Friday, February 17, 2017

SPACE WOLVES 30K TACTICS - Know your enemy - Part 1

As a tread head, my original interest in the Space Wolves started with the Leman Russ Battle Tank and continued with the release of specialty codices, minis and unique units like the wolfen and the massive Thunderwolf cav.

Russ is also an especially interesting Primarch. He is a true lead from the front warlord and his legions buck tradition and are extensions of Russ's personality. To other Primarchs though, he is the executioner of the Emperor. He is rightfully feared, as it was the Space Wolves sent to destroy 2 of the initial 20 primarchs and Legions when they strayed from the Emperor's light.

With release of Horus Heresy Book 7 - Inferno, we finally have rules to play out the Burning of Prospero, the Epic clash of the Space Wolves sent to exterminate the Thousand Sons.

The Space Wolf Legion Rules really focus on their unique infantry and dispersed HQ great company structure. As you will see, the rigid structure heavily restricts build options but adds flavor by layering rules through a mix of IC, unit, ROW and war gear rules.

So are Space Wolves the lap dogs of the Emperor or the incarnate of the Emperor's executioners? Let's take a look in bite sized pieces.

++ Numeration: The VIth Legion ++ Primogenitor: Leman Russ ++ Allegiance: Loyalist 
Preferred Style of Fighting 
"Since the days of the VIth Legion's inception on Terra, it has remained a Legion apart from its fellows, its origins shrouded as it garnered a fearsome reputation for its warriors' prowess as a shock-assault force as well as tireless pursuers and a peerless hunter-killer force. Unexpected violence was the Legion's calling card, its campaigns unsubtle, but brutally swift. Like their latter-day namesakes, the wolves of old Terra, its warriors' assaults are calculated exercises in ferocity, aimed to tear and rend until the foe lies in ruins or is driven to its death." 
"Conditioned to hold a near-suicidal disregard for danger and trained to exploit this to the fullest on the battlefield, the heavy infantry that form the core of the Legion's battalions are a force that has been honed in battle against the countless enemies of Mankind and, it is whispered, against their own wayward brothers. For, unlike their brother Legions, the Space Wolves were kept under the tight control of the Imperial Court and unleashed at the Emperor's command as often to chastise those who would renege on their oaths of service as to destroy those who resisted the offer of Compliance."


From a high level, the core rules largely reward infantry heavy assault armies with a focus on encircling and closing quickly with the enemy.

Bestial Savagery: +1 WS when charging. Counter-attack and must sweeping advance if they win combat on a turn they charged or counter charged.
Hunter's Gait: +1 to run and consolidate (termi and jumpers excluded).
Preternatural Senses: Ignore night fight. Re roll table edge when outflanking. No infiltrators within 18" even if the unit is out of sight.

Space Wolf Army Selection

The army selection is fairly complicated and restrictive. Some of the fine points worth mentioning is that the additionally required HQs are not "compulsory" HQs. So things like priests and the like count toward the HQ requirements.

It should also be noted that Grey Slayers being compulsory troops and everything else being support ends up restricting a lot of the possible ROWs. This isn't necessarily a bad thing. Grey slayers are priced equally to standard tac squad but have considerably more wargear options, making them very versatile.
  • HQ: 
    • Compulsory HQ: Praetor or Centurion
    • Mandatory 1 HQ per 1000 pts
    • Priest of Fenris replaces Chaplains, Librarians and Primus Medicae
  • TROOP:
    • Grey Slayer may be taken as compulsory troops
    • All other troops choices gain the support squad rule

  • Power Weapons maybe exchanged for frost blade or frost claw for 5pts or frost blade for 10pts
    • Frost Blade: +1 Str, AP3, Specialist weapon
    • Frost Axe: +2 Str, AP2, Specialist, unwieldy
    • Frost Claw: +1 Str, AP3, Shred, Specialist weapon
    • Great Frost Blade: +1 Str, AP2, Master-crafted, 2 handed, -1 to initiative but +1 attack if in base with more than one model 
  • Aether-rune Armour: Praetors or Priest of Fenris can upgrade Artificer armor for 20 points
    • 2+ armor save, +1 W, Re-roll Deny the witch rolls
  • Fenrisian Wolf: Praetors and Centurions (without jump packs or termi armor) can take up to 2 wolves. The HQ maintains their IC status. They are basically 2 attack space marines with a 6+ armor save and can be upgraded to cyberwolves with FNP 5+. 
  • Burning Claws (Relic): Wolf Claw, master-crafted and armor bane.

The Pale Hunters: 
  • +1 to reserve rolls
  • All non termi infantry units, gain hit & run (2d6 not 3d6) 
  • +1 attack when assault units locked in combat 
  • No Artillery. No Drop Pods.
  • Only one Heavy 
First, let's chat about the rules. Jump infantry are infantry so get this rule.

As for "locked units", a unit is locked after you have finished a charge move. So if 2 units charge in the same turn the second unit gets the +1 attack benefit. So consider the option of charging in characters separately. It's a risk but it could add huge amounts of attacks in the assault phase.

I personally think hit and run is one of the best rules in the game. It's value can easily be overlooked when compared to other ROWs. That said, no Drop pods AND a max 1 heavy support restriction will be too steep for many generals, but I think this ROW is VERY strong.

The Bloodied Claws: 
  • Grey Slayers and Assault Squads get furious assault and MUST charge if able.
  • +1 combat resolution in hth when in the enemy's deployment zone
  • Warlord gains Howl of the Death Wolf Warlord trait i.e. re roll run and charge dice for one turn. 
  • No immobile, artillery, slow and purposeful units
  • No allies 
This will be the go to ROW for most Space Wolves lists. Furious assault sets up a lot of combos. One of the more powerful combos is taking power axes in the Grey Slayer and Assault Squads. This gives you WS5, S6 AP2 attacks on the charge, when when mixed with Rad grenades means you are Obliterating 2W T4 terminators and pretty much more things Adeptus Astartes. The restrictions are also fairly minor.

That said, the MUST charge rule can be a huge liability in the late game against a wily opponent.

Other ROWs: 

With the compulsory Grey Slayer rules, you end up losing any ROW that has mandatory units from the standard crusade codex. The list below is what you are left with.
  • Orbital Assault
  • Armoured Spearhead
  • Outcast Sons 
  • Sky Hunter Phalanx (with difficulties)
  • ZMAF
  • The Pale Hunters
  • The Bloodies Claws


Leman Russ: The first thing that jumps out at you about Russ is his beefy stats lines. 6's across the board, I7 ad WS9. Russ has 2 weapon options. The first is master crafted, S8, AP2 re roll armor pen. Then second is S6, AP2, Shred and sever life, which basically is a toughness test, which causes an extra D3 AP2 if failed. Russ can divide his attacks between the 2 weapons.

BUT what makes Russ interesting is that models in base to base with him are -1 to hit in hth and -2 if they are in base to base with him more than one turn. With WS 9 that means pretty much everyone is hitting him on a 6+. All and All Russ is a Primarch Killer.

He also buffs a space marine army by gives them all +1LD and he has a one use re roll for all run and charge rolls.

He also unlocks Vargyr Termies and Legion Vet squads as compulsory troops. Which is a big deal with Grey slayers being the ONLY other compulsory troop option, unless you take a ROW that adds to that list. Plus, you can take Warrior's Mettle as a Vet option.

  • Wolf-kin of Russ: Cool. 30k Thunder wolves :) First off, they count as an HQ, which is sweet since you need an HQ per 1000 points anyway. During the game you can use them to LOS Russ if they are within 6", which helps get Russ to where he needs to be... Beating face. The can also be a cheap unit to lock unit so everyone else get +1 attack if you are using The Pale Hunter ROW. The downside is that they both give up KPs, so can be a bit of a liability in certain missions. 

Greigor Fell-hand: Crown breaker (Preferred enemy IC and FNP 5+ in a challenge), 3 attacks, S6, AP2, master crafted, shred

Greigor is basically a cheap beat stick, granted he only has power armor and refractor field. He only has 4 attacks on the charge though, so don't expect to be collecting Praetor heads. He should mince most Sgts though.

It should also note he has Warrior's mettle, which is great with Grey slayers. However, it's tough to attach him to grey slayers because they start at a unit size of 10. So most transports can fit him. So he's good with grey slayers on foot (probably outflanking) .

OR in a Pale Nomad list, you put him in a Spartan with a large Grey Slayer unit. He detaches and charges first with the crazy Warrior's mettle charge range and you follow it up with a charge with the Grey Slayers, which are now all +1 attack on the charge ;)

Hvarl Red-Blade: YES. This guy will be the GO TO HQ for most armies. 5 S6 Ap2 Armorbane attacks on the charge as WS7, in Tartaros armor with a Iron Halo, and grenade harness and A MOTHER FUCKING HEAVY BOLTER. Lol. It's like a 6 year old made this guy up. I love it.
  • 3 INFANTRY units can scout 
  • Units within 12" get Preferred Enemy (Infantry)
This guy has everything you need to make space wolves work. Scout is a great rule because you can use it for a scout move OR unit is to outflank and space wolves get to re roll the out flank roll. Also remember that scout confers to dedicated transports as well. So in the armoured breakthrough ROW you would get Scouting land raiders. And finally, Jump Infantry are Infantry, so you can scout jumpers 12" forward.

Priest of Fenris: A strange but powerful unit. You have to choose either to run them as a Speaker of the dead, which is an apothecary / chaplain like character or as a psyker with some anti psyker abilities.
  • Speaker of the Dead: Comes standard with a power maul, healing balms (5+ FNP) and Garm blood vial (8" Poison 4+ rending assault d3+1 one use grenade). 
  • Caster of Runes: Comes standard with a Runic Matrix (re-rell deny the witch and caps powers at 4 dice if used against this unit.) 
Overall, Priests of Fenris are VERY good. But they don't mix well with Grey slayers and they can't take jump packs (which would be awesome in the bloodied claw ROW), they can't take bikes (with would have been awesome an outflank heavy pale nomad list). So finding a place to hide these guys is actually a problem. I think you will large just run with Deathsworn.

Especially if you go down the route of Russ, which opens up vets as compulsory troops, which opens up Pride of the Legion, which opens up Deathsworn as command squads and let's the Deathsworn take a dedicated land raider ( which would also scout).

Priest of Iron: Forge Lord, Master of Signal and Praevians can be upgraded to Priests of Iron, which gives them the option to upgrade their armor to Aether rune armor (+1 Deny the witch, +1 wound, 2+ save).
  • Forge Lord: May take cyber wolves for +15 points instead of Servo-Automata. It's a fluffy option, but it's nothing insanely good. At 15 points and 6+ 5+ FNP, they aren't really resilient or cheap enough to be bullet magnets. And the wolves aren't beasts, so you can really run them next to a forgelord on bike (which would have been cool). They also don't really hit that hard in hth. So really, the only plus is that he gets to add wounds to a unit, which I guess could be useful for a dev squads or something. Overall, it's not that interesting of a choice. 
  • Master of Signal: Not really a front line combatant, so adding a wound or anti psychic power doesn't really add much to this guys. And MoS are support characters, so it's not like you are making your warlord super durable. Overall, it's a lackluster choice. 
  • Praevian: Battle-automata can take the counter attack rule. Don't pay for this... FW needs to read the 40k rules better... Paevians already have Counter-attack from Bestial Savagery and it's a universal rule that extends to the entire squad. So it's a trap. That said, it's worth pointing out that you get coutner-attack + whatever rule you choose on Praevian table for your castellax. 

Deathsworn Pack: These are Space Wolf Vets that come standard with artificer armor, a bolt pistol  / power axe and stasis bombs. In HTH they are fearless and get their attacks at I1 even if they are killed.
  • Stasis bombs are pretty sweet: 6", Fleshbane, AP2, Small Blast, pinning gets hot. 
They also get some pretty good wargear options, including Rad Grenades i.e. wounding on a 2+. They also have cheap upgrade access to power fists, great frost blades and thunder hammers. These guys are about as deadly as it gets and they a priced pretty at a serious discount. Expect to see a lot of these guys.

Varagyr Terminators: This is your special snowflake termi squad. They come with stubborn, fear, S5 hammer of wrath attacks, the ability to accept challenges and WS 5. Also don't forget, they are space wolves so get an additional +1 WS on the charge. So at WS 6 they are interesting IC hunters.

They also can get frost blades of your choice, which is a double edged sword because all the frost weapons are specialist weapons, so you don't get your +1 to attack. BUT, you can buy a second frost blade for 5 points. So they are basically A3 S5 lighting claws, or A3 S6 power axes. BUT you can also swap a frost blade for a powerfist for free or a chainfist or thunder hammer for 5 pts more. So if you go frost claw / power fist you all of a sudden have a pretty versatile unit.

All that said, these are also 59 point 1W terminators... Sure 5 of them get 20 attack on the charge, with 5 x S5 hammer of wrath hits and hit on a 3+, but is that really worth 95 points more than a standard termi squad? I don't really think so.

Legion Veteran Tactical Squad: Russ unlocks these guys as compulsory troops, which is a very good option, as the Space Wolves come with preternatural senses, +1WS on a charge and counter-assault rules that all layer well with the Vet rules.
  • Marksmen: gives rending through the sniper rule but also out flank, which Wolves get to re roll the dice when entering from reserves. 
  • Warrior's mettle makes use of the fact that Vets come with bolter, pistol and CCW, and makes them very mobile on foot. 
  • Weaponmasters: Give them WS5 which becomes WS6 on the charge

Overall, Space Wolf vets are very good out f the box at hth and have access to Power Weapons for everyone. So you can either go all in and make units combat monsters or just take a couple power weapons. So whether you go power weapon crazy or just sprinkle them in, you are left with a unit that is very difficult to move off an object.


Grey Slayer Pack: These are your compulsory troops and all other troops gain the support rule. From an ROW perspective, this limits your ability to take a bunch of ROWs. That said, Grey Slayers are quite good, so it's not a huge loss.

From a points perspective, they are the same cost as tac marines but come with BP / CCWs instead of a bolter and swap fury of the legion for Warrior's Mettle.

  • Warrior's Mettle: Models may not go to ground. Re-rolling pinning tests. Can charge after running., and an charge after firing bolters (both situations have a -1 to charge distance).
  • What's intersting about this rule is that its "Models" not unit. So it's a tricky rule to figure out how it works with ICs. If the unit shoots with bolters and the the IC shoots with a pistol? Can you still charge? I say yes, but it's not exactly clear. But can you run after you charge? I would say no. 

Warrior's mettle is a very good rule, which makes space wolf troops really fast and charging after bolter shoots is basically like an extra I10 attack.

What really sets Grey Slayers apart is the ability to take wargear. Some of the interesting options include, 5 pt power weapons, chain blades, or combat shields for EVERYONE or a powerfists or combi weapons on a 1 to 5 basis.

I mean 325 pts for 20 guys with 60 power weapon attacks is a great deal. And remember they have counter attack and are hitting with WS5 on the charge. Also remember that deathsworn packs have rad grenades, so consider the combo charge possibilites. And you can buff these units with a priest.

^^^^ This is what makes this codex GOOD ^^^^

Legion Assault Squad: With bloodied claws, these guys pick up furious assault, which is great for oblitting power axes. Beyond that though, you can really start seeing how this Legion starts to layer rules upon rules. Without much point expenditure you are WS5, counter assault, +1S, re roll 1s to hit and wound and your opponent could be -1 T. And since some of these conditions require the unit to be charging, Legion Assault Squads become a solid choice if you wanted to add a 3rd troop choice.


Legion Land Raider Battle Squadron: While these guys get no special rules, they can be made a dedicated transport through the armored spearhead ROW or though Russ with with Pride of the Legion. This allows the landraider and the unit inside to scout. In addition, the Warrior's mettle rule is insane out of a landraider. You're  talking 6" move + 6" deploy + D6 run + 2D6 charge. And your warlord may very likely be giving you re rolls on the run and charge dice.


At first glance, Space Wolves look pretty boring and very limiting. The legion rules are very restrictive and force you down a path of grey slayers and lots of ICs. This is problematic, as the Warrior's mettle rule doesn't play well with ICs.

Once you get past that, you quickly see that this Legion has the ability to layer A LOT of special rules on top of a unit. This pretty much starts with Hvarl Red-Blade. Honestly, expect to see this guy in pretty much every list.

He gives, 3 INFANTRY units Scout (outflank) AND give out preferred enemy in a 12" bubble to entire units. Now stack +1 WS on the charge and Rad Grenades from DeathSworn and finally add ROW rules. Even Basic Grey Slayers become crazy good.

  • The Pale Nomad on the Charge with Power swords = 81 attacks, hitting on 3+, wounding on 3+, AP3, and re rolling 1's to hit and wound and against infantry. 
  • Which is ~50 dead space marines. 
  • The Bloodied Claws on the Charge with Power Axes = 61 attacks, Hitting on 3+, Wounding on 2+, AP2, which oblit T4 models, and re rolling 1's to hit and wound and against infantry. 
  • Which is ~25 dead cataphractii 2 wound terminators. 
  • It's also worth pointing out that with power maces and this ROW you are running around with 81 S7 attacks on the charge... So consider this an strong light vehicle hunting squad. 
And that is the damage output of a singe 325 point COMPULSORY TROOP CHOICE!!!! And with counter-attack it's pretty much a death sentence for most units to charge these guys as well.

Preternatural Senses is also a very strong rule that other legions would absolutely love to have. Re roll ouflank deployment opens up the ability to run a very outflank heavy force, which is fun but tactically, it gives you a lot of choice versus different armies. 

Preternatural Senses also forces infiltrators to stay 18" away even when out of LOS. Thus, taking a single naked recon squad can COMPLETELY SCREW any sort of infiltration heavy force. Finally, ignoring night fight is a nice little perk. 

From a list building perspective, I think most players will gravitate towards The Bloodied Claws, The Pale Hunters ROWs. For these two ROWs, Hvarl Red-Blade seems absolutely mandatory. Expect lists to be either foot based and outflanking or vehicle based and scouting.

  • For The Pale Nomad ROW, Wolves can make good use of small out rider units, our ICs on bikes. They can send in small cheap units to "lock" units in combat to add attacks to other other units. As you can't take pods in this ROW and can only take a single heavy support, expect Super Heavies, fliers wings of lightnings, and grav/melta speeders. Storm Lord is actually an interesting Super Heavy for these guys. Overall, I think this is your "Outflank" heavy ROW. Large units of Grey Slayers out flanking with ICs on bike and outflanking marksmen vets with combi flamers in rhinos sounds like a pretty scary army. It's reserve heavy, so units like damocles command rhinos might be a good pick up (and yes it counts toward your HQ totals)
  • For The Bloodied Claws ROW, I think you will still see Hvarl Re-Blade, but in this ROW expect smaller unit scouting in transports, or scouting Jump Pack Wolves, or deep striking Jump packs. I think some foolhardy general will try to run big units across the board... but I think that army concept will fail. 

As for other ROWS, I think that armoured spearhead and orbital assault will be a popular ROWs.

  • For Armoured Spearhead, expwct to see Hvarl Red-Blade scouting units of Landraiders. This increases the scout move of infantry to 12" and Land Raiders are assault vehicles. Add in Warrior's mettle and you have huge charge range out of one of these tanks. You also don't have the immobile or No pod restriction, so things like contemptors or levies or termies in pods can help add preseasure turn 1, while you can't charge. 
  • For Orbital Assault, remember that EVERYONE has counter assault. So the idea is not to blast everyone off the table turn one. That's a Son's of Horus Build.... Instead, the idea is to drop a ton of bodies that you are screwed if you charge them and doubly screwed if you don't. Russ is actually very interesting in this sort of list as this is one of the only way to get deepstriking termies, and vets are good in a pod list (think rending combi flamer spam). It should also be noted that Grey Slayers are pretty versatile podders as they can be kitted hth heavy on the war gear, but they can also take 2 combi weapons. 

Also remember, that Vet's with Marksmen can outflank, so expect heavy outflanking forces to be supported by Vets. Especially, if Russ is on the table because Vets become Troops. 


New rules, so this is a lot of theory hammer, but this is how I would approach countering what I think are the stronger wolf lists.

To counter Space Wolves you have  their movement.

If Space Wolves are playing an outflank based force you have 2 options. Either string minis down one side of the board so they can't deploy. Or deploy centrally and counter attack with things like Mor Deythan flamer squads in rhinos.

If Space Wolves are playing a scouting force, you really need to get them out of their transports quickly. Consider a force that has 3 landraiders deployed. They will deploy centrally and scout 12" forward. They can't assault turn 1, but Grey Slayers can have a 12" + (re roll) 3D6 range. You likely can't kill 3 landraiders, maybe one. But you can vastly reduce the effectiveness of these types of units through tactics.

  1. Deploy something like grav rapiers in the corner of their deployment zone. Now they have to blow their scout move to deal with you. Plus you might take the land raider out before it gets to you and you've stranded a unit in their own corner. 
  2. Park a rhino sideways in front of the landraider. Also try to use impassable terrain to jam up movement lanes. It should knock at least 6" off the assault range and you again put them in the tough position of either moving forward with their assault or deal with the rhino and it's contents.
  3. Deploy towards the corners. They won't have enough movement to deal with everything. Plus you put them in the tough position of dividing their force. 
  4. Know the Rules! They can't end their scout movement within 12" another unit. With infiltrate, you can really hinder their scout moves. Just be wary if they have a recon unit to push you back 18".
Conceptually, you should be able to take out a land raider a turn. The goal is buy time my offering up bait units and slowly dismantle the landraider. Then you use units like flamer vets, plasma units, mor deythan, typhons, etc to clean up the infantry. 

If Space Wolves are playing a deep strike heavy force, flyers are a great way to go. That said, Wolf pods don't really put out huge fire power when they come in, but they are a huge hth threat. Ultimately, you can counter pods with a bubble wrap unit and mor deythan in a rhino.

At the end of the day, most lists Space Wolves will run heavily towards one of these army types or will contain elements of these three lists. Mixing and matching the these tactics is how to defang the wolves. Raven Guard are actually have the right tools to deal well with heavy elite infantry lists, but it's really how you play your list that is going to make the difference against Space Wolves. 


Unknown said...

Okay. What I have for models is the Burning of Prospero box (for now)

I guess it's .. 2 x10 GreySlayers (maybe rhinos later)
10 models for the Vets? Deathswords or Legion Vet ?
5 Tartaros terminators (prolly 1 converted to the IC Hvarl Red-Blade?)

Guess I could dust off 40k Land Raiders from shelf for extra transport/Heavy fun?

Unknown said...

Redblade only gives scout to infantry units & scout only confers to dedicated transports, guess you'd need to run armoured spearhead to get raiders as dedicated

Unknown said...

Phobos scouting land raiders are not assault vechiles ?? :-)

Unknown said...

Preternatural senses push your infiltrators back 18", meaning they can only affect the scout moves by 6" at best. Having said that your general plan of hassling the wolves and controlling their movement lanes around the table seems best, keep us at arms length. Great article!

gustavo HDEZ said...

One question: with Russ we could use varagir and vets as compulsory troop choice. In some RoW (like Primarch's chosen) you must be taken other type of troop as compulsory than the usual troop choice. And I think this fact is the same for SW and his grey slayers. Then, in my opinion, we could use some others RoW. What do you think?

deFl0 said...

Right but you can take a special character that gives the land raiders scout

deFl0 said...

That 6 inches is enormous. It's the different of you picking up 20 models turn 1 with my rending flamer more deythan in rhinos.

Trust me. It's a big rule boon for wolves!

deFl0 said...

"Redblade only gives scout to infantry units & scout only confers to dedicated transports, guess you'd need to run armoured spearhead to get raiders as dedicated"

Oosh... This is a mistake on my part. On infantry gain the scout rule... And that means it out only extends to dedicated transports.

That said, it means armoured spearhead is an interesting ROW for Land Raiders. It also makes Pride of Legion interesting as Deathsworn become command squads for Speakers of the Dead, and thus can take land raiders.

deFl0 said...

Ugh... Accept, you can't take Pride of the legion due to the compulsory troops clause.

I have to say these Legion rules are pretty annoying...

deFl0 said...

Unless you take russ, and then Vets and termies are compulsory, so then you could take pride of the legion.

deFl0 said...

"One question: with Russ we could use varagir and vets as compulsory troop choice. In some RoW (like Primarch's chosen) you must be taken other type of troop as compulsory than the usual troop choice. And I think this fact is the same for SW and his grey slayers. Then, in my opinion, we could use some others RoW. What do you think?"

Yes. I agree. Ultimately, Legion specific rules overwrite Codex rules overwrites 40K main rules. This Puts ROWs in a weird spot as the order of operations is fuzzy. Personally, I think the way it should work is that ROWs overwrite everything and SPecial Characters Overwrite Legion specific rules, but their isn't much supporting a view one way or the other.

That said, with Russ he allows you to take Varagyr and Vets as compulsory troops. So ultimately, I think this means you can take Varagyr, vets or grey slayers as compulsory troops. So taking Russ opens up a couple ROWs like pride of the legion, Primarch's chosen.

gustavo HDEZ said...

And, without Russ? Could I use pride of legion or primarch's chosen without our primarch?

noxifero said...

Hey, just wanted to ask a modeling and not gaming related question: that Spartan in the picture is awesome! Is it yours? If so, could you give me some details on the conversion work? In particular I am interested in the dragon heads attached in the front to the Logan Grimnar's sled parts : where do they come from? Thanks a lot!

deFl0 said...

NO! I wish it was though. I think I pulled the pic of a Facebook page.

Do a Google Image search. You might be able to hunt down the owner ;)

Anonymous said...

Hi there,

I have a question about your post here - at the Speaker of the Dead bit, you say that he doesn't pair well with Grey Slayers. Is that due to the aforementioned minimum unit size of 10 (thus prohibiting a Rhino) or some other reason?

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