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13th Company


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Seeking guidence I searched the fang (my grans computer) for meny days when I came across the 13th company rules list.

Looking at this I nearly fainted "Why have I not used these rules sooner?" I cried seeing the awsomeness that was the lost company. Now I have decided to write a simple 1,000pt list to challenge my friends at this weeks gammer night.

 

It has

Wolf Lord (well I have too)

Bike

Frost Blade

MotW

BP

RC

 

2x15 Wulfen

 

Storm Claw biker pack (3)

melter gun

 

Now I do have a few questions.

1) Though it says SC Bikers cannot use there scout movement, does it mean I can out flank?

2) Becouse the lord is on a bike,does it mean that he cannot scout?

3) Am I right in saying that the whole army can outflank?

 

P.S. I found this on YouTube and thought that this was the best music to go with the wolves:

http://uk.youtube.com/watch?v=sEo4cdlohLw&...feature=related

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As far as I see it, my answers:

 

1.No. At least not with the bikes.

2. Indeed.

3. Yes, except for bikes and terminator models.

 

Now a question for you: I assume you make the Lord a Wulfen Lord, thus making the Wulfen as troops? Because else you don't have anything to claim objectives.

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Another thing I noticed: you're missing your second HQ. I'd advice a Wolf Priest, and attach him to one of your Wulfen Packs. These guys are a bit of a loose cannon as they have to charge the closest enemy unit. With a Wolf Priest you have more control over these guys.

 

About my answers; I'm not completely sure as I never used outflanking units. And since I have a 13th Company in the works, I'm curious to hear the answers of more expirienced people around here. :)

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Don't take this the wrong way, but your list is terrible... :P

 

You have to realize at 1000 points there's going to be AV's around the place, noting that you've got 1... 1 meltagun in the whole army, being in a 3-man squad?... all the enemy has to do is field 1 dread, kill your 3-man biker squad (not hard to do, I've killed full plague marine squads in no time at all and they have FnP as well, trust me), then you automatically loose, considering your wulfen will HAVE to charge the dread (granted the enemy might be dumb and not try this) by placing it the closest than the rest of his army and you can't hurt it. <_<

 

You're also 9 points over, not sure where you made your mistake, but taking out the runic charm on the wulfen lord on a bike would put you back down to 999.

 

The best lists at 0-1500 has no wulfen in it, just grey slayers as troops, once you get higher up, you can start using wulfen as elites with a wolf priest to be effective (then you can control their animal rage). Also a wulfen army, especially without long fangs, is doomed against any average player, until they make them have rending as in apocalypse. :confused:

 

Also as stated above you need your 2nd HQ, this will come at a cost, using 95 points for a wolf priest (your best bet considering he already has a 4++ and power weapon/bp so you don't have to spend more on him). This would mean your bikers would most likely have to go.

 

Try something like this:

HQ:

 

Wolf Lord

-frost axe, bolt pistol, belt of russ, frags, melta bombs

-2x fenrisian wolves - 151 pts

 

Wolf Priest (as is), frags

-2x fenrisian wolves - 120 pts

 

TROOPS:

 

2x Grey slayer squads (10-man) 2x meltaguns

-upgrade one to a WGPL, MotW, power fist/bolter - 280 pts (560 total)

 

FAST ATTACK:

 

Storm Claw bikers (4-man) 1x power fist, 1x meltagun- 169 pts

 

-total: 1000 pts-

 

This gives you a LOT better chance at beating whoever comes to the table at 1000 points. Granted you'll still need to play tactically, this isn't necrons. :teehee: The idea of giving the HQ's fenrisian wolves is simple, they can detach from the grey slayer squads when needed to hunt squads by themselves, without being in danger of hidden power fists and such. The MotW on the pack leaders confers the benefits to the whole squad PLUS the HQ's that you attach to them, so you'll have a very hard hitting unit there, plus lots of anti armor when needed. I'd normally use fenrisian wolf packs for my fast attack, but since you put in bikes I figured you wanted to use them, so I kept them in there.

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actually its been faqued when the dark angels came out with their scouting raven wing. the storm claws can scout.

 

your heavy on the anti infantry wulfen i highly suggest grey slayers with plasma guns. also give your wolf lord the belt of russ so he has a decent invulnerable save.

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Also realize that the army list was written in fourth edition. If you bring it to a friendly game at the FLGS without giving your opponent any warning, you may not ever play a second game against the guy (or you might get tabled). 13th company, in fifth edition, has a huge advantage with Scouts. they have lots of limitations, but I would urge some caution if unleashing it at the FLGS.
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until last saturday it was the only army ive played. they are great and strong however they are in no way op or ott.

 

their lack of vehicles really hurts them in movement and a land raider redeemer will pretty much chew up the entire army.

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They're an extreme army build that has a small number of very elite troops. They'll table some opponents and get tabled by others. They can pull some nasty tricks with the whole army having Scouts.

 

I like the fluff behind the list, and I came off a little harsh on my first post. They have the potential to do ugly things to certain builds and be decimated by others.

 

It is, as far as I'm aware, not a GW-tourney legal army any longer.

 

I hope there is some way to build a 13th company army out of the next SW codex, or at least have some units from it. Really, if they made Wulfen an Elite choice, you'd have the army. Grey Hunters, Blood Claw Bikers, and Long Fangs could easily 'count as' their 13th company equivalents. Then it's just a matter of a paint scheme.

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They're an extreme army build that has a small number of very elite troops. They'll table some opponents and get tabled by others. They can pull some nasty tricks with the whole army having Scouts.

 

I like the fluff behind the list, and I came off a little harsh on my first post. They have the potential to do ugly things to certain builds and be decimated by others.

 

It is, as far as I'm aware, not a GW-tourney legal army any longer.

 

I hope there is some way to build a 13th company army out of the next SW codex, or at least have some units from it. Really, if they made Wulfen an Elite choice, you'd have the army. Grey Hunters, Blood Claw Bikers, and Long Fangs could easily 'count as' their 13th company equivalents. Then it's just a matter of a paint scheme.

 

I have yet to be tabled by someone while playing my 13th company. I also have yet to table someone (unless you count phase out as tabling). They are in no way overpowered from the jump from 4th to 5th. Many argue it's the other way around, because you know what? 45 fenrisian wolves going from one assault to the next (against guard, tau, anything along those limits) will get mowed down by them. Now a PURE CLOSE COMBAT army such as 13th company has such a dis-advantage, they needed outflanking to help them out a bit. Even though I rarely have been outflanking with them.

 

So far in 5th edition the only one they've been left out of is the GT, otherwise they were in LGS's tournaments and ard boyz. I also hope they give them a section in the upcoming space wolf codex.

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Ahng. I forgot about the retinue rule. Oh well. Need to sort that out prety sharpish. How about this...

 

Wolf Lord 135pts

FB

Bike

SS

 

Wolf Preist 120pts

PF

 

Wulfen pack (10) 240pts

 

Grey Slayers (10) 255pts

2x meltergun

Pack leader PF

 

Grey Slayers 250pts

2x Plasma gun

Pack Leader Pw

 

or for my wulfen list (because deep down, we all want one)...

 

Wolf Lord 170pts

MotW

FW

Bike

SS

Melterbombs

 

Wolf Preist 133pts

PF

WTN

Wolf Pelt

 

Wulfen Pack (15) 360pts

 

Wulfen Pack (14) 336pts

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I mean if you want competitive, then those lists won't do it for you. However, if you want to have fun, either will do fine, probably the most fun would be the one with 2 large wulfen squads with a wulfen lord.

 

All wulfen armies are VERY unforgiving, and unless you're playing apoc, they're going to give you a headache.

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remember also as long as your opponent has no problems with going up against the list and you have all needed materials then by all means play the 13th company tell 50th edition. remember the rules may be behind a tad it still adheres to everything in the rulebook and alot of other goodies.

 

theres nothing wrong with this list or any problems with the rules as far as i can tell

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they do it has been faqed and the entire army gets the scout move although i didnt know the bikes could scout 12 inches. besides wolf89 you try to keep the wolf in cover until its time to pounce out and destroy almost any squad with 9 I5 str5 hitts on 3s attacks that ignore armour!

 

and to think i wasnt going to give him a legion relic and give him 15 attacks on the charge..

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Tell that to the ten man plage marine squad. Round one killed 4. Round two killed 5. Last one dies from his fearless saves.

Then I charged his obliteraters and faild 1(!!!!!!) inv save from their PF. Took one with me though.

 

So he never gets shot at? There's a mystery...

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  • 2 weeks later...
they do it has been faqed

link it then . I dont remember anything like that happening.

 

Actually it doesnt need to be FAQed:

 

"This move happens before

the first turn takes place, before deciding who has the first turn, and all normal movement rules apply. In this case, Wulfen

do not move subject to the Animal Rage rule, and a Rune Priest may not use The Gate. Models in Terminator armour, and

any packs they lead do not get the free move, and neither do Storm Claws biker packs (due to the noise they make!)."

 

Thats a direct quote from the 13nth Co entry under scouts. Storm claw bikers cant scout..... but theres nothing stopping a wolf lord because hes just that that badass.

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