With our new Codex, I'm looking at making a casual army list that uses the most ubiquitous Space Wolf units, but also integrates them in a synergistic way. Just wanted to share some of the units I wanted to include and what units I think synergizes the best. Wanted to hear thoughts on if there were any synergies I missed.
Wulfen: The obvious choice, this unit screams SW more than any other unit in the codex. I don't think I need to explain more. Only question is what combination of TH/SS and Great Frost Axes should they be run. Potentially depends on whether they are footslogging, riding in a transport, and what their final target is which can depend on local meta.
- Wolf Priest with Jump Pack: Wolf Priests go great with Wulfen, helping to heal your expensive models and granting them re-rolls on failed hits. Doesn't do much for standard Wulfen on the charge with our new Hunter's Unleashed chapter tactic, but can be very useful for TH/SS. Wulfen. Jump Pack allows the Wolf Priest to keep up with the Wulfen. Could consider replacing with Ulrik the Slayer if taken in a Stormwolf.
- Great Company Ancient / Primaris Ancient: Correct me if I'm wrong, but I believe their ability procs alongside Death Frenzy, giving an even greater boost when they eventually die. Only works when they are in CC and not quite as effective as with ranged weapons, but if flootslogged between the Wulfen and a core of the army, could provide benefits to both.
- Stormwolf: 16 transport capacity, 2 for Wulfen means you can carry up to 8 Wulfen or 5 Wulfen and 6 normal bodies. Great way to keep your Wulfen alive and deploy them right next to your enemy's favorite things. Loses some efficiency as Wulfen are some of the fastest units in the Codex already and keeps Curse of the Wulfen away from other units while in the transport. However, allows for other units to move with the Wulfen, as talked about below.
- Blood Claws: Cheap, effective, 65 points to hold up whatever enemy unit you want. Increased range of Curse of the Wulfen, greater benefit from Wolf Priest's leadership bubble. Maybe replace with Grey Hunters, some have shown the extra Bolter shot may be more valuable than the extra attack, now that they cost the same. Reivers could also multiply Wulfen effectiveness with their shock grenades, but their added cost may not be worth it. Then again, 2W would slow down their deaths.
- Wolf Guard: Drop in a 5 man squad equipped with Melta guns or Plasma guns to delete any specific target. Wulfen also fill this slot, but why delete 1 enemy unit when you can delete 2 for twice the price? Also a great target for Lone Wolf due to small squad size.
Bjorn the Fell Handed: 30 point reduction makes our already good dreadnought commander even more appetizing. +1 CP for being on the board, 5+ Fell no Pain, but most importantly his 6" re-roll 1s to Hit aura, giving him pretty much constant Wisdom of the Ancients for free (That's 1 CP per turn saved plus the one he generates already). An absolute beast in CC with his 5 S12 AP-4 D6 rerolling wounds attacks. Conflicted between running him with a Heavy Plasma Cannon for anti-TEQ efficiency with his re-roll 1s or just coughing up all of it for the Twin Lascannon. Not sure if he needs a unit in front to cover him, but his 3+/5+++ 8W does make him one hard bastard to kill. Great warlord option, increasing the range of his aura to 9" and a good chance to unlock his Deed of Legends by slaying the enemy warlord.
- Hellblasters: You know what's better than 20 supercharged plasma shots? 20 supercharged plasma shots that kill your units 83% less. Utilize Bjorn's re-rolling aura to take away the big downside of plasma. Run the assault variant and keep up with Bjorn as he runs towards the biggest thing on the enemy's side of the table. Concern is whether or not these points are better used as Long Fangs in the backline, or if I should just run both.
- Iron Priest: Great if you really want to keep Bjorn alive, but might not be worth it just for Bjorn. Could allow you to put Bjorn ahead of your army to soak damage. Could also be put on a Bike or Thunderwolf from the Index if you want it to move forward and be a beat stick
Rune Priest: With our new psychic powers and stratagems, I can't stop hearing about these boys. Cloaked by the storm to give -1 to hit against SW units within 6". Expensive at 3 CP for use with just Long Fangs, but great if included in the center of your army. Chooser of the Slain for anti-reinforcements shots at only 2 CP. Living Storm seems good, but requires 3 Rune Priests within 6", which becomes a solid core of your army for a single stratagem which may or may not really proc effectively. Could be replaced with Njal Stormcaller for added reliability, but can be cheaper otherwise.
- Long Fangs: First obvious traditional choice. Throw him next to some Long Fangs and give them cover through Storm Caller if easy cover is not available. Maybe not as useful as it has been traditionally, but still an idea.
- Just throw it in the center of your army with Bjorn. Moves the Rune Priest forward to do offensive attacks while providing cover to anything around it. Maybe protect the Hellblasters that are brought with.
Arjac Rockfist: I have been hearing great things about this character, but I'm unsure how to fit him in. Thought I'd throw him down on this list and see if anyone has ideas.
- Wolf Guard Terminators: Obvious first choice, but I'm unsure where they fit in with the rest of the army. Land Raiders don't really fit my style, so they are either deep striking or footslogging. I also feel a lot of their role in being able to delete enemy units is covered by Wulfen, their only upside being their resiliency. Also seem to slow compared to the other parts of the army.
- Thunderwolf Cavalry: The Index and Codex haven't been great to these guys, but I still feel the need to run at least a 3 man pack of them now. Throw Frost Sword and Storm Shield on them and get a fast moving, hard to kill Distraction Carnifex for 171 points that can grab objectives or hold down important units. If they run into Arjac, then they get his aura benefit. Not sure exactly what synergizes well with them now when the real idea is to keep them cheap. Maybe just get buffs from whatever may be near and leave it at that.
- Wolf Guard on Bikes: These have been removed from the Codex, but (correct me if I'm wrong) they can still be ran, and I have a few so I plan to do so. Throw Stormbolter and Chainsword on each to have a highly mobile anti-horde option.
If there are any other fun synergies or units that you feel I've left out, or if you feel a synergy I've detailed isn't actually that great, definitely tell me.