www.youtube.com/watch?v=I91y_bDAC3QSS82's review is up, as usual I'll be listening through over the next couple hours. Will update this post with highlights/lowlights/points of interest.
Highlights:Hunters Unleashed is essentially available on every unit except vehicles, including thunder wolves, dreadnoughts and wulfen. Prepare to see a lot of incoming attacks hitting on 2s rerolling 1s.
Santa Sleigh is going to be popular. It's 20 points more than Logan regularly and it's bonuses are insane. The only drawback is you lose character (due to number of wounds going to 12) and your bonuses gained from it degrade (through logan himself does not). However it looks like a MONSTER...
Arjac and Bjorn are unchanged by the looks of it (including point costs). They are still insanely good.
Wolf Lord can take Cataphractii Armour. I consider this a highlight just because it looks freaking sweet.
Wulfen just shred things still. I guess they haven't sold enough of these yet.
Murderfang was buffed and points unchanged. he gains extra attacks when wounded. Combine with Hunters Unleashed and his built-in reroll all wounds. Hits on 2s, Wounds on 2s, Flat 3 Damage. If you want a trail of destruction, take Murderfang.
Wolf Scout Bikers! Finally! Converting these will probably be a huge pain, but this will give us a good option in the traditionally weak Fast Attack slot for wolves if you want to try to fill out a Brigade.
Low Lights:Primaris Rune Priest and Primaris Wolf Priest seems like a straight up upgrade over a regular Rune/Wolf Priest for only a couple extra points. Can't see myself taking a regular one unless it's to put them in a transport.
Ragnar Blackmane appears mostly unchanged, While his bonuses are excellent, his point cost is rather high.
Herald Deathwolf's Mantle of the Troll King can no longer apply to his Storm Shield. No more 2+ Invul vs Shooting. =(
Battle Leaders were reduced in point cost, but had an attack (and some other things) removed from their statline. They will be much cheaper to bring as support, but the cost of putting wargear on them may not be as efficient as before.
No change for Blood Claws and Grey Hunters asside from a hefty discount on terminator armour on the pack leader. Grey Hunters can still take a Chainsword for free for an extra attack.
Wolf Scouts still an elites choice. I know this will never change due to fluff, but it makes me sad. Gotta bubble wrap with wolves and blood claws.
Wulfen Dreadnoughts are VERY expensive. The dual-weapons are VERY expensive and the Blizzard Shield was nerfed to 4++, but reduced to 15 points. If you are brave enough to take them the Blizzard Shield will help reduce the cost of them and keep them alive. It's no wonder they faded the profile they released in the sneak peek as internet is going to collectively lose it's mind itself over the blizzard shield nerf. (through it's not a big deal imo, 15 points for a 4++ is pretty crazy good)
Other Interests:Wolf Lord on Thunderwolf was increased by 10 points base. In Terminator Armour was reduced by 20, and Gravis Armour was reduced by 32. At least it makes sense but the Thunderwolf Version is going to be pricy when tricked out.
Njal appears to get 3 powers + smite. Will reserve judgement until I've seen the new discipline powers.
Krom Dragongaze had his points cost reduced by 25, he might be better at a bargain basement cost of just 90 points.
Stormfang/Stormwolf seems largely unchanged. Still very expensive but loaded with heavy weapons + POTMS for flying fortress goodness. Can see myself likely taking a Stormwolf as a delivery system for hungry wolf bodies, but the Stormfang is still a beast. Expect to see Quad-Multi-Melta a lot.
Strategem Highlights:
Cunning of the Wolf for 1CP is excellent to bring a unit in from any table edge. Could be used to great effect against static armies imo.
Lone Wolf is really fluffy, turning a lone-remaining Sargent into a Character and granting him rerolls and extra wounds. For 1CP that is going to making leaving a lone model alive a brutal proposition. Note to enemies: Finish off wolf units fully, don't let them become heros looking for revenge!
Howl of the Great Pack is an ok stratgem if you get into Morale trouble with large units. All 2CP causes an auto-pass for everyone within 12" of the selected Wolf Lord, and forces enemies to take +1 on morale checks as well. Space Wolves don't get scared easily if boss-man is around it seems.
True Grit for 1CP is stupidly good. Turn your primaris marine weapons into type Pistol 2 for the shooting phase. Looks like getting stuck in with Primaris might be a pretty solid idea to up damage output.
The Wolf's Eye will make Long Fangs devastating depending on target. Expect to continue to see Long Fangs.
Keen Senses for 1CP. Choose a unit from your army. That unit doesn't suffer any penalties to it's hit rolls this shooting phase.
Warlord Traits:
Some serious synergy here depending on how you build your army. Including a trait allowing your warlord to advance and charge and one with big synergy for Wulfen and Thunderwolves.
Relics:
Armour of Russ is excellent, forcing an enemy unit to fight last.
Black Death replaces a Frost Axe and grants D3 bonus attacks and extra strength/ap, an excellent choice in smaller points games imo.
The Wulfen Stone grants +1 bonus attack with 6", doesn't affect Wulfen. Basically puts Wulfen bonuses on things that aren't Wulfen. Expect this to be a popular choice.
Psychic Powers:
Living Lighting is back baby. MSU armies beware. This thing is good. It can chain infinitely within 18" of the target as long as units keep dying.
Storm Caller was nerfed, it now has a Warp Charge value of 8. Much more difficult to get off. Otherwise unchanged.
Jaws of the World Wolf reduced to WC6. Otherwise unchanged (still seems bad to me)
Overall seems like Wolves got some needed improvements, but no major changes. Some of the strategems I feel will see a lot of use. Storm Caller being nerfed heavily is a big change and will cause some large changes to how a Wolves army makes contact with the enemy. The character dreadnoughts (Bjorn and Murderfang) are particularly nasty with their character protection and insane damage potential.
I feel pushed towards a very character and infantry heavy army, through you may well see some vehicles to support. Expect to see a lot of characters pinballing around via Heroic Interventions if you are silly enough to let Wolves close to you. destroying the opponent's mobility is going to be key I feel as pinning the enemy down will be very important to let the combats start to get stuck in.
My initial reaction feels like the dex might be a bit weak with a strong reliance on combat over shooting. However with the right synergy and unit mixes I think it will be fairly balanced, through learning the ways of the wolf (aka charge/fight phase tricks) will be key.