Neueste Gerüchte von Warseer:
"There’s no wolfen and there won’t be any. 13-th has faded into mist, they’re mentioned in the fluff, but on the table they can be represented only by using an old armylist.
Everyone has counterattack, they have the same space marine wargear, but it’s cheaper: combi-weapon - 5, fist - 20, frostblade - 20, hammer - 25, stormshield - 25, cost for claws differs, but they can reroll either to-hit or to-wound. Frost is a power weapon which gives +1 STR, it’s not two-handed.
Troops:
Greys - 15 pts – csm style(bp + ccw+ bolter) - 2 specials for 10 man, 1 on 5 guys ( first melta costs 5, if you get another five guys you get another melta for free) – 1 attack in profile - counterattack - 8 ld – can take a totem: it allows them to reroll 1, grenades are included, + mark of the wolfen(d6 attacks, can’t be comboed with fist), 1 fist & other.
Claws – 15 pts - 3 BS & etc,, 8 ld, same story with meltas – 2 specials on 10 man; + 2 attacks from charge + mark of wolfen, 1 fist & etc.
Vehicles are SM-like, but there’s no LS Storm, Ironclad, Thunderfire and the separate units of attack bikes. All LRs are there, but nothing extra. Usual LR and pod have a transport capacity 10. It’s probably a fridge full of beer which is taking the other two...
Dreads are the same, starting with a free MM or Assault Cannon.
Huge FA, but without separate units of Attack Bikes.
There are wolfs – nasty beasts, 4 attacks, but almost unarmored (6+), cavalry. 8 pts, 4 WS.
Wolf Riders – wolf juggernauts. If only somewhat weaker and costier than juggs - 50 pts. 4 attacks, 2 wounds, 5 toughness, cavalry, rending, can take fist(10), hammer(15), etc. Squads of 1-5.
Claws on bikes and packs are cool, but they’ve got only one special and ld 8.
Elites:
Scouts stay the same, but they have only one special, 2 power weapons, come out of the outflank like orkish kommandos, 1-2 – from the enemy’s table side, etc. Sarge can’t take fist.
Wolfguard – profile of the vanguard veterans - 18 pts, HUGE list of wargear, can be given anything you want, from TDA & TH & SS to combi-weapons and claws and frost blades. Also, they can leave their own squad and join greys or claws in troops or fa(in case of FA they mount bikes or wear jump packs.
Termowolves start with power swords & storm bolters, no teleportation’s deep strike, have access to drop pods. HtH termies are expensive, but with claws they get insanely high amount of attacks. Shields give 3++. TDA costs 15 points, it makes all upgrades cheaper – shield is 15 pts, claws is 5 or 10(2 claws is 15), fist is 10. Really expensive(like, 53 pts for termi with claw and shield), but can be kitted to have a maximum attacks..
Best variant for guards is like 8-9 men with 4 combi + fist or claws. Destroy the vehicle and charge.
Grimnar allows to take wolf guards as troops. Eternal warrior, costs no that much, is really good.
Ragnar - givec Furious Charge and d6 attacks to his own unit, once per game can give d6 attacks to all SW units. Rerolls 1.
Ulrik buffs his surroundings, makes his squad monster-kllers (gives them toughness 5).
All SW heroes are playable, decent and powerful. Ragnar and Ulrik are especially so. They cost no more than 200.
But Bjorn is a crapsack. 270, 13 front armour, 4 attack, lacks a focus, has really really weird special rules. After death he becomes a counter. I hope we’ll never see him on the table. Apoc only.
Runepriests – new magic – all is strong, no gates, storm in 24” - gives 5+ cover and turnes zone of usage into difficult terrain for skimmers etc. Cancels psychic powers of enemy on 4+. Must have.
Njal casts 3 powers per turn, cancels all psychic attacks on 3+.
You don’t roll for ld, you just plainly cancel them.
Wolfpriests – same as chappies, but can give preferred enemy for one of the opponent’s units.
Techpriests - 75, 2 attacks, built in hammer, can take mechanical wolves.
Wolf commanders – like SM captains only better. You can shape anything you want out of them. I got a killer with 3++, hitting on a 3+, STR 8 and eternal warrior for somewhere around 190 pts.
Sagas really differ, are given to priests and commanders. HQ – 2 sagas, priests get only one. Usually the give some rerolls to the heroes. Special characters come with them, like, Ragnar is rerolling 1 on the dice. There are eternal warrior, +d6 movement to the transport, cover for the wolfs, other are just rerolls..
Fangs are mech. Cheaper, but not relentless, can shoot at two targets at time if their sarge weren’t shooting. Now there can be 7 of ‘em, though.
Canis (185) - 2 wounds, 3 attacks +1 for claws, T 5, cavalry, in hth he hets on 3+ , S 5, reroll to wound, can give his unit an amount of attacks equal to the number of models in the squad he charges.
Special character, an upgrade for the wolf guard - 170 – Lysander profile - 3++, 10 STR. Comes as a part of the unit, so he’s not an indep, he can’t be targeted separately.
Special character, ugrade for claws – if he rolls 4+ all models that are in base to base contact with him are removed, both your and your enemies..
Lone wolves are crap, they’re not even worth describing – just wasting elite slots and being useless.
Guards have a totem/banner, it gives them some rerolls."
Ich bin mal gespannt was davon wirklich wahr ist. Bis auf die 2 Sachen wie Ragnar und die Wolfriders klingt alles aber recht in ordnung.