WH40K Homebrew Space Marine Chapter: Stormwolves β December 2024 Update #1
Yesterday's Grotmas Drop from Games Workshop took a step towards correcting the Disaster that was the Agents of the Imperium Codex, by issuing a new Index PDF for the Deathwatch. They've got a shiny new Space Marine Detachment again and a whole host of new Datasheets with the Adeptus Astartes keyword added back in.
This means that even if you'd rather use one of the other Codex Space Marine Detachments, you can still choose Deathwatch as your included chapter, which is a lot less restrictive than trying to ally in the Imperial Agents versions of the same Datasheets. This suits me fine, as I had been using the Vanguard Spearhead Detachment with added Deathwatch Units as rules proxy for my Homebrew Chapter, the Stormwolves.
I can now switch my Firstborn Marine command squad "Control" back to being represented by Deathwatch Veterans; when the Imperial Agents Codex initially fucked it all up, I had to use Sternguard to conserve Allied Unit slots.
Deathwatch Veterans in the new Index have a slightly different set of loadout options than the original 10E Index, so I can't have a full Squad of Combi-Weapons anymore, but there's now statlines for Stalker-Pattern Boltguns and Deathwatch Shotguns, which I rather enjoy the idea of getting to mix in. And since it's a mix, I don't have an excuse for not throwing in a Thunderhamer for that extra bit of melee oomf.
(One of these days I'll actually paint that mini. The Lightning Claw is made of Dark Eldar Knives from the 3E box set, if that's any indication of when I started working on the conversion. Back when taking a Single Lightning Claw was an allowed option.)
Of course, because it's GW, there's still a bit of weirdness. There's now Deathwatch Index and Imperial Agent Legends versions of most of the Kill Teams, both existing at the same time. Except for Proteus, for some unknown reason.
Proteus was basically the same as Deathwatch Veterans anyway, except with a wider loadout selection and the ability to roll in Bikers, Jump Pack Marines, and Terminators. And you can't ally it in as an Imperial Agent Legends Unit because of a rule that says you can't mix Index Deathwatch with IA Deathwatch.
Except for Kill Team Cassius, which is explicitly allowed, even though that unit is only in Legends. Why they didn't copy that single unit over to the new Index is beyond me. As is, sure, you could include Kill Team Cassius, but because they lack the Adeptus Astartes Keyword, they're not going to benefit from the new Detachment's Army Rule (or any of the Marine Codex Detachments' either) and won't be able to use Armor of Contempt or any of the Codex Stratagems. Maybe when they update the Legends Datasheets, they'll add the needed Keyword in.
I am a bit bummed out about them excluding Proteus for apparently no good reason, as I had been planning on using its loadout option for Firstborn Marine with Boltgun and Astartes Shield to make a Stormwolves Bloodstorm Breaching Team to augment the Intercessor-loadout Stygian Wolves Boarding Crews I had previously detailed out in my Homebrew Fluff. Since Proteus is still in Legends and Legends is "Casual & Narrative Play: ask your opponent if they're ok with it" I feel that's a way around the "Don't Mix the two types of Deathwatch" clause, so I may develop the fluff further anyway.
They also came up with a whole new Kill Team, Talonstrike, for all your modern Primaris Jump Pack options. Great that Deathwatch gets something brand new, but my list doesn't use Jump Pack Primaris, and I'm not inclined to start.
The important thing for building a theoretical army list for my Homebrew Chapter is that the Spectrus Kill Teams are back. This lets me get 6 Helix Adepts on the board at one time. Unlike the original Deathwatch Index, I can no longer get 6 out of a total of 30 Phobos Marines, as the squad size for Spectrus is now locked to 10; 6/45 will have to do.
To absorb this extra points cost for the larger squads, I eliminated the Eliminators from my roster, since now I can just drop the Snipers and Las-Fusils right into the Spectrus squads. They also made it so that taking the Instigator Bolt Carbine gets you the same Move-After-Shoot that you'd get for taking it in an Eliminator Squad, which is a nice bonus. With the extra bodies, there's no reason now not to explore all the loadouts.
The new Detachment did clamp down on what Astartes Units can't be taken when you take Deathwatch β the loophole that I had used in previous versions of the list to bring in a Land Speeder Storm and Sniper Scouts from Legends has been closed. I could argue that because I'm not using the new detachment, but a Marine Codex Detachment with the new Datasheets, that the looser Codex wording of the restriction still applies. But honestly, I needed to reclaim the Points anyway, and having so many Phobos Marines on the table is basically Scouts-But-Cooler.
Another change the new Deathwatch Index brought was being able to stick my Control Squad back in the Damocles Command RH1NO again. This also meant that my Bloodstorm Squad could take their old Relic Razorback as dedicated transport as well. (I did switch it from Twin Assault Cannon to Twin Lascannon, since my Homebrew Chapter was partially made for hunting other Marines if the need would arise; I just have to get around to updating my 3D Render to match.)
The Repulsor Executioner was dropped; lore-wise it never was a good fit anyway. Didn't have the spare points to bring back my old-school Whirlwind, but my plan to use the Hunter rules from Legends for it was a bit munchkiny, so maybe that's for the best.
Since I had plenty of more space for allied Imperial Agent units now (as long as they weren't IA DW), I swapped out the Voids(wo)men-At-Arms that had been a Free Ally slot choice due to taking a Voidfarers unit (Rogue Trader Entourage) for something with more shotguns instead of lasguns. Since I already had Imperial Navy Breachers, I'm using a Vigilant Squad as a rules proxy for the Voidswomen. Using an Arbites unit still fits with the idea of the 1st Selene Contingent being the Rogue Trader's personal Elite Guard, as they would be in charge of Shipboard Security. And they also make up for the lack of SM Scouts as while some of the stats are different, the Toughness Save is the same, and shotguns are a classic Scout Weapon.
One last tweak was splitting my Phobos Lieutenant and Phobos Captain into different units again, as after some of my cuts, I had enough points to give the Captain back his Execute and Redeploy Enhancement. This means even more Move-After-Shoot units, which makes me happy. I even had 15 points left over after that so I put a Ghostweave Cloak on my Apothecary on Bike Helix Keeper, just in case he loses his two bodyguard bikers.
I tagged this as Update #1 for December, since there's a couple other things that could impact my list building. First, there was a New Officio Assassinorum Detachment that dropped today, and a lot of the Stratagems in there apply some to all Imperial Agent Units, with extra bonuses for the assassins. I'm considering looking at what kind of a list I could put together under that. Might shoot for a 1K point list, since I bumped up my sample Astra Militarum / Imperial Agents list to 2K recently.
Second, GW has said to expect improvements for Codex Space Marines; supposedly this is to balance out the fact that the Divergent Chapters get all the Codex toys plus extras. Since I'm using a Codex Detachment, this may have implications for my Stormwolves.
And finally, the next Balance Dataslate is due out before the end of the year. Since mine is a narrative/fluff driven armylist build, I'm sure it's in no way optimal for competitive tournament play, and so the last few balance passes have had minimal impact on my list, but there's always a chance to shake things up.