As many of you already know, my Space Wolves are based on the 13th Company chapter from the Eye of Terror Codex. They were lost for so long that their Vehicles no longer functioned. A full foot army, except for a very small elite group of Storm Claw Bikers. As soon as I heard about the new Hull Point rules in 6th Edition, making it much easier to Wreck a Rhino, my initial thought was that my 13th Company Space Wolves would finally go back to their original Eye of Terror status, of having no tanks.
When the latest edition of the Space Wolves Codex hit, making my Eye of Terror Wolves defunct. I spent a lot of time trying to go down the foot list route, and to be fair, I had quite a bit of success, especially with the Loganwing variant, but lets face it, a Loganwing army is a Loganwing army, it's not really 13th Company Space Wolves! I ended up making my own bit of fluff up for the army, allowing them to have vehicles. I made my Space Wolves have a few expert engineers who could keep the tanks rolling, and If they were able to loot Chaos armour to adorn, why couldn't they loot a few Rhinos as well? So that's what I did, a 75/25% ratio of Space Wolves and Chaos vehicles, allowing me to MSU or Rhino Rush depending on how I felt.
So what is the current situation for Rhinos and Razorbacks in 6th? It is pretty obvious that the 6th Edition rules and mission objectives have been designed to change things up from what they were in 5th. Vehicles, and Vehicles with troops in, can no longer hold or contest objectives. I think the days of Razorback MSU have been numbered, making way for the Rhino to excel. Good job I magnetised my Razorbacks then! Even with all the problems the Rhino has of being easy to kill in 6th Edition, I still think it has a place in my army. The Rhino only has to stay up long enough to get you to where you need to be, which in theory, should be easier to do than if you were on foot. I am not saying foot Wolves are a total no no, as I am definitely going to have a go at making them work in the future, but I am going to have to give the Rhino a fair trial before I get my walking boots out.
I had already decided that I found MSU Razorback Spam to be a bit boring to play, so I was already playing larger units of Grey Hunters in Rhino's anyway. The only change will be to switch from Melta to Plasma for obvious reasons. As for the Wolf Guard pack leader, I am thinking the Combi-Melta/Power Fist combo has to go, no point being initiative one in a Challenge is there? I can see my Long Fangs also getting a switch up, with a few Missile Launchers being switched out for Lascannons to help bring down any AP2 dudes. Not sure if we still need three groups of them either yet, maybe only time will tell on that one. I also can't really see me using Wolf Scouts anymore in great quantities either, they still have a place mind you, but nothing like they were before!
I think it's very early days for me and the Wolves, but overall, I don't believe 6th Edition is going to have a massive impact on my army. There will be some changes of course, but being Marines, it's going to be nothing like the changes I will have to make for my Xenos armies, in particular my Nids, which I am going to have to have a look at next...
Shadow Wars: Free Sisters of Battle, Inquisition, and Roster Sheets - The Shadow War Armageddon Rulebook is now up for pre-orders and along side it are the two new faction you can play, Adeptus Sororitas and the Inquisition...
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