Mine is showing as having being dispatched on the site, so here's hoping *crosses fingers*
EDIT: arrived..... hmmm, I initially thought the Redeemer was 10 points cheaper for SW, then realised I've had it wrong (at 250) ever since it popped into existence

EDIT2:
Fings wot I have noticed:
Heavy SupportLong Fangs pay tactical prices for heavy weapons. They have no ablative bods (size increased by 1, but
have to take
HWs), so seems fair to me.
Everything else is the same as
SM.
Fast AttackIIRC Fenrisian Wolves are now cheaper

and for their cost, I can't see a reason not to take at least one pack.
No separate
ABs, but can take in Swiftclaw packs.
Strangely,
WG can take
JPs, but can't actually join Skyclaws
Bikers/
JPs/LS as
SM pointswise.
Not much to say about Thunderwolves, other than IMO it's a thoroughly stupid idea *goes to find bargepole*
TroopsNot too much to be said here that hasn't already....
GH Wolf Standard? 10 points? One use only? Still a no-brainer IMO.
Lukas.....not sure what's going on with his cloak TBH. He's not an
IC (and even if he was, the
BC unit he's part of would be a Retinue anyway), so he basically only gets to benefit from it
when everyone else is dead...
ElitesWolf Scouts as expected.
Lone Wolves seem a tad too cheap IMO, especially given the Battle Leader is only marginally better on stats.
Iron Priest = Techmarine but he gets Cyberwolves instead of all the
SM gubbinz (still gets Servitors).
Dread/Ven Dread as expected, although a couple of SW options make it in. Ven can have a particular Saga.
I like what's been done with
WG TBH. Slight boob in not excluding Melta Bombs from WGTs. Disappointed that Arjac is almost a Ranulf clone, would have liked to have seen Ranulf back instead of a new character. No Wolftooth Necklaces this time round. No teleporting.
HQWolf Lord/Rune Priest/Wolf Priest/WGBL pretty much as expected. Melta bomb mistake seems to have been occurred here too. No Apothecary abilities this time round.
WL and WGBL retain the bonus attack (WGBL is 3 as the standard is 2 for a 2W model these days).
The special characters are a difficult read TBH. In isolation they are badass, but don't generally feel more badass than the
SM ones. It seems to me the difference is that
SM ones affect the whole army generally, whereas SW ones have a more powerful, but more localised ability.
Also, Njal's special power looks cocked up...if the SW player goes second, it only functions half the time for results 3 and 4.
Psychic PowersThunderclap, Fury of the Wolf Spirits and Stormcaller all seem fine.
JotWW I think is a lame idea, don't find it particularly broken.
Tempest's Wrath and Murderous Hurricane are, not broken, but really bad concepts IMO. Both because they severely compliment the areas in which SW are already very strong (close/medium range).
Overall: I think it's a good job bar Thunderwolves (concept) and a couple of the Psychic Powers. Jury is out on
SCs localised abilities at this stage.