Wednesday, September 16, 2009

My Turn To Complain About The New Space Wolves

I have heavily debated even posting this, as I have often complained about the complainers, but I'm quite concerned about the new codex. I want to get my thoughts and concerns out. I've actually been totally fine with all the Wolf rumors I've heard, powerful characters, cheap Grey Hunters, insane Bloodclaws, etc, until I heard about their psychic powers. This is where things get ridiculous.

Eldar are supposed to be the most powerful psykers in the galaxy. Yet ever since Second Edition (with our extremely overpowered codex) we've only had mostly weak destructive psychic powers. Fortune is nice, and a guide/doom combo can be powerful, but those are powers that rely on the relative power of the unit they are cast on. I'm not saying that they're weak powers, they're the best we have, but the destructiveness depends on the unit. Mind War can pull the teeth out of a unit, but there's a lot of hoops to jump through before anything can happen, and it only inflicts one wound. Eldritch Storm is a joke. I have tried it, even with a Doom combo and it is ineffective. Destructor is our best "killy" psychic power, but it's just a heavy flamer. Our power is in synergy.

Now the Space Wolves have two of the most destructive psychic powers in the game, and furthermore can nullify any psychic power on a simple 4+! Njal can do it on a 3+. Everyone says that you can simply kill the guy with the power, but if he's in a unit it's going to take a lot of work. Especially if you can't get any valuable units within 24". Plus, the powers are carried by a 100 pt character, and 4 of them can be in the army.

What's worse about Jaws of the World Wolf is that there's not enough rolls! A simple psychic test on LD 10 and then bam, death to everything that can't roll under its initiative. No cover, armor, or inv saves. No wounds caused, simply removal. There goes your 200+ point character or MC, sniped right out a unit far more effectively than a Vindicaire assassin. At least he has to roll to hit and to wound, and you sometimes get a save against him. The only other ability I can think of that can simply remove models is the Teleport Barrage stratagem from Planetstrike, which is once again an extremely overpowered piece of schlock.

Eldar will likely not really be harmed by Jaws of the World Wolf. Almost every model will dodge it on anything but a 6, and they'll have to roll 3d6 to get their psychic powers off anyway. What I'm worried about is my Tyranids. Goodbye Carnifexes!

The other problem with the initiative test is that there's no point in having an initiative higher than 5 (except for CC of course). An initiative test should be like shooting if your BS is over 5. If you miss and your initiative is higher than 5, you can roll again (an Init. 6 would have to roll a 1 on the second test, a 7 would roll a 2, an 8 a 3, and so on).

If I played Space Wolves, I could not in good conscience take this power against my opponent in a friendly game.

I really hope the 'nid codex has that power in mind when they write it. I hope that Zoanthropes project a psychic null-zone where no enemy psychic powers can take effect within 12" or something like that. That would make them useful again.

Ok, I got that out of my system. I won't complain about it again until I play against it, we'll see how it is then.

(Sidenote: In some crazy Apoc battle or something, one player with Lash and one player with JotWW...shudder.)

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