#thunderwolf cavalry
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mtg-cards-hourly · 4 days ago
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Thunderwolf Cavalry
The practice of tracking and training Thunderwolves is a sort of initiation ritual into the upper echelons of the Wolf Guard.
Artist: Oleg Shekhovtsov TCG Player Link Scryfall Link EDHREC Link
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googlyeyesonmagiccards · 7 months ago
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THUNDER! Whoa oh oh oh oh
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cursed-40k-thoughts · 2 years ago
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Wich chapter/legion has the phatest asses?
Also, (since im a straight horny idiot guy (at least im preaty sure im not trans)) would it be the same chapter/legion if genderbent? If not who?
Firstly, kudos on the honesty and introspection!
In all cases it would be the space wolves. They actually store fat in their posteriors and thighs to keep circulation and warmth up during the winter months. It is, of course, always winter months on Fenris, and so the asses are perpetually fat. Thunderwolf riders have the fattest asses of all, as they develop extra density to accomodate for the all-terrain cavalry lifestyle. A naked space wolf in the snow evokes the image of a cake dusted with powdered sugar.
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mylittlemenandme · 3 months ago
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HOBBLED
It's been a real fallow period hobby-wise for me the last couple of months. After getting the Kurnoth done, I at least made use of the remaining nice weather to do some further priming.
My Secret Santa Iron Priest was the sole Space Wolf that was ready to go, and I also did the last couple of Death Guard models that were left on built so they could join their friends in their interminable wait to be painted. I then finished off a can of Chaos Black spray on the other Deathwatch units I had built for the last Crusade, and a selection of Rohan models, mounted models and their on-foot counterparts. The idea with those being I could then attack them with some pre-shade drybrushes and get them done fairly quick and straight-forward if I fancied something different.
I've got a handful of building projects on the go that have stalled somewhat - a Brutalis dreadnought, a Scout squad, some Thunderwolf cavalry - all at the minor conversion stage. The juice just isn't there it seems.
I think a large part of it is that there is a Space Wolves codex, plus models, somewhere in the distance, potentially even next summer. At the rate I build and paint (and play) that means there's a very real possibility that anything I start now will most likely be ready in time to be either obsolete rules-wise or bettered model-sculpture-wise. It's something I'm slowly getting out of my system, so I'm hoping I can kickstart things over the Christmas break.
This year's Secret Santa project might even get some of that juice flowing again before then. I've already had a couple of good ideas that I'm looking forward to getting my teeth into.
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gamecrag · 1 year ago
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One of the key elements of the game is melee combat, where armies engage in close-range battles with swords, axes, and other weapons. Melee armies can be fun to use in Warhammer 40k for a variety of reasons! Firstly, they often have high mobility and can quickly close the distance between themselves and their opponents, allowing them to engage in close combat and wreak havoc on the enemy's lines. Additionally, melee armies often have powerful units with high strength and toughness, making them difficult to take down in combat. Finally, there is a certain thrill to charging headlong into battle and engaging in brutal close combat, which can make playing a melee army a very satisfying experience. In this blog post, we will be highlighting the top 10 melee combat-based armies in Warhammer 40k, focusing on their unique strengths, weaknesses, and notable units. 10) Deathwatch Deathwatch is a Space Marine chapter that specializes in fighting xenos forces. They have access to a variety of units and abilities that make them a formidable force in close combat. Their notable units include the Vanguard Veterans, which are highly mobile units that can move quickly across the battlefield and unleash devastating attacks. They also have access to powerful characters, such as the Watch Captain and the Chaplain, who can enhance the abilities of nearby units. 9) Grey Knights A Space Marine faction that is dedicated to fighting Daemons and other Chaos forces. They have access to powerful psychic abilities and melee weapons that make them a formidable force in close combat. Their notable units include the Paladins, which are heavily armored units that can take a lot of punishment while dishing out devastating attacks. They also have access to powerful characters, such as the Grand Master and the Brotherhood Champion, who can enhance the abilities of nearby units. 8) Blood Angels They have a number of units and abilities that make them particularly effective in melee combat, such as the Death Company, Sanguinary Guard, and the ability to generate additional attacks through their Red Thirst ability. They also have access to a variety of melee weapons, such as power swords, power fists, and thunder hammers, which allow them to take on a range of enemy units. Overall, the Blood Angels are a strong choice for players who enjoy close combat and want to overwhelm their enemies in hand-to-hand combat. 7) Space wolves The Space Wolves are a Space Marine chapter that specializes in close combat. They are known for their ferocity and bravery in battle, and they have a variety of units that excel in melee combat. Their notable units include the Thunderwolf Cavalry, which is a highly mobile unit that can charge into combat with devastating force. They also have access to powerful characters, such as the Wolf Lord and the Wolf Priest, who can enhance the abilities of nearby units. 6) Orks (The Goffs) The Goff Ork Clan is one of the most brutal and aggressive Ork factions in Warhammer 40k, known for their love of close combat. Goff Orks are particularly effective in melee combat, with their units having high strength and toughness, as well as access to powerful melee weapons like power klaws and big choppas. Goff Orks also have a number of special rules and abilities that make them even more dangerous in close combat. For example, they have the "Mob Rule" ability, which allows them to re-roll failed morale tests if they are within range of their Warboss or other Ork characters. They also have the "Da Biggest Boss" rule, which allows their Warboss to gain additional attacks and strength when he's in combat with enemy characters. 5) Khorne Daemonkin Dedicated to the Chaos God Khorne and his love of bloodshed and violence. They are known for their brutal close combat capabilities, with a focus on melee units that can deal out significant damage in hand-to-hand combat.
Khorne Daemonkin units often have high strength and toughness, as well as access to powerful melee weapons like chainswords, axes, and hammers. One of the key strengths of Khorne Daemonkin is their ability to generate additional attacks in close combat through their Blood for the Blood God ability. This ability allows them to roll additional attacks for each enemy unit they kill in the Fight phase, making them even more deadly as the battle progresses. 4) Sisters of Battle An all-female army in Warhammer 40k made up of zealous, power-armored battle nuns. They are known for their close combat capabilities, with many units having access to powerful melee weapons like chainswords, power swords, and maces. Sisters of Battle in close combat is their ability to generate additional attacks through their Acts of Faith ability. This ability allows them to roll additional attacks for each roll of a 6+ when they fight in the Fight phase. Additionally, their Bloody Rose Order provides bonuses to their melee attacks and charges, making them even more deadly in close combat. 3) Tyranids The key strengths of Tyranids in close combat is their ability to generate additional attacks through their Adrenaline Surge ability. This ability allows them to roll additional attacks for each roll of a 6+ when they charge, were charged, or performed a Heroic Intervention. Tyranids can also use their Instinctive Behavior ability to gain bonuses to hit and wound in close combat when they are within range of their Synapse creatures. A highly flexible army that can perform well in both melee and Ranged, with strong psychic and ability support, and options for running horde or monster-heavy armies. However, the Tyranids are particularly deadly in close combat, with many units having high strength and toughness, as well as access to powerful melee weapons like scything talons and crushing claws. 2) Adeptus Custodes The elite guardians of the Emperor of Mankind in the Warhammer 40K tabletop game. They are known for their incredible combat prowess and their unmatched skill in close combat. The Custodes are a relatively small faction, but they are one of the most powerful and feared armies in the game. They are incredibly fast and agile, with high movement speeds and the ability to deep strike into battle. Their units are also highly durable, with high toughness and armor saves. In close combat, the Custodes are known for their devastating attacks, which are capable of dealing out massive damage to enemy units. 1) Harlequins They are known for their incredible speed, agility, and acrobatic combat style. The Harlequins are the best close-combat fighters in the game, with a variety of weapons and abilities that make them incredibly deadly in melee combat. They are able to quickly close the distance with enemy units and engage them in melee combat. They also have access to a variety of special abilities that make them even more deadly in close combat, including the "Flip Belt" ability, which allows them to move over terrain and other models with ease.
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xkeyon · 9 months ago
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Each however know they can't do this task themselves as if the five couldn't handle the Space Wolves Chapter going in alone would be suicide thus allies who believe in their cause are a must. The Craftworlds have their own missions, the Harlequins follow their own God's will, Corsairs are mercenaries and no real unity, and the Drukhari just no. But the Exodites there are many a live to nature where Isha and Kurnos were most looked to, and thus the Five former Rangers now Arrow-Holders travel to world where Exodites live looking for volunteers to join their cause. This could range from a single member joining with them learning now the skills the Arrow-Holder has gained to a planet's King committing their world to the cause. 
Now the lore has been established, and different story paths to follow what will be the forces the Exodites bring. (I'm going to include an already being used model from different armies to get an idea on stats, role, model size, and points)
Baseline: Exodite Long/short Armed Sentinels a simple watch force of militia that protected the villages until more elite forces came Long Armed focused on long range combat using Shuriken riffles and Snipers (Look to Guardian Defenders replace Heavy Weapons platform with Sniper)/Short Armed used Axe weapons and Shuriken Pistols (Look to Storm Guardians replace Heavy Weapons platform with a greater meele weapon user some kind of pike). Would be allowed for Kill Team.
Non-Baseline & Non-Special Characters, the bits that make when making your army it can be broken into 3 groups. Dragon Knights: Miltia that have proven themselves can be brought up as a Knight and ride the mighty beasts into battle. Megadon Riders: Groups of a basic hard hitting fast attack. (Thunderwolf Cavalry) Megasaur Rider: Once a rider's Megadon has grown enough through battle it is classified as a Megasaur and as that has grown the Knight has earned experienced to be a Lord. Can Lead Megadon Riders. (World Eaters Lord on Juggernaut) ---The model can be built in 2 other ways other then Megasaur Rider. This is Venomsaur Rider, where is a Lord's mount is killed they can choose to tame a different one some that have adapted in other ways in the wilds with the closest to the basic Megasaur being one that has developed a burning liquid giving the means to melt through heavy armours. Can Lead Megadon Riders but also attach to a group with a leader (More points then the World Eaters Lord of Juggernaut but still like that) ----The other is a Special Character will talk about them there. Wraith Army: A large grouping of old and some new Wraith Bone types of units have come forward from the Exodites. Worldsinger: A psyker that specializes in Wraithbone they are more advanced then the likes of Bonesingers. Can lead Wraithborgs. (a mix of Tech-Priest Enginseers and Spiritseers) Wraithborgs: Some Exodites have chosen to replace limbs with wraithbone becoming more durable meele fighters (Eightbound) Wraithnoughts: Wraithborgs that have proven their skill can choose to grow the Wraithbone allowing it to cover more and gain additional aspects. (Brutalis Dreadnought) Wraithknight: um..... (see Wraithknight)
40K Exodite Army thought
So this will be made into multiple posts through reblog, I hit the limit.
So the thought of an Exodite Army and how GW could bring it to 40K has been on my mind for a bit, as they had something of one in EPIC but how about one for their breadwinner Warhammer 40,000.
I'm going to start off with lore on why and how the Exodites would be going around and doing stuff now as they have been in the story for a long time and unlike the Squats/Votann never had anything that took them out. I at least believe should have a good reason why they would maybe be on the attack as they were something a mix between Amish & Hippies for the Eldar so a good amount of them suddenly going 'I woke up and chose violence' would feel weird.
Lore: The story begins with an Eldar Ranger group they have been contacted by a Seerer about a vision of some lost small Webway gate. They travel to the location look around for clues that leads them to it, and it activates. They make the choice to enter inside it and find things that resemble the clues that lead them to the gate but they lead more into the Webway, and so follow them to a different gate which activates on their approach. When they exit it they enter a pretty large building that could be best described as a lodge, with trophies, a weapon rack, even a nice kennel for hunting animals. The world itself is a savage ice world with great beasts that takes great skill to fight off, when the Rangers return back to the lodge they see some writing and realize this was a place known as Kurnos Quiver, a place where the Eldar's Hunting God stayed sometimes away from others even his love Isha, just him and his hunting dogs. It is believed though before their God's realm was sealed off from the universe he had a arrows made that contains some of his power. The Rangers go then to find these arrows when they do come across them the arrows are actually different weapons & tools a hunter would use each with an imprint of how Kurnos would use them, (think of them like the Sword of Khaine from WFB), with each Ranger taking one. However when they were taken up this sent a Psychic shockwave as they were sealed away with it getting the attention of beings with high enough psychic beings who live on the planet going to investigate with a group of warriors. As the Rangers begin to talk which leads to some arguments on what to do next they are attacked by this group, the Space Wolves. This world is Fenris, the Lodge was hidden all this time and the many deities they worshiped were the Hunting Dogs of Kurnos (yes I do know this reveal would/will make others angry). A fight breaks out but the Rangers now having become Demi-God like beings thanks to the arrows make short work of them, however they know that against the entire Chapter with just 5 of them would be suicide so they destroy the Lodge and seal the gate traveling with just the arrows they picked up. Once they have traveled back they get back into arguing on what they should do (the imprints on the arrows not controlling but influencing them to make the best use of it), with them splitting up to seek different goals. Bow: A hard light structure it seeks great beasts to shoot allowing one to choose between firing precise shots of impossible range, a volley to take out herds & flocks & swarms, and a giant hit that is made to fell titans. They travel to the west to Hunt the Tyranids. Leash and Harness: It brings to life a psionic beast to act as protector and keep others away having something deal with a specialist in long and close range at once. They seek the return of Fenris to the Eldar ready to bring the fight to the Space Wolves. Knife: More of a short sword this increased the Rangers strength and other physical traits to Primarch levels it has them to become the most like Kurnos. The return of the Eldar Pantheon is their goal and they go to join the Ynnari. Cloak: Protecting/resisting the holder body, mind and soul from the realms around them. The rescue of Isha is what drives them reading a mission to enter Nurgle's realm until then fight against the Death Guard and the Daemons connected to the God. ?????: A tool that is part torch, and compass it can open a small pocket demission that travels with allowing them to strike from another point that the pocket takes up. The idea to bring the war to Slaanesh herself is what they choose fighting against her Daemons, and mortal forces.
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maddyaddy · 4 years ago
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The Wolf Knights are the Greymanes' elite of the elite. A secret order within the Kingsguard, they fight exclusively atop Thunderwolves. A large proportion of their ranks are Fenrisian warriors bequeathed unto the Chapter by Logan Grimnar himself. Though some New Albians can be found amongst their number, they are few and far between. That said, the Wolf Knights steep themselves heavily in New Albian tradition and mores. Wolf Knights typically fight where the foe's line is weakest. Crashing their terrifying mounts into the foe's flanks and rear, they tear into them with savage fury. A single, cutting blow, they wholeheartedly believe, is enough to win battles in one stroke. The Knights of Kamahaloth understandably use their Wolf Knights sparingly. Cyning Njord Greymane is loath to sell their lives in vain. He instills this fact into every Greymanes commander he lends them to.
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titanomancy · 5 years ago
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Woof.
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the-runed-brush · 6 years ago
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A fun picture compassion of 3 of the first models I ever finished back in late 2015/early 2016, and the most recent 2 models I finished in 2019
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thepsykerfromfenris · 6 years ago
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Hi Everybody!
Yesterday I played for the first time with my Space Wolves miniatures! 🐺💙
We played with 750 point and I went to the battle with my Long Fangs, Fenrisian Wolves, the Thunderwolf Cavalry and Blood Claws. I had also a Wolf Lord seeing the battle with the older wolves, the Long Fangs.
It was a nice play with the Death Guard player and painter @dalaimar (check his Instagram account, it's great) and unfortunately for the Imperium, Daddy Nurgle won this time. But don't worry! The Sons of Russ never give up!!
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dolldirector · 7 years ago
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Been painting some small details on my Space Wolf infantry today, and I also primed my last Thunderwolf & rider, so they're all ready to be properly painted now.
Once I finish my infantry off, I wanna custom-make some basic armour for my Thunderwolves, and start building my Wulfen... except that's gonna take some work 'cause I basically wanna repose all of em. Their default posing is kinda awkward and could definitely be cooler. So I'm gonna cut 'em up at their joints and do it my way, already got some ideas in mind.
Genuinely pretty happy with my Warhammer collection so far though. I'm probably gonna buy some more Thunderwolves, some Fenrisian Wolves and perhaps a couple Razerback transports. All that's left to do now is actually play the bloody game...
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toranekostudios · 8 years ago
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i’ve been consuming way too many Initial D meme comps on youtube than is necessarily healthy so, new headcanon. Thunderwolves and their riders bond by racing around the outside of the Fang. 
DEJA VU, I’VE JUST BEEN TO THIS PLACE BEFORE
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kyoupiruchi · 8 years ago
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A group of moon moons.
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drukhari · 3 years ago
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Thought you should know that I finally caved on starting 40k, picked up some space wolves. Seeing you posting about liking it certainly didn't help :)
Nice lol welcome to the party! :) The wolves were the first army I played too back when Lily first started teaching me the game. I don't have them anymore but thunderwolf cavalry will always have a place in my heart.
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mylittlemenandme · 1 year ago
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SPECULATE TO ACCUMULATE
With the new Dark Angels codex supplement on the horizon, what better way to celebrate the lovely new book and models than to wildly theorise how this could shape the Space Wolves release when it finally (no earlier than autumn this year, sadly) arrives?
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Time to cast the runes…
New Rules
The Dark Angels supplement rocks in with a choice of three detachments - the general one from the index and one each for the Deathwing and Ravenwing - plus Crusade rules set around hunting for the Fallen. Three detachments sounds about right considering they'll also have access to the seven from the main Space Marine codex, and I think most new codexes have retained the one from the initial index release. The two others being based around the two formations that set the Dark Angels apart was to be expected, even if the Ravenwing perhaps share a bit of overlap with the Stormlance detachment from the main codex, kind of like a Stormlance+.
In this case, I'd expect the Champions of Russ detachment to be retained in the Space Wolves codex, maybe tweaked a little bit (like it has been in yesterday's Balance Dataslate, perhaps…). With the two other detachments likely leaning into what makes the chapter unique, I'm expecting one of them to be something along the lines of Wolfkin. Another Stormlance+ detachment, I can picture it based around the Thunderwolf Cavalry and Fenrisian Wolves, and maybe the Wulfen as well. I'm thinking this is where the classic Wulfen Stone relic from the past would pop up again as an Enhancement.
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If the wolves and Wulfen are indeed clumped together like this, it then becomes difficult to tell what the second detachment could be. The Great Companies already operate as archetypes well served by the other main detachments - Morkai's vanguard, Dragongaze's veterans, Ironwolves' vehicles, etc. - so it depends what aspect of the chapter they want to lean into. There are the dreadnoughts, the walking ancients with Bjorn et al. They could do a "savage" one, all Blood Claws and assault troops. Or there's the vicious hunters, based on Reivers and the Hounds of Morkai. I'm leaning more towards the latter but looking at the number of Reivers I own that's definitely wishlisting.
The Dark Angels Crusade rules are pretty much ported straight over from the previous edition so I can see the deed names and the boastful agendas doing the same for the Space Wolves, If they want to tie it into the new Space Marine Oathsworn campaigns, I think we could see them introducing the idea of Great Hunts from the lore. Setting out on a search for Leman Russ and recovering relics on the way, it'd be perfect for Crusade.
New Models
So this is the bit everyone is looking forward to.
The Dark Angels got a whole suite of new models. New Deathwing Knights and a new Belial model made sense after the new, bigger Terminator models were introduced. There's a new Asmodai as well, so along with Belial they are clearly replacing the old Finecast or metal characters. No news on Ezekial or Sammael as yet, but surely they'll see new models too. Then there's a new upgrade sprue with Ravenwing and Deathwing bits on, and on top of that a whole new unit: the Inner Circle Companions.
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New models getting introduced is a part of the reason why I think the new Space Wolves codex is a way off. There are a large number of characters in Finecast. There are Terminators and Terminator-armoured characters. What to do with the non-Primaris marines? Let's go through the datasheets from the index and see if we can work out what's likely to happen.
Reborn, Reforged
Arjac Rockfist and Njal Stormcaller - Finecast characters, in Terminator armour, I think these are locked in to get smart new models. A new Njal model will be superb.
Wolf Guard Terminators - Speaking of Terminators, I'm fully expecting a full new kit for the Wolf Guard in the same vein as the Deathwing Knights, rather than just being upgrade bits for the standard kit. A mix of assault weapons, shields, fists, combi-weapons, etc. this could also be used to build up Terminator pack leaders and battle leaders (assuming they make it into the codex).
Upgrade Sprue - Lots of Space Wolf heads, runic weapons and armour, pelts - I can see this looking similar to the existing Grey Hunter/Blood Claw sprue.
Unmoved
Bjorn the Fell-Handed/Murderfang/Venerable Dreadnought - Even though the smaller dreadnoughts have drifted away, I think this kit will continue. The Bjorn version in particular is very fancy.
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Ragnar Blackmane, Hounds of Morkai - New(ish) Primaris kits (or upgrades to kits), no change here.
Fenrisian Wolves - I think this kit still holds up, can't see why they'd want to change it (apart from the reason given further down).
Stormfang Gunship/Stormwolf - Again, no reason to remove this dual-purpose flyer kit.
Ulrik the Slayer - Blessed with a fairly new (2016), and excellent, model, I think you could put a note in the lore about him not wanting to put himself through the Primaris process or suchlike to justify not needing replacing.
Wulfen - Another kit with no reason to need updating, these will stay.
Uncertain Wyrd
Blood Claws/Grey Hunters/Long Fangs - Along with the Wolf Guard, the core identity of the Space Wolves for the past 30 years. With the introduction of Primaris marines, and the idea of "Claw Packs", "Hunter Packs" and "Fang Packs" in the recent codex to cover their integration into the chapter structure, could it be the end for these key units? The Tactical and Devastator squads managed to survive the chop from the last edition, could these do the same?
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The current kit can create Grey Hunters, Blood Claws and Wolf Guard out of the box, with upgrade bits for the previous scout kit in order to make Wolf Scouts. Long Fangs don't really have their own kit, more of an amalgam of bits from the Space Wolves box combined with the Devastator sprues.
An updated version of this kit that allows the same (with the Long Fangs served from the refreshed upgrade sprue) is entirely conceivable. As is the idea I had that I can't currently get away from - Blood Claws just become Assault Intercessors, Long Fangs fade away, and a new "Hunter Pack" unit is introduced which is essentially an Intercessor squad with carbines and chainswords, a midway between standard Intercessors and their Assault variant. Very much up in the air for these units.
Harald Deathwolf, Canis Wolfborn and the Thunderwolf Cavalry - The futures of these models are surely intertwined. Two Finecast character models - if they get replaced in plastic then you would think that the cavalry kit will be replaced and upgraded to match. I can see there potentially being new cavalry kits and, if I had my way, Harald would become a dual kit so you can make either the Wolf Lord himself, or a more general leader model on wolfback.
Krom Dragongaze - In the Dawn of Fire book The Wolftime, it's Krom who is the first to see the potential of the new Primaris marines and integrate them into his Great Company. It's easy to think therefore that he could get a new Primaris-ised version, but I could just as easily see his model quietly retired and replaced by having to add upgrade bits to the standard Primaris Captain kit.
Logan Grimnar - Another decision to make. Logan is another character in Terminator armour, so surely he'd get a new model to match the scale of the other new Terminator-armoured characters? In which case, what happens to the much-maligned, butt-of-many-jokes, Stormrider Chariot model? It's either back down or double down I feel, a new Logan Grimnar on his own or a brand new, even larger, wolf-pulled anti-grav chariot-sled to taxi him around.
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Cut Threads?
Cyberwolf - A Finecast model, it doesn't serve a grand purpose in the army currently, and I just can't see this being part of the new codex, unless they drastically update the Fenrisian Wolves kit and include this as an optional build.
Iron Priest - This is a lovely kit, but I can certainly see it being phased out and just being replaced with a standard Techmarine.
Wolf Scouts - It could well be they include head and arm options in a new upgrade sprue, but the existing scout datasheet works just as well for these (just without the nod in the lore to these being veterans in the Space Wolves, rather than initiates in other chapters).
Wolf Guard - If there isn't a new Grey Hunter/Blood Claw kit to allow for mixed equipment, these can pretty much be replaced with Sternguard/Vanguard/Bladeguard units, maybe given a Wolf Guard keyword that works in one of the new detachments.
Skyclaws - I do wonder if these will just become Jump Pack Intercessors going forward, like the old Assault Marines did.
Lukas the Trickster - I feel like he will be a Finecast character too far, but happy to be proved wrong.
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Whatever the future holds for some of these, it's looking like it'll need to be quite an overhaul of the range regardless. Better start saving up.
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indiana-farm-nerd · 3 years ago
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A new priest to keep up with my thunderwolf cavalry
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