jared has chosen two Deathpack formations, clocking in at 1500 points on the button. I’m going to designate these squads as Deathpack Alpha and Deathpack Beta. Let’s dive into these formations and see what makes them tick.

The Deathpack formation dataslate is available with the Start Collecting: Space Wolves box set. It comes with a Command Benefit that we’re going to look at before we continue.

Command Benefit

For Glory, For Russ!: The Wolf Lord, and any units from the Deathpack that are within 12″ of him at the start of the controlling player’s Shooting phase, can either shoot and re-roll To Hit rolls of 1, or Run and still be able to charge in the same turn. Different units can choose different options, so one unit could Run and charge, while another re-rolls hit rolls of 1. This only works for units that are in the same Deathpack; for example, Deathpack Beta units cannot utilize the Wolf Lord of Deathpack Alpha and vice versa.

Now let’s look at the units that will make up Jared’s army.

Deathpack Alpha:

  1. Wolf Lord (1; Warlord)
  2. Grey Hunters (10; Dedicated Transport: Drop Pod)
  3. Fenrisian Wolves (2; attached to Wolf Lord)
  4. Thunderwolf Cavalry (4)

Deathpack Beta:

  1. Wolf Lord (1)
  2. Grey Hunters (10)
  3. Fenrisian Wolves (2; attached to Wolf Lord)
  4. Thunderwolf Cavalry (3)

34 models in 1500 points.

Point Spread

  • 477 for Wolf Lords
  • 498 for Grey Hunters
  • 525 for Thunderwolf Cavalry
  • 1,500 Total

Wolf Lord (Alpha)

Battlefield Role: HQ

Unit Type: Cavalry 

Statline 

WS: 6 BS: 5 S: (9T: (5W: (4I: 5 A: (5Ld: 10 Sv: (2+/3++)

Wargear

  1. Bolt Pistol: 12″; S4; AP5; Pistol (Assault 1; Close Combat Weapon)
  2. Frag Grenades: 8″; S3; AP-; (Assault 1; Blast)
  3. Krak Grenades: 8″; S6; AP4; Assault 1
  4. Belt of Russ: Confers a 4++ Invulnerable Save.
  5. Runic Armour: Runic Armour confers a 2+ Armour Save and a 6++ Invulnerable Save (Replaces Power Armour).
  6. Power Fist: Strength x 2; AP2; Melee; Specialist Weapon; Unwieldy.
  7. Helm of Durfast: A model wearing the Helm of Durfast re-rolls failed To Hit rolls. In addition, the wearer’s shooting attacks have the Ignores Cover special rule.
  8. Storm Shield: A model with a Storm Shield has a 3++ invulnerable save. However, he can never claim the +1 bonus Attack for being armed with two Melee weapons in an assault (Replaces Chainsword).
  9. Thunderwolf Mount: Models with a Thunderwolf Mount change their unit type to Cavalry. All close combat attacks made by a model with a Thunderwolf mount have the Rending special rule. In addition, a model upgraded to have a Thunderwolf mount increases their Strength, Toughness, Attacks and Wounds characteristics by 1 (these bonuses are already included in the profiles of models that have a Thunderwolf mount as part of their standard wargear. I’ve also modified the statline above).
  10. Fenrisian Wolves: Two (See Fenrisian Wolves heading below)

Special Rules

  • Acute Senses: If a unit contains at least one model with this special rule, and that unit arrives on a random table edge (due to Outflank, or other special rules), then you can re-roll to see which table edge they arrive from.
  • And They Shall Know No Fear: A unit that contains at least one model with this special rule automatically passes Fear and Regroup tests. When it Regroups, the unit does not make the 3″ Regroup move, but can instead move, shoot (or Run) and declare charges normally in that turn. Furthermore, if a unit containing one or more models with this special rule is caught by a Sweeping Advance, they are not destroyed, but remain locked in combat instead.
  • Counter-Attack: If a unit contains at least one model with this special rule, and that unit is charged, every model with the Counter-Attack special rule in the unit gets +1 Attack until the end of the phase.
  • Fenrisian Wolves and Cyberwolves: If a Space Wolves character takes Fenrisian Wolves and/or Cyberwolves as upgrades, they and the character are treated as a single unit.If a Space Wolves character has the Independent Character special rule, he and his wolves (Fenrisian Wolves and/or Cyberwolves) are permitted to join other units, in which case both the character and his wolves join the unit. If the Independent Character then leaves the unit, all his surviving wolves also leave the unit, forming a separate unit with him.If the Independent Character is killed whilst part of a unit, his surviving wolves are thereafter part of that unit and cannot leave it; the Independent Character’s unit has been completely destroyed for the purposes of any victory conditions. If the Independent Character is killed while he is not joined to another unit, do not remove any surviving wolves – in this case, the unit is not completely destroyed until all the wolves have been removed as casualties as well. These wolves cannot join other units. Another Independent Character can join the surviving wolves, but as they are not his upgrades, he cannot take them with him if he then joins another unit.
  • Independent Character: Independent Characters can join other units. They cannot, however, join units that contain vehicles or Monstrous Creatures. They can join other Independent Characters, though, to form a powerful multi-character unit! An Independent Character can begin the game already in a unit, either by being deployed in unit coherency with it or, if the unit is in Reserve, by you informing your opponent of which unit it has joined. In order to join a unit, an Independent Character simply has to move so that he is within the 2″ unit coherency distance of a friendly unit at the end of their Movement phase. If the Independent Character is within 2″ of more than one unit at the end of its Movement phase, the player must declare which unit it is joining. If an Independent Character does not intend to (or cannot) join a unit, it must (where possible) remain more than 2″ away from it at the end of the Movement phase. This is to make clear whether they have joined a unit or not. Note that, after an Independent Character joins a unit, that unit can move no further that Movement phase. An Independent Character can leave a unit during the Movement phase by moving out of unit coherency with it. He cannot join or leave during any other phase – once shots are fired or charges are declared, it is too late to join in or duck out! An Independent Character cannot leave a unit while either he or the unit is in Reserves, locked in combat, Falling Back or has Gone to Ground. He cannot join a unit that is in Reserves, locked in combat or Falling Back. If an Independent Character joins a unit, and all other models in that unit are killed, he again becomes a unit of one model at the start of the following phase. While an Independent Character is part of a unit, he counts as part of the unit for all rules purposes, though he still follows the rules for characters. Independent Characters pass Look Out, Sir rolls on a 2+. A unit that contains one or more Independent Characters does not need a double 1 to Regroup if reduced to below 25% of its starting numbers, but instead tests as if it had at least 25% remaining.When an Independent Character joins a unit, it might have different special rules from those of the unit. Unless specified in the rule itself (as in the Stubborn special rule), the unit’s special rules are not conferred upon the Independent Character, and the Independent Character’s special rules are not conferred upon the unit. Special rules that are conferred to the unit only apply for as long as the Independent Character is with them.An Independent Character without the Infiltrate special rule cannot join a unit of Infiltrators during deployment.Sometimes, a unit that an Independent Character has joined will be the target of a beneficial or harmful effect, such as those bestowed by the Blind special rule, for example. If the character leaves the unit, both he and the unit continue to be affected by the effect, so you’ll need to mark the character accordingly.

    Conversely, if an Independent Character joins a unit after that unit has been the target of an ongoing effect (or joins a unit after himself having been the target of an ongoing effect) benefits and penalties from that effect are not shared.

  • Warlord: When choosing your army, you must nominate one model to be your Warlord. Unless specified otherwise, this must be a character model. If you do not have any character models in your army, then select any other model in your army to be the Warlord. The model you choose as your Warlord also determines your Primary Detachment.If your Warlord is a character model, then he has one Warlord Trait. Note that if you have had to pick a non-character model as your Warlord, then it does not recieve a Warlord Trait, but counts as a Warlord for all other rules purposes. Many Unique Independent Characters are listed as having a specific Warlord Trait in their Army List Entry. If such a unit is your Warlord, do not roll on a Warlord Trait table – instead, that unit automatically has the listed Warlord Trait. Note that the unit will only gain that Warlord Trait if it is your Warlord.
  • Saga of the Hunter (Warlord Trait): The Warlord has the Outflank and Stealth special rules.
  • Outflank: During deployment, players can declare that any unit that contains at least one model with this special rule is attempting to Outflank the enemy. This means they are making a wide sweeping move to get behind enemy lines or come at the foe from an unexpected direction.When an Outflanking unit arrives from Reserves, but not Ongoing Reserve, the controlling player rolls a D6: on a 1-2, the unit comes in from the table edge to the left of their controlling player’s own table edge; on a 3-4, they come in from the right; on a 5-6, the player can choose left or right. Models move onto the table as described for other Reserves. If such a unit deploys inside a Dedicated Transport, they may Outflank along with their Transport.
  • Stealth: A unit that contains at least one model with this special rule counts its cover saves as being 1 point better than normal. Note that this means that a model with the Stealth special rule always has a cover save of at least 6+, even if it is in the open. This rule is often presented as Stealth (X) where X indicates a specific type of terrain, such as Stealth (Woods) or Stealth (Ruins). If this is the case, the unit only gains the benefit whilst it is in terrain of the specified type.Cover save bonuses from the Shrouded and Stealth special rules are cumulative (to a maximum of a 2+ cover save).
  • Ignores Cover: Cover saves cannot be taken against Wounds, glancing hits or penetrating hits caused by weapons with the Ignores Cover special rule.
  • Specialist Weapon: A model fighting with this weapon does not receive +1 Attack for fighting with two weapons unless it is armed with two or more Melee weapons with the Specialist Weapon rule.
  • Unwieldy: A model attacking with this weapon Piles In and fights at Initiative step 1, unless it is a Monstrous Creature or a Walker.
  • Rending: If a model has the Rending special rule, or is attacking with a Melee weapon that has the Rending special rule, there is a chance that his close combat attacks will strike a critical blow. For each To Wound roll of a 6, the target automatically suffers a Wound, regardless of its Toughness. These Wounds are resolved at AP2. Similarly, if a model makes a shooting attack with a weapon that has the Rending special rule, a To Wound roll of 6 Wounds automatically, regardless of Toughness, and is resolved at AP2. In either case, against vehicles, each armour penetration roll of 6 allows a further D3 to be rolled, with the result added to the total. These hits are not resolved at AP2, but are instead resolved using the model/weapon’s AP value.
  • Cavalry: Cavalry can move up to 12″ in the Movement phase. Cavalry are not slowed down by difficult terrain (even when charging). However, Cavalry models treat all difficult terrain as dangerous terrain instead.Cavalry make Fall Back moves just like Infantry, except that they move 3d6″.Cavalry have the Fleet and Hammer of Wrath special rules.
  • Fleet: A unit composed entirely of models with this special rule can re-roll one or more of the dice when determining Run moves and charge ranges (such as a single D6 from a charge range roll, for example).
  • Hammer of Wrath: If a model with this special rule ends its charge move in base or hull contact with an enemy model, it makes one additional Attack that hits automatically and is resolved at the model’s unmodified Strength with AP-. This Attack does not benefit from any of the model’s special rules (such as Furious Charge, Rending, etc.). This Attack is resolved during the Fight sub-phase at the Initiative 10 step, but does not grant the model an additional Pile In move. If a model with this special rule charges a building or vehicle, the hit is resolved against the Armour Value of the facing the charging model is touching. If a model with this special rule charges a building or vehicle that is a Transport or Chariot, the hit is resolved against the building or vehicle, not the occupants or the rider.

Points Breakdown

  • Wolf Lord… …105 points
  • May take up to two Fenrisian Wolves… …8 points/model (2)
  • May replace Power Armour with Runic Armour… …20 points (1)
  • May take items from the Melee Weapons, Ranged Weapons, Special Issue Wargear and/or Relics of the Fang lists (*)
  • *Melee Weapon (Power Fist)… …25 points (1)
  • *Relics of the Fang (Helm of Durfast)… …20 points (1)
  • May replace one Ranged or Melee weapon with a Storm Shield… …15 points (1)
  • If Terminator Armour is not taken, a Wolf Lord may take a Thunderwolf mount… …50 points (1)
  • Wolf Lord Alpha Point Total… …251 points

Wolf Lord (Beta)

Battlefield Role: HQ

Unit Type: Cavalry 

Statline

WS: 6 BS: 5 S: (6) T: (5W: (4I: 5 A: (5Ld: 10 Sv: (2+/3++)

Wargear 

  1. Bolt Pistol: 12″; S4; AP5; Pistol (Assault 1; Close Combat Weapon)
  2. Frag Grenades: 8″; S3; AP-; (Assault 1; Blast)
  3. Krak Grenades: 8″; S6; AP4; (Assault 1)
  4. Belt of Russ: Confers a 4++ Invulnerable Save.
  5. Runic Armour (Replaces Power Armour).
  6. Wolf Claw: Strength +1; AP3; Melee; Shred; Specialist Weapon.
  7. Storm Shield (Replaces Chainsword). A model with a Storm Shield has a 3++ invulnerable save. However, he can never claim the +1 bonus Attack for being armed with two Melee weapons in an assault (Replaces Chainsword).
  8. Thunderwolf Mount: Models with a Thunderwolf Mount change their unit type to Cavalry. All close combat attacks made by a model with a Thunderwolf Mount have the Rending special rule. In addition, a model upgraded to have a Thunderwolf Mount increases their Strength, Toughness, Attacks and Wounds characteristics by 1 (these bonuses are already included in the profiles of models that have a Thunderwolf Mount as part of their standard wargear. I’ve also modified the statline above.
  9. Fenrisian Wolves: Two (See Fenrisian Wolves heading below)

Special Rules

  • Acute Senses: If a unit contains at least one model with this special rule, and that unit arrives on a random table edge (due to Outflank, or other special rules), then you can re-roll to see which table edge they arrive from.
  • And They Shall Know No Fear: A unit that contains at least one model with this special rule automatically passes Fear and Regroup tests. When it Regroups, the unit does not make the 3″ Regroup move, but can instead move, shoot (or Run) and declare charges normally in that turn. Furthermore, if a unit containing one or more models with this special rule is caught by a Sweeping Advance, they are not destroyed, but remain locked in combat instead.
  • Counter-Attack: If a unit contains at least one model with this special rule, and that unit is charged, every model with the Counter-Attack special rule in the unit gets +1 Attack until the end of the phase.
  • Fenrisian Wolves and Cyberwolves: If a Space Wolves character takes Fenrisian Wolves and/or Cyberwolves as upgrades, they and the character are treated as a single unit.If a Space Wolves character has the Independent Character special rule, he and his wolves (Fenrisian Wolves and/or Cyberwolves) are permitted to join other units, in which case both the character and his wolves join the unit. If the Independent Character then leaves the unit, all his surviving wolves also leave the unit, forming a separate unit with him.If the Independent Character is killed whilst part of a unit, his surviving wolves are thereafter part of that unit and cannot leave it; the Independent Character’s unit has been completely destroyed for the purposes of any victory conditions. If the Independent Character is killed while he is not joined to another unit, do not remove any surviving wolves – in this case, the unit is not completely destroyed until all the wolves have been removed as casualties as well. These wolves cannot join other units. Another Independent Character can join the surviving wolves, but as they are not his upgrades, he cannot take them with him if he then joins another unit.
  • Independant Character: As above.
  • Rending: If a model has the Rending special rule, or is attacking with a Melee weapon that has the Rending special rule, there is a chance that his close combat attacks will strike a critical blow. For each To Wound roll of a 6, the target automatically suffers a Wound, regardless of its Toughness. These Wounds are resolved at AP2. Similarly, if a model makes a shooting attack with a weapon that has the Rending special rule, a To Wound roll of 6 Wounds automatically, regardless of Toughness, and is resolved at AP2. In either case, against vehicles, each armour penetration roll of 6 allows a further D3 to be rolled, with the result added to the total. These hits are not resolved at AP2, but are instead resolved using the model/weapon’s AP value.
  • Cavalry: Cavalry can move up to 12″ in the Movement phase. Cavalry are not slowed down by difficult terrain (even when charging). However, Cavalry models treat all difficult terrain as dangerous terrain instead.Cavalry make Fall Back moves just like Infantry, except that they move 3d6″.Cavalry have the Fleet and Hammer of Wrath special rules.
  • Fleet: A unit composed entirely of models with this special rule can re-roll one or more of the dice when determining Run moves and charge ranges (such as a single D6 from a charge range roll, for example).
  • Hammer of Wrath: If a model with this special rule ends its charge move in base or hull contact with an enemy model, it makes one additional Attack that hits automatically and is resolved at the model’s unmodified Strength with AP-. This Attack does not benefit from any of the model’s special rules (such as Furious Charge, Rending, etc.). This Attack is resolved during the Fight sub-phase at the Initiative 10 step, but does not grant the model an additional Pile In move. If a model with this special rule charges a building or vehicle, the hit is resolved against the Armour Value of the facing the charging model is touching. If a model with this special rule charges a building or vehicle that is a Transport or Chariot, the hit is resolved against the building or vehicle, not the occupants or the rider.
  • Specialist Weapon: A model fighting with this weapon does not receive +1 Attack for fighting with two weapons unless it is armed with two or more Melee weapons with the Specialist Weapon rule.
  • Shred: If a model has the Shred special rule, or is attacking with a Melee weapon that has the Shred special rule, it re-rolls failed To Wound rolls in close combat. Similarly, if a model makes a shooting attack with a weapon that has the Shred special rule, it re-rolls its failed To Wound rolls.

Points Breakdown

  • Wolf Lord… …105 points
  • May take up to two Fenrisian Wolves… …8 points/model (2)
  • May replace Power Armour with Runic Armour… …20 points (1)
  • May take items from the Melee Weapons, Ranged Weapons, Special Issue Wargear and/or Relics of the Fang lists (*)
  • *Melee Weapon (Wolf Claw)… …20 points (1)
  • May replace one Ranged or Melee weapon with a Storm Shield… …15 points (1)
  • If Terminator Armour is not taken, a Wolf Lord may take a Thunderwolf mount… …50 points (1)
  • Wolf Lord Beta Point Total… …226 points

Fenrisian Wolves

Statline

WS: 4 BS: 0 S: 4 T: 4 W: 1 I: 4 A: 2 Ld: 5 Sv: 6+

Special Rules

  • Acute Senses: If a unit contains at least one model with this special rule, and that unit arrives on a random table edge (due to Outflank, or other special rules), then you can re-roll to see which table edge they arrive from.
  • Counter-Attack: If a unit contains at least one model with this special rule, and that unit is charged, every model with the Counter-Attack special rule in the unit gets +1 Attack until the end of the phase.

Grey Hunters (Alpha)

Battlefield Role: Troops 

Unit Type: Infantry 

Statlines

Grey Hunter: WS: 4 BS: 4 S: 4 T: 4 W: 1 I: 4 A: 1 (2 Wolf StandardLd: 8 Sv: 3+

Wolf Guard Pack Leader: WS: 4 BS: 4 S: 4 T: 4 W: 1 I: 4 A: 2 (3 as aboveLd: 9 Sv: (3++)

Wargear

  1. Power Armour: Confers a 3+ Armour save.
  2. Boltgun (Grey Hunter only): 24″; S4; AP5; Rapid Fire.
  3. Bolt Pistol: 12″; S4; AP5; Pistol (Assault 1; Close Combat Weapon)
  4. Chainsword (Wolf Guard Pack Leader only): User Strength; Melee
  5. Frag Grenades: 8″; S3; AP-; (Assault 1; Blast)
  6. Krak Grenades: 8″; S6; AP4; (Assault 1)
  7. Close Combat Weapon: User Strength; Melee
  8. Power Sword (Replaces Bolt Pistol): User Strength; AP3; Melee.
  9. Plasma Pistol (Replaces Boltgun): 12″; S7; AP2; Pistol (Assault 1; CCW); Gets Hot.
  10. Plasma Gun: 24″; S7; AP2; Rapid FireGets Hot.
  11. Wolf Standard: Any friendly units with the Space Wolves Faction within 12″ of the model bearing this banner re-roll failed Morale checks and Pinning tests. In addition, all models in friendly units with the Space Wolves Faction within 6″ of the bearer gain +1 Attack.
  12. Storm Shield (Wolf Guard Pack Leader Only): A model with a Storm Shield has a 3++ invulnerable save. However, he can never claim the +1 bonus Attack for being armed with two Melee weapons in an assault (Replaces Chainsword).

Special Rules

  • Acute Senses: If a unit contains at least one model with this special rule, and that unit arrives on a random table edge (due to Outflank, or other special rules), then you can re-roll to see which table edge they arrive from.
  • And They Shall Know No Fear: A unit that contains at least one model with this special rule automatically passes Fear and Regroup tests. When it Regroups, the unit does not make the 3″ Regroup move, but can instead move, shoot (or Run) and declare charges normally in that turn. Furthermore, if a unit containing one or more models with this special rule is caught by a Sweeping Advance, they are not destroyed, but remain locked in combat instead.
  • Counter-Attack: If a unit contains at least one model with this special rule, and that unit is charged, every model with the Counter-Attack special rule in the unit gets +1 Attack until the end of the phase.
  • Rapid Fire: A model armed with a Rapid Fire weapon can fire two shots at a target up to half the weapon’s maximum range away. Alternatively, it can instead fire one shot at a target over half the weapon’s range away, up to the weapon’s maximum range.If a unit shooting Rapid Fire weapons is found to be partially within half range of the target, the firing models within half range fire two shots, while those further away fire one. Models that shoot with Rapid Fire weapons in the Shooting phase cannot charge in the ensuing Assault phase.
  • Gets Hot: When firing a weapon that Gets Hot, roll To Hit as normal. For each To Hit roll of 1, the firing model immediately suffers a Wound (armour or invulnerable saves can be taken) – this Wound cannot be allocated to any other model in the unit. A character cannot make a Look Out, Sir attempt to avoid a Wound caused by the Gets Hot special rule. A vehicle instead rolls a D6 for each roll of a 1 to hit. On a roll of a 1, 2 or 3 it suffers a glancing hit.Weapons that do not roll To Hit (such as Blast weapons) must roll a D6 for each shot immediately before firing. On a 2+, the shot is resolved as normal. For each roll of a 1, the weapon Gets Hot; that shot is not fired and the firing model immediately suffers a single Wound (armour saves or invulnerable saves can be taken) – this Wound cannot be allocated to any other model in the unit. A character cannot make a Look Out, Sir attempt to avoid a Wound caused by the Gets Hot special rule. A vehicle instead suffers a glancing hit on a further roll of a 1, 2 or 3.If a model has the ability to re-roll its rolls To Hit (including because of BS6+ or the Twin-linked special rule), a Wound is only suffered if the To Hit re-roll is also a 1; it may also re-roll Gets Hot results of 1 for weapons that do not roll To Hit.

Point Breakdown

  • 5 Grey Hunters… …70 points
  • May include up to five additional Grey Hunters… …14 points/model (5)
  • Any model may take a Close Combat Weapon… …2 points/model (7)
  • One Grey Hunter may replace his Boltgun and/or Bolt Pistol with either a Power Weapon or Power Fist*
  • *Power Sword… …15 points (1)
  • One Grey Hunter may replace his Boltgun and/or Bolt Pistol with a Plasma Pistol… …15 points (1)
  • For every five models in the unit, one Grey Hunter may take items from the Special Weapons list**
  • **Plasma Gun… …15 points (2)
  • One Grey Hunter per Detachment may take a Wolf Standard… …25 points (1)
  • May upgrade one Grey Hunter into a Wolf Guard Pack Leader… …10 points (1)
  • Wolf Guard Pack Leader may take items from the Melee Weapons and/or Ranged Weapons list***
  • ***Storm Shield… …15 points (1)
  • The unit can select a RhinoRazorbackDrop Pod or Stormwolf as a Dedicated Transport****
  • ****Drop Pod… …35 points
  • Grey Hunter Squad Alpha Total… …299 points

Grey Hunters (Beta)

Battlefield Role: Troops 

Unit Type: Infantry 

Statlines

Grey Hunter: WS: 4 BS: 4 S: 4 T: 4 W: 1 I: 4 A: 1 (2 Wolf StandardLd: 8 Sv: 3+

Wolf Guard Pack Leader: WS: 4 BS: 4 S: 4 T: 4 W: 1 I: 4 A: 2 (3 Wolf StandardLd: 9 Sv: 3+

Wargear

  1. Power Armour: Confers a 3+ Armour save.
  2. Boltgun (Grey Hunters only): 24″; S4; AP5; Rapid Fire.
  3. Bolt Pistol: 12″; S4; AP5; Pistol (Assault 1; Close Combat Weapon)
  4. Chainsword (Wolf Guard Pack Leader only) User Strength; Melee
  5. Frag Grenades: 8″; S3; AP-; (Assault 1; Blast)
  6. Krak Grenades: 8″; S6; AP4; (Assault 1)
  7. Close Combat Weapon: User Strength; Melee
  8. Wolf Standard: Any friendly units with the Space Wolves Faction within 12″ of the model bearing this banner re-roll failed Morale checks and Pinning tests. In addition, all models in friendly units with the Space Wolves Faction within 6″ of the bearer gain +1 Attack.
  9. Storm Bolter: 24″; S4; AP5; Assault 2.
  10. Melta Bombs: S8; AP1; Armourbane; Unwieldy; Unless used in assaults against vehicles, gun emplacements or Monstrous Creatures, Melta Bombs have no effect.

Special Rules

  • Acute Senses: If a unit contains at least one model with this special rule, and that unit arrives on a random table edge (due to Outflank, or other special rules), then you can re-roll to see which table edge they arrive from.
  • And They Shall Know No Fear: A unit that contains at least one model with this special rule automatically passes Fear and Regroup tests. When it Regroups, the unit does not make the 3″ Regroup move, but can instead move, shoot (or Run) and declare charges normally in that turn. Furthermore, if a unit containing one or more models with this special rule is caught by a Sweeping Advance, they are not destroyed, but remain locked in combat instead.
  • Counter-Attack: If a unit contains at least one model with this special rule, and that unit is charged, every model with the Counter-Attack special rule in the unit gets +1 Attack until the end of the phase.
  • Rapid Fire: A model armed with a Rapid Fire weapon can fire two shots at a target up to half the weapon’s maximum range away. Alternatively, it can instead fire one shot at a target over half the weapon’s range away, up to the weapon’s maximum range.If a unit shooting Rapid Fire weapons is found to be partially within half range of the target, the firing models within half range fire two shots, while those further away fire one. Models that shoot with Rapid Fire weapons in the Shooting phase cannot charge in the ensuing Assault phase.
  • Unwieldy: A model attacking with this weapon Piles In and fights at Initiative step 1, unless it is a Monstrous Creature or a Walker.
  • Armourbane: If a model has this special rule, or is attacking with a Melee weapon that has this special rule, it rolls an additional D6 for armour penetration in close combat.If a model makes a shooting attack with a weapon that has this special rule, it rolls an additional D6 for armour penetration. In either case, this special rule has no effect against non-vehicle models.

Point Breakdown

  • 5 Grey Hunters… …70 points
  • May include up to five additional Grey Hunters… …14 points/model (5)
  • Any model may take a Close Combat Weapon… …2 points/model (7)
  • One Grey Hunter per Detachment may take a Wolf Standard… …25 points (1)
  • May upgrade one Grey Hunter into a Wolf Guard Pack Leader… …10 points (1)
  • Wolf Guard Pack Leader may take items from the Melee Weapons and/or Ranged Weapons lists*
  • *Storm Bolter… …5 points
  • Wolf Guard Pack Leader may take Melta Bombs… …5 points
  • Grey Hunter Squad Alpha Total… …199 points

Drop Pod

Battlefield Role: Fast Attack 

Unit Type: Dedicated Transport 

Statline

BS: 4 F: 12 S: 12 R: 12 HP: 3

Wargear

  1. Storm Bolter: 24″; S4; AP5; Assault 2.

Special Rules

  • Drop Pod Assault: Drop Pods and units embarked upon them must be held in Deep Strike Reserves. At the beginning of your first turn, half your Drop Pods (rounding up) automatically arrive from Reserve. The arrival of remaining Drop Pods is rolled for normally.
  • Immobile: A Drop Pod cannot move once it has entered play, and counts in all respects as a vehicle that has suffered an Immobilised result that cannot be repaired in any way. This does not cause it to lose a Hull Point.
  • Inertial Guidance System: If a Drop Pod scatters on top of impassable terrain or another model (friend or foe), reduce the scatter distance by the minimum required in order to avoid the obstacle. If a Drop Pod scatters off the edge of the board, it suffers a Deep Strike Mishap.
  • Transport Capacity: Ten models or one Dreadnought. Once a Drop Pod lands, all passengers must disembark and no models can embark for the rest of the game.

Thunderwolf Cavalry (Alpha)

Battlefield Role: Elite

Unit Type: Cavalry

Statlines

Thunderwolf Cavalry: WS: 4 BS: 4 S: 5 T: 5 W: 2 I: 4 A: 4 Ld: 9 Sv: 3+

Thunderwolf Cavalry Pack Leader: WS: 4 BS: 4 S: 5 T: 5 W: 2 I: 4 A: 4 Ld: 9 Sv: 3+

Wargear

  1. Power Armour: Confers a 3+ Armour save.
  2. Chainsword: User Strength; Melee
  3. Bolt Pistol: 12″; S4; AP5; Pistol (Assault 1; Close Combat Weapon)
  4. Frag Grenades: 8″; S3; AP-; (Assault 1; Blast)
  5. Krak Grenades: 8″; S6; AP4; (Assault 1)
  6. Thunderwolf Mount: Models with a Thunderwolf Mount change their unit type to Cavalry. All close combat attacks made by a model with a Thunderwolf Mount have the Rending special rule. In addition, a model upgraded to have a Thunderwolf Mount increases their Strength, Toughness, Attacks and Wounds characteristics by 1 (these bonuses are already included in the profiles of models that have a Thunderwolf Mount as part of their standard wargear. I’ve also modified the statline above.
  7. Storm Shield: A model with a Storm Shield has a 3++ invulnerable save. However, he can never claim the +1 bonus Attack for being armed with two Melee weapons in an assault (Replaces Chainsword).
  8. Wolf Claw: Strength +1; AP3; Melee; Shred; Specialist Weapon.
  9. Power Fist: Strength x 2; AP2; Melee; Specialist Weapon; Unwieldy.

Special Rules

  • Acute Senses: If a unit contains at least one model with this special rule, and that unit arrives on a random table edge (due to Outflank, or other special rules), then you can re-roll to see which table edge they arrive from.
  • And They Shall Know No FearA unit that contains at least one model with this special rule automatically passes Fear and Regroup tests. When it Regroups, the unit does not make the 3″ Regroup move, but can instead move, shoot (or Run) and declare charges normally in that turn. Furthermore, if a unit containing one or more models with this special rule is caught by a Sweeping Advance, they are not destroyed, but remain locked in combat instead.
  • Counter-Attack: If a unit contains at least one model with this special rule, and that unit is charged, every model with the Counter-Attack special rule in the unit gets +1 Attack until the end of the phase.
  • Rending: If a model has the Rending special rule, or is attacking with a Melee weapon that has the Rending special rule, there is a chance that his close combat attacks will strike a critical blow. For each To Wound roll of a 6, the target automatically suffers a Wound, regardless of its Toughness. These Wounds are resolved at AP2. Similarly, if a model makes a shooting attack with a weapon that has the Rending special rule, a To Wound roll of 6 Wounds automatically, regardless of Toughness, and is resolved at AP2. In either case, against vehicles, each armour penetration roll of 6 allows a further D3 to be rolled, with the result added to the total. These hits are not resolved at AP2, but are instead resolved using the model/weapon’s AP value.
  • Fleet: A unit composed entirely of models with this special rule can re-roll one or more of the dice when determining Run moves and charge ranges (such as a single D6 from a charge range roll, for example).
  • Hammer of Wrath: If a model with this special rule ends its charge move in base or hull contact with an enemy model, it makes one additional Attack that hits automatically and is resolved at the model’s unmodified Strength with AP-. This Attack does not benefit from any of the model’s special rules (such as Furious Charge, Rending, etc.). This Attack is resolved during the Fight sub-phase at the Initiative 10 step, but does not grant the model an additional Pile In move. If a model with this special rule charges a building or vehicle, the hit is resolved against the Armour Value of the facing the charging model is touching. If a model with this special rule charges a building or vehicle that is a Transport or Chariot, the hit is resolved against the building or vehicle, not the occupants or the rider.
  • Shred: If a model has the Shred special rule, or is attacking with a Melee weapon that has the Shred special rule, it re-rolls failed To Wound rolls in close combat. Similarly, if a model makes a shooting attack with a weapon that has the Shred special rule, it re-rolls its failed To Wound rolls.
  • Specialist Weapon: A model fighting with this weapon does not receive +1 Attack for fighting with two weapons unless it is armed with two or more Melee weapons with the Specialist Weapon rule.
  • Unwieldy: A model attacking with this weapon Piles In and fights at Initiative step 1, unless it is a Monstrous Creature or a Walker.

Point Breakdown

  • Thunderwolf Cavalry and 1 Thunderwolf Cavalry Pack Leader… …120 points
  • May include up to three additional Thunderwolf Cavalry… …40 points/model (1)
  • Any model may take items from the Melee Weapons list*
  • *Storm Shield… …15 points (4)
  • *Wolf Claw… …20 points (3)
  • *Power Fist… …25 points (1)
  • Thunderwolf Cavalry Alpha point total… …305 points

Thunderwolf Cavalry (Beta)

Battlefield Role: Elite 

Unit Type: Cavalry 

Statlines

Thunderwolf Cavalry: WS: 4 BS: 4 S: 5 T: 5 W: 2 I: 4 A: 4 Ld: 9 Sv: 3+

Thunderwolf Cavalry Pack Leader: WS: 4 BS: 4 S: 5 T: 5 W: 2 I: 4 A: 4 Ld: 9 Sv: 3+

Wargear

  1. Power Armour: Confers a 3+ Armour save.
  2. Chainsword: User Strength; Melee
  3. Bolt Pistol: 12″; S4; AP5; Pistol (Assault 1; Close Combat Weapon)
  4. Frag Grenades: 8″; S3; AP-; (Assault 1; Blast)
  5. Krak Grenades: 8″; S6; AP4; (Assault 1)
  6. Thunderwolf Mount: Models with a Thunderwolf Mount change their unit type to Cavalry. All close combat attacks made by a model with a Thunderwolf Mount have the Rending special rule. In addition, a model upgraded to have a Thunderwolf Mount increases their Strength, Toughness, Attacks and Wounds characteristics by 1 (these bonuses are already included in the profiles of models that have a Thunderwolf Mount as part of their standard wargear. I’ve also modified the statline above.
  7. Storm Shield: A model with a Storm Shield has a 3++ invulnerable save. However, he can never claim the +1 bonus Attack for being armed with two Melee weapons in an assault (Replaces Chainsword).

Special Rules

  • Acute Senses: If a unit contains at least one model with this special rule, and that unit arrives on a random table edge (due to Outflank, or other special rules), then you can re-roll to see which table edge they arrive from.
  • And They Shall Know No Fear: A unit that contains at least one model with this special rule automatically passes Fear and Regroup tests. When it Regroups, the unit does not make the 3″ Regroup move, but can instead move, shoot (or Run) and declare charges normally in that turn. Furthermore, if a unit containing one or more models with this special rule is caught by a Sweeping Advance, they are not destroyed, but remain locked in combat instead.
  • Counter-Attack: If a unit contains at least one model with this special rule, and that unit is charged, every model with the Counter-Attack special rule in the unit gets +1 Attack until the end of the phase.
  • Rending: If a model has the Rending special rule, or is attacking with a Melee weapon that has the Rending special rule, there is a chance that his close combat attacks will strike a critical blow. For each To Wound roll of a 6, the target automatically suffers a Wound, regardless of its Toughness. These Wounds are resolved at AP2. Similarly, if a model makes a shooting attack with a weapon that has the Rending special rule, a To Wound roll of 6 Wounds automatically, regardless of Toughness, and is resolved at AP2. In either case, against vehicles, each armour penetration roll of 6 allows a further D3 to be rolled, with the result added to the total. These hits are not resolved at AP2, but are instead resolved using the model/weapon’s AP value.
  • Fleet: A unit composed entirely of models with this special rule can re-roll one or more of the dice when determining Run moves and charge ranges (such as a single D6 from a charge range roll, for example).
  • Hammer of Wrath: If a model with this special rule ends its charge move in base or hull contact with an enemy model, it makes one additional Attack that hits automatically and is resolved at the model’s unmodified Strength with AP-. This Attack does not benefit from any of the model’s special rules (such as Furious Charge, Rending, etc.). This Attack is resolved during the Fight sub-phase at the Initiative 10 step, but does not grant the model an additional Pile In move. If a model with this special rule charges a building or vehicle, the hit is resolved against the Armour Value of the facing the charging model is touching. If a model with this special rule charges a building or vehicle that is a Transport or Chariot, the hit is resolved against the building or vehicle, not the occupants or the rider.

Point Breakdown

  • Thunderwolf Cavalry and 1 Thunderwolf Cavalry Pack Leader… …120 points
  • Any model may take items from the Melee Weapons list*
  • *Storm Shield… …15 points (3)
  • *Wolf Claw… …20 points (2)
  • *Power Sword… …15 points (1)
  • Thunderwolf Cavalry Alpha point total… …220 points

 

Stay tuned this week to get some more insight into the two armies and the two generals taking part as we build up to the actual Battle Report.

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