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Most of the Space Marine Chapters you will come across in the grim darkness of Warhammer 40k are valiant warriors, heroes of the Imperium who bravely strive against the myriad evils of the galaxy. But not every Chapter fights the same way or holds themselves to the same ideals – some are willing to take on a more pragmatic approach, while others see their actions as a manifestation of their faith in the Emperor.
The Space Wolves, at first glance, seem to be a Chapter of feral wildcards. Their unique training methods, strong Chapter culture, and unusual appearances make them stand out, even among their power-armoured brethren. But you will be hard-pressed to find more loyal defenders of the Imperium of Man or more ferocious warriors once battle is joined.
Singing sagas of past heroes and swinging rune-covered Power Axes, the Space Wolves are a Chapter inspired by Norse mythology and Viking culture. On the tabletop, they are an elite, medium-to-melee range army with a focus on counter-charging and flexibility. They take the Space Marine ideal of “shoot enemies who want to charge you, and charge enemies who want to shoot you” to the extreme, complemented by a plethora of unique units and powerful characters.
While the Space Wolves can use the general-purpose Space Marine Detachments (with the Stormlance Task Force being a popular choice), they also have access to two unique options: the Champions of Russ and the Champions of Fenris.
Keep in mind that you still share the Space Marine army passive “Oath of Moment,” in addition to the always-useful Stratagem Armour of Contempt.
As many prospective Wolf Lords will want to utilize the Champions of Russ Detachment, you’ll want to know what options you have to replace the banned units.
Good thing, then, that the Space Wolves have the most notable units of any Space Marine chapter, from dependable Infantry to devastating Mounted units.
What’s a saga without a suitably legendary figure at its centre? Your Epic Heroes all pull their weight in combat, but their auras and abilities will help each one stand out among the rest.
Logan Grimnar |
The fabled King of Fenris lives up to his own hype, slaying foes, inspiring his warriors, and creating new legends in his wake. Can also ride into battle on the back of his chariot, Stormbringer, to improve his mobility at the cost of losing Deep Strike and paying more points for an already expensive model. If he’s on foot, you can give him an escort of Terminators to improve his staying power or surround him with Thunderwolves if he’s on Stormbringer for maximum carnage. |
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Arjac Rockfist |
A simple Terminator Character whose unit gets stronger the more casualties they take. He carries no firearm, instead opting for a giant throwable hammer with Anti-Monster and the ability to give himself Precision at will. A situational side-grade to a Wolf Lord in Terminator Armour, if you can swing the points for Logan Grimnar, use him instead. |
Bjorn the Fell-Handed |
An ancient Dreadnaught that refuses to die, Bjorn can find a home in almost any Space Wolves army, especially the Champions of Russ. He deals heavy damage at any range, reduces incoming damage by half, and counts as a Character for the purpose of Sagas. |
Canis Wolfborn |
Do you like wolves? Canis Wolfborn was raised by wolves, and he’s your best bet to drown your opponents in a wave of fur and fangs. He buffs his attached unit of Fenrisian Wolves or Thunderwolves with Sustained Hits and the chance of causing Mortal Wounds on a successful Charge, while being slightly cheaper than a Wolf Guard Battle Leader on Thunderwolf. Compare their respective buffs and choose whichever one suits your needs. |
Harald Deathwolf |
This is the man who rescued Canis Wolfborn, and a very interesting replacement for a Wolf Lord on Thunderwolf. He gives his unit's Thunderwolves Devastating Wounds and can completely negate a single attack against him once per turn, while being cheaper than his Wolf Lord equivalent. A strong option to field alone, claiming vulnerable objectives and harassing your opponent’s flanks while refusing to die. |
Krom Dragongaze |
A cheaper alternative to a Space Marine Captain, Krom has a nice sword but weak abilities. His unit gets stronger the more members die (just like Arjac), and once per turn he can force a nearby enemy unit to take a Battle-shock test. Highly situational. |
Lukas the Trickster |
A strange leader for a strange unit, Lukas can only join bands of Blood Claws, giving them protection by penalizing enemies who try to shoot them. On top of that, if he dies in melee combat, he has a chance to take some enemies with him via a burst of Mortal Wounds and instant Battle-shock. Not strong, but potentially funny. |
Murderfang |
An extra-strong melee-focused Dreadnaught with the ability to retaliate against anything that attacks him, Murderfang is a simple upgrade to a regular Wulfen Dreadnaught if you have a few points to spare. Notably, due to his special rules, he can never be your Warlord, so you will need to bring at least one other Character for that purpose. |
Njal Stormcaller |
A defensive Librarian-equivalent who makes his squad harder to hit and more resistant to Psychic attacks while packing a suite of weapons that enable him to destroy hordes of weak enemies. If you know you’re going up against Orks or Tyranids, Njal is a solid option. |
Ragnar Blackmane |
This ferocious Captain wants to Charge as often as possible, and his special rules make those charges easier and more dangerous. Ragnar will clean house in melee, and he is especially deadly against other Space Marines and similar multi-wound Infantry. |
Ulrik the Slayer |
The Space Wolves’ unique Chaplain-type character gives out sweet buffs to any warriors brave enough to follow him into battle. Though he isn’t as dangerous one-on-one as the other Epic Heroes, Ulrik is especially valuable for turning the cheap-and-cheerful Blood Claws into a legitimately threatening unit. |
Even with a roster of legendary figures to lead your army, sometimes you’ll want to make your own stories. The regular Characters of the Space Wolves can all carry themselves in melee, and each one gives you different options on how your Space Wolves will fight.
Cyberwolf |
Very few Space Marine Chapters would consider a cybernetically enhanced animal a 'Character,' but the Space Wolves have always stood apart from their peers. Cyberwolves can only be attached to units of Fenrisian Wolves, can’t hold objectives, cannot take Enhancements, and can’t be your Warlord, so their utility is minimal at best. If you really need a pack of Fenrisian Wolves to pull their weight, this may be an option. |
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Iron Priest |
The Space Wolves’ answer to the Techmarine, Iron Priests can repair your Vehicles and deal damage to enemies who get too close. Useful if you’re bringing a powerful Vehicle like Bjorn or Murderfang, with the main differences between them and their codex-compliant brethren being what weapons they carry: an anti-tank Tempest Hammer as opposed to the anti-elite Omnissian Power Axe, and a Helfrost Pistol (that can double as a Flamer-equivalent) instead of a Grav-pistol and Forge Bolter. |
Wolf Lord on Thunderwolf |
The Space Wolves’ equivalent to a Captain, with his mount giving him additional speed, toughness, and attacks. He keeps Rites of Battle to save you some Command Points, and trades Finest Hour for a passive increase to Advance and Charge distances. A solid leader to make your Thunderwolves even stronger. |
Wolf Guard Battle Leader |
The Space Wolves’ version of a Lieutenant, Battle Leaders give their unit Lethal Hits and can be attached to a unit that already has a Wolf Lord in tow. They can be given Terminator Armour or a Thunderwolf for extra durability or speed, depending on your needs. |
Wolf Guard Pack Leader |
Effectively an upgraded Sergeant with a Chaplain’s once-per-game ability to remove Battle-shock. They can’t be your Warlord or use Enhancements, but they can use a variety of wargear, making them a flexible option to improve another unit. Take Terminator Armour to support Terminators or Long Fangs, or a Jump Pack to soar with the Skyclaws. |
No Saga would be complete without loyal warriors charging into battle behind their ferocious leaders, and the Space Wolves bring a pair of units to replace (or complement) the standard Space Marine Battleline units.
Blood Claws |
The Space Wolves’ version of Assault Intercessors, Blood Claws have slightly worse stats on any turn that they don’t Charge but make up for it with a small point decrease and a couple of extra special weapons. If you have the option to take Assault Intercessors instead, seriously consider it. |
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Grey Hunters |
The Fenrisian equivalent to Tactical Squads, these versatile vets can take Chainswords for free and definitely should. Unlike a Tactical Squad, they can’t take any heavy weapons, so you’ll want to play them closer to the front lines and Charge them into melee when the opportunity presents itself. |
For those special missions that your rank-and-file Wolves can’t handle, you have a wide selection of specialists to earn glory in the Allfather’s name.
Hounds of Morkai |
The Space Wolves distrust Psykers (except for Njal, he’s fine), and the Hounds of Morkai exemplify this. They are an anti-Psyker version of Reivers, and a good option against Psyker-heavy armies like the Thousand Sons or Grey Knights. In any other scenario, you have better melee options. |
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Long Fangs |
A significant upgrade to Devastator Squads – instead of gaining Ignores Cover while standing still, they can re-roll ones to hit, making them deadlier in most scenarios. Reinforce them with a Pack Leader in Terminator Armour and a Cyclone Missile Launcher, and they’ll have your opponent forgetting that you’re supposed to be a melee army. |
Skyclaws |
Flying Space Wolves are just as dangerous as they sound. Skyclaws are to Blood Claws what Jump Intercessors are to Assault Intercessors: a fast-moving melee threat with bonuses on the Charge. However, instead of dealing Mortal Wounds, they are more likely to succeed at their Charges and more accurate in combat on the turn they do. |
Wolf Guard |
Somewhat similar to Vanguard Veterans – just without the Jump Packs – Wolf Guard can be very dangerous when escorting a Character into battle, but are generally too costly for what they do. You have better units elsewhere. |
Wolf Guard Terminators |
Carrying a combination of standard Terminator options and Assault Terminator weapons, Wolf Guard Terminators are versatile but very expensive. Look at all the options available to you and decide for yourself if the Wolf Guard Terminators justify their point cost. |
Wolf Scouts |
Improved Scouts with more special weapons for a slight point increase. If you want your Scouts to deal damage (especially in melee), these aren’t a bad option. If you want your Scouts to hold objectives for cheap, take the regular version. |
Wulfen |
Werewolf Space Wolves in space. A powerful berserker unit that can fight on death (and a direct upgrade to Assault Intercessors), this is the deadliest Infantry unit you have access to. They’re also fast-moving, so you don’t need to buy them a transport – which is good, because they can’t use any. They also can’t hold Objectives, so you’ll need another unit to hold the fort while the Wulfen chase down their prey. |
Out of all the loyalist Chapters, the Space Wolves are the only one to make use of Beasts. Fitting, as their Wulfen Curse means that they will become one too, should they fall too deep into their battle-rage.
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Impressively cheap cannon fodder, their only real drawback is that they can’t hold Objectives, but they’ll still pull their weight as a distraction unit and backline menace. | ||||
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Thunderwolf Cavalry | This is the most important unit in a Space Wolves army. Although they seem similar to Outrider Squads with a bit of added melee punch, their greatest strength is their multitude of Leader options. Put them with Logan Grimnar on Stormrider to maximize their potential (at the cost of putting all your eggs in one basket), or a Wolf Lord on Thunderwolf for more reliable charges and cheaper stratagems. |
Just because some of your soldiers like to ride flesh-and-blood mounts into battle doesn’t mean that you don’t have any unique Vehicles to show off.
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A costly Dreadnaught with a few unique weapons and a buff-aura for nearby Infantry. Give it a Blizzard Shield and Fenrisian Axe, and it will do an admirable job tackling enemy Monsters and Vehicles. If you don’t have enough points to get Bjorn the Fell-Handed, this may do the same job. | ||||||||
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Wulfen Dreadnaught | Very few things are scarier than a Dreadnaught, but a Dreadnaught piloted by a feral Wulfen might top the list. It can deal Mortal Wounds in close combat, has Feel No Pain to resist some damage, and will shred just about anything it gets into melee with. And just like their non-Dreadnaught kin, they can’t hold Objectives. | ||||||||
Stormfang Gunship | A flying troop-transport in the same vein as a Land Raider, the Stormfang Gunship has some powerful weaponry, but most of it is so short-ranged that you may struggle to make use of it. If you need a Transport, take one of the default options. | ||||||||
Stormwolf | Similar to the Stormfang Gunship, the Stormwolf is an expensive Transport whose firepower struggles to make up for its point cost and fragility. Allows its passengers to Charge after Advancing, so use it to deliver valuable melee units into the fray. |
When the Space Wolves go to war, there are a handful of strategies that they prefer to use – some of which they personally developed and some of which they “borrow” from fellow Space Marine Chapters.
Detachment |
Description |
Suggested Units |
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Sons of Russ |
Among the various Great Companies of the Space Wolves, each group vies for glory and fame upon the battlefield, to better inspire future Sagas of their deeds. At the start of the battle, select one Saga: this represents deeds that your army has already accomplished, and you gain its effects immediately. Then, as the battle goes on, your characters may complete additional Sagas, and your army will gain their benefits. | Wolf Guard Battle Leader, Wolf Guard Pack Leader, Long Fangs |
Champions of Fenris |
The premier Detachment for counter-charging – when one of your units gets Charged, any nearby Infantry or Vehicle units can jump in to help them. This will require you to keep your units close to each other, so they can lend support when the time comes. There are also multiple Stratagems and Enhancements to improve your Terminators, Wolf Guard or not. | Terminators, Blood Claws, Dreadnaughts |
Stormlance Task Force |
While this Detachment is technically inspired by the the fighting style of the White Scars, the Space Wolves can make unparalleled use of its Stratagems and Enhancements, especially if you bring Thunderwolves and/or Jump Pack units. | Wolf Guard Battle Leader on Thunderwolf, Thunderwolf Cavalry, Assault Intercessors with Jump Packs |
The Sagas have been recited, the battle-trophies mounted, and the Thunderwolves barded for battle; the Wolftime is upon us, and the Sons of Russ march to war. Each of the armies below is designed to showcase the strengths of its Detachment and highlight the unique Space Wolves units you can leverage to hunt in the Allfather’s name.
You’ll need your Characters to do some heavy lifting in order to activate Sagas, so this army list features three legendary figures to improve the odds. Bjorn the Fell-Handed will be your primary anti-tank, accompanied by a hybrid-loadout Predator Destructor to soften up his targets before Bjorn finishes them off.
Ragnar will ride with the Blood Claws in the Rhino, looking for a vulnerable Character to maul, and the Assault Intercessors will use their mobility to hop around terrain and take Objectives while wiping out any unfortunate Infantry that get in their way. Finally, Harald and the Fenrisian Wolves will pop out of Reserves to run interference and pick off stragglers while the Scouts hold whatever Objectives are left.
Logan and the Librarian will each lead a unit of Terminators, marching up the board with the Wulfen in the middle. If anyone gets charged, the nearest unit tags in to help them, and the other continues forward.
The Wolf Scouts can scrap for edge-map Objectives, Charging units weaker than them while using Guerilla Tactics to disappear into Reserves if they get threatened by something stronger. The Fenrisian Wolves will reinforce whichever area of the board needs more bodies, and the Ballistus Dreadnaught will shoot any Vehicles or Monsters that come your way.
The goal of this army list is simple: each of the Battle Leaders will lead a unit of Thunderwolf Cavalry, sprinting up the board and into melee range as quickly as possible, hopefully using cover to minimize casualties.
Each squad of Thunderwolves will be accompanied by an Invader ATV, who act as your anti-Infantry and/or anti-Vehicle shooting and use their Outrider Escort rule to shoot back at enemies who aim at the Cavalry.
The Scouts and Fenrisian Wolves can take Objectives and board space respectively, while Logan Grimnar observes the battle from Reserves, using Deep Strike to appear where he is most needed – likely behind enemy lines – forcing your opponent to split their attention between your multitude of deadly threats.
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