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13th company


kittenofdeath

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Combat tactics is only used by units in the new SM codex that have it in the unit description, as it doesn't appear in the unit description of any 13th company units I'd say no. I think that refers more to places in the SW codex where it says 'refer to' SM codex for rules, stats of weapons etc.

 

 

Long Fang

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Also of note, 13th Co. got a huge bonus with the new Outflanking USR in 5th ed. It vastly improves their ability to preform well against a static firepower army, like gunline IG. Because all of your units can outflank, you should be able to get into combat as soon as you get on the board
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Who needs combat squads when your ten-man troop squad can to dish out 25+ attacks when they charge?

 

Well yes, I suppose snapping those 30 attacks into 15 means they would still have more attacks than your basic vanilla marine squad, but we are Space Wolves! We don't do everything the 'nilla marinez do. Vanilla marines say "The Emperor pwns. Our primarch rocks.", while we go "Our Primarch pwns, the Emperor rocks!"

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No one really knows how awesome the 13th company really is...well out side of the heretics that have met them in the warp. I do feel sorry for those traitors, for the wrath of the 13th company is something that even those of the warp fear, there is something to say for Men of RUSS so mighty that demons fear their very name.

 

 

 

*** oh yeah i am on a bloody roll tonight!! ****

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While i don't play space wolves, my husband does. he has a huge great company, and uses both regular wolves, and 13th company. and while i hate playing his regular wolves (stupid we hate 1k sons rules), i have nearly come to the point where i won't play his 13th company. i must say the biggest thing i hate is that the whole army outflanks. now this isn't useful all the time, if we play table quarters and objectives, he always screws me over, as he sets up all his objectives on on table edge, and i set one in my deployment and usually somewhere near by. i gotta say the whole outflank combined with gate is sick, just frickin sick. anyways, i hope it helps.
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yes, i assumed as much, giving them all that would be truely rediculous, i just figured i would clear that one bit up so i knew whether or not i could cheese it up any more than it was already posible to do with the 13th (if they had combat tactics, and you were playing apoc, an allied vulkan or such would get his jiggery pokery on with all our wargear)

 

and outflank combined with gate would be utterly evil, wouldnt it?

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13th company have always been the coolest no doubt, but look at our competition... emo vampires, dress wearing/zima drinking/hooded fallen angels, papa smurf and his band of merry halflings, the list goes on... :D

 

Outflank is a gift from 5th ed. but it's not to be used all the time, there's always a time and place for it to be used, and if you make the right list, you need not use outflank at all... screens of fenrisian wolves work just as nicely, and with the run rule, cover, and other rules about 5th ed... just feels like christmas... too bad we can't use them in official tournaments, but if you're lucky, your LGS will approve.

 

Don't worry too much about the storm claws and the wulfen, the real bread and butter are the grey slayers, cheap (at 21 points a pop), comes with both nades and an extra attack over the grey hunters. As per 5th you all know the importance of troops, so it comes to no surprise that roughly 50-60% of your 13th company should be these guys with meltaguns... don't worry they're only 12"... you can outflank, you can scout and run, you can even use gate (a personal fav.) and with the amount of tanks out there today, you'll need not the flamers and plasma, fickle plasma won't help your units kill anything better, and will likely kill off a grey slayer each game if not more. Flamers aren't needed... what are flamers used for... shooting horde based armies... well you have 1 more attack than grey hunters, 2 more attacks than normal marines... you think SW's have it easy in combat vs. orks... just try grey slayers...

 

Also an important note... WGPL with MotW, power fist, and pelt... this buffs the unit (and any IC's that join) to hit whatever on 3's (note you'll get hit back on 3's, but 9 times out of 10 this won't matter, as the big things that might strike first will hit you on 3's anyways, and the weaker things usually strike after your initiative so it's a nice buff. Also note the basically uber fearless, without the fickle outcomes in HtH.

 

Long fangs are nice, but I recommend not using up your HP on them, usually 1 squad at the ~1750 range is all that's needed... once you get to 2250+ (note ard boyz negated the 4th HQ needed for 2500, otherwise just start a new warband) then you think about 2+. But with how fast your units are... the ONLY thing you need to worry about is things like eldar fast vehicles, speeders, things like this, but if it's a land speeder... you might just want your fenrisian wolves on the job. Don't really worry about the 4 MG unit trying to use gate, it's not worth it, expensive, and no where near as durable in combat as grey slayers, the old men are best left in the back with lascannons (note my old list had plasma cannons... I'm pretty sure this cost me the win in my one game, so I'd stay away from them, scatter is nice, but not when it's a 3" temp... I like my ord. from my vindi)

 

Anyways, if you want to pick my mind, I might just write up some article on it (since my failing to finish my vow).

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