Jump to content

13th company still competative ? (in 5th ed freindly games)


whitewolfmxc

Recommended Posts

Hi recently ive been starting to collect 13th company army , but am having problems with how to use them to win (i lost 3 games so far for 3 games i played in house game for 5th ed><)

 

could you guys help me on tactics on 13th ??? (i already saw the 13th wulfen company site "Wulfen" made XD but need more help)

 

For my 13th company so far ( i put them in a normal sabol case MK1) :

 

1) Wolf lord x 1 (Logan model)

 

2) Wolf guard x 2 (Terminator model with power sword / storm bolter , the other two lightening claws) , x 4 (power armor , two Thunder hammers with bolt pistol , two with power axe with bolt pistol)

 

3) Rune priest x 1 (13th company model)

 

4) Grey slayers x 36 ( 1 of them is a company banner bearer)

 

5) Storm claws x 14

 

6) Fenrisian Wolves x 10

 

(heres a list what im getting next month on deals) :

 

1) 25 (grey slayer / storm claw mix)

 

2) 15 wulfens

 

3) 2 sternhammer wolf priest (one running as Stenhammer himself with the special rules for him given by GW , the other i will convert with two lightening claws)

 

4) 15 Wolves

 

6) 1 Rune priest (13th company , converted twith thunder hammer and storm sheild)

 

5) 1 wolf priest (Urik)

 

6) 3 more wolf guards in power armor (power weapon with bolter/ twin lightening claw / undecided yet)

 

 

pS: i also have other models that can be used in 13th from my SW army (such as laods of terminators and wolf guards / HQ units / 10 long fangs)

Well alot of 13nth co player swear by max squads of fenrisian wolves. Good to tie up enemy units early in the game, and good against softer armies like eldar and imperial gaurd, not to shabby against others.

 

You have to take a wolf lord 1rst, and most guys Ive seen take the runepriest next for gate 99/100. Ive heard differing opinions on what to move, but its always been either long fang pack with meltas, trying to kill two on a turn or a pack of grey slayers to take out some artillery and then countercharge the next turn.

 

TDA is fairly rubbish in most 13nth co lists since you cant use your scout move in it... and that extra turn of movement is a livesaver.

 

Storm Claw bikers tend to get better reveiws than stormclaws themselves... because you get into CC faster, and normal stormclaws dont have much in the way of ranged.

 

Its a good idea to take a pack leader with grey hunters whenever possible, and MOTW on him isnt a bad idea, but its not for every squad. Part of this is because they cant take any fun CCWs. Their larger number of attacks mitigates this but still, a powerweapon/fist never hurts.

 

Decoys been around alot lately, Im waiting to see what advice he throws down. Hes probly the best 13nth co player on these boards.

Anti Tank can be an issue so I use a Rune Priest with a meltagun armoured pack of Long Fangs. They can gate up close to the heavies and split fire.

 

Don't worry about getting into CC with the Storm Claws - as the whole army (less bikers) are scouts, you can arrive on either flank from reserve. If he wants to stay out of charge range then, on a normal table, he's going to have to concentrate in a very small space.

Decoys been around alot lately, Im waiting to see what advice he throws down. Hes probly the best 13nth co player on these boards.

 

Ask, and through the Warp I hear. You give me too much credit, GM. I just use what was given by those that came before me, specifically Spyrer.

 

 

In terms of the question at hand; 13th Company is a highly competitive list, to the point that if you play regularly, some folk will probably refuse to play you, if they're uptight enough. I'm still scoring an average 45/1 Win/Loss ratio since moving out to the new place (Slightly extrapolated, based on several varying factors, but haven't lost yet) and already, two folk refuse to play me, not out of any particular dislike towards the army, but because my 13th are so damned effective. Nothing like crushing Deathwing/Ravenwing Turn 2, with the capping moment being a Wolf Lord dropping eight Deathwing Termies in one combat round before they can even strike back.

 

13th Company are a lot more varied than some folk would lead us to believe. For instance, as Grey Mage attested firmly to, a lot of 13th Company players, my mentor Spyrer included, swear by the Fenrisan Wolves. After all. What's not to like? 10-point Marine-stat equivalents with a 6" armor save, coupled with a potential 19-24 inch charge, that can now come on from the sides of the board, who can assault after Running. That's DAMNED nice no matter how you look at it.

 

However, I continue to stand by the 13th Company as an elite group of shock troopers, capable of dealing tremendous losses, but almost always at the expense of horrid losses on my side of the board as well. My list uses two Ten-man squads of Wulfen as troops, and the rest of the points are filled in with Storm Claws, Storm Claw Bikers, and Long Fangs. Unfortunately, by the very nature of the 13th Company list, we're going to be low on bodies to start with, minus Fenrisian Wolves. This is where you fundamentally have to make a tough choice.

 

Do you take the Wulfen as troops and follow them with units of Storm Claws, creating a wall of power armor that's dead hard in assault and incredibly strong for their points value, which is swiftly followed by quite possibly the best assault unit in the game? Or do you rely on a more Space-Wolf-esque tactical redeployment, with Grey Slayers maximizing the Troops slots and Storm Claws operating as a significant counteroffensive? Truly, there are many different choices in such a dynamic list as the 13th Company.

 

Grey Slayers are, quite possibly, the most tactically flexible squad in the game. They can shoot, they can assault, they can be assaulted, and put simply, they're dead 'ard. They're not as good as Storm Claws in a straight duke-out, but in terms of multiutilitarianism, the Slayers are incredibly diverse, given to popping tanks and people with equal ease, assuming you kit them with good anti-tank Meltas or Plasmas. Furthermore, you can find a use for your Lightning Claw Terminator in this wonder-squad by using your Rune Priest to Gate them to the enemy's lines, blast apart a tank, and wait for the inevitable countercharge. Slayers, led by both a Rune Priest AND a TDA-armored Dual-Lightning-Clawed Mark of the Wulfen-bound Pack Leader is an unpleasant gift for whomever thinks that assaulting them would be a quick way to eliminate the problem. Furthermore, should you find that your squad is outmatched (Assaulted by, say, thirty Bloodletters), you can just as swiftly poof the squad out of harm's way, back to your own lines to lay down 24"-12" bolter death on the incoming foe. In addition to doing that, presumably, you'd have at least one more such squad, sitting back in your own lines, ready to drive off any potential assaulters that you couldn't handle under a pure deluge of small arms fire, while still maintaining the capability to pop tanks in the form of the special weapons.

 

As an aside, you'll hear me mention popping tanks on a rather large scale. Tanks are the 13th Company's most formidible menace. While a lot of Wolves put Flamers in their squads, in my opinion, the 13th Company does't have that option. It's nice to be able to flame down an enemy, but in the 13th Company, when the only Anti-Tank you have is Long Fangs, you need every little bit you can get.

 

 

Speaking of Long Fangs, it's worth giving these squads notice for two reasons; One, the enviable Split Fire, allowing us to target two ... um... targets... ... ... Right. Anyways, two targets. Two tanks dissapearing is a boon for ANY army, but even moreso when you can do it with one squad alone. Lascannons, Missile Launchers, take your pick. I stick with Missile Launchers, only because I don't have any Lascannon models, nor the points to field them in my current list. Plus, they provide template firepower against horde armies, which is nice as a general rule. However, you also have the Four-Melta option. Four meltas, in a 13th Company list, as a Long Fang squad, you may ask?

 

For the uninitiated of the 13th Company, the ability to Split Fire is a hearty one, allowing you to target two tanks at once. We all know that. But what most opponents DON'T know is that the 13th Company Rune Priest can suddenly teleport a squad wherever you damned well please, and in 5th edition, doing so is much safer (Comparatively). Plop down a Melta Long Fang squad point blank between two tanks, or in front or behind them as you see fit, and unload. Nothing like watching the enemy tanks go sky high, Turn One, from a squad with 12" of range. If you want more added firepower, throw a Combi-Melta on your Rune Priest. It's quite nice, though worth it's points less now that 3+ invulns from Storm Shields are possible.

 

As a sidenote, both generally, and as a whole, there's a question that I encountered last game. The 5th Ed IC rule states that if within 2" of a squad, the Independant Character joins the squad. The Gate states that the Priest doesn't have to join the squad. Which takes precedence? In my opinion, until it's clarified definitiavely, keep the Rune Priest with the squad. I'm thinking that's what you're supposed to do, just in case it ever comes up for you.

 

 

Moving on, we've reached the Love-Or-Hate Wulfen squads. Now, some folk use Wulfen as a sort of preliminary wave, a shock troop to hold up the enemy; this is the purpose I use them for. Others, however, have found use for vast numbers of them, supplemented with other forces mixed in, or flanking. This, too, is a viable strategy. All the moreso with the new 5th Edition Scout rule; Twenty or more Wulfen charging on from the enemy's flanks is enough to put the Fear of the 13th into damn near anyone, and rightfully so. Twenty Wulfen score an impressive 80 WS5/I5/S5 attacks, enough to easily bring down even a unit of the dead-'ard Nurgle Plague Bikers. However, if you do choose to take Wulfen as troops, understand that you'll be likely to lose more than a few games. With the advent of 5th, only Troops can hold objectives, meaning that the only way you can win is to eliminate your opponent completely; Even if you put a Priest with one squad of Wulfen, that means you have ONE scoring unit that's capable of moving how you want it.

 

Put simply, if you were going to take Wulfen as troops, I'd hesitate to say "Don't do it", as much as it kills me to do so. I still take them as troops and I still have a blast, but the only reason I win is because I completely eliminate an enemy to the last man before the game ends; I'm a firm believer of the mantra "If your opponent can't score, he can't win."

 

 

Storm Claws. Where do I begin with Storm Claws? They're hard, mean, and Gods help me I never want to meet one, let alone a squad, of them in a back alley. With up to three dediated close combat weapons, two attacks base (almost always three, thanks to DCCW), led by a Mark of the Wulfen squad leader. Just the thought of these elite assault forces make me twitch. Vanguard vets? Who cares. Sternguard? Eh, they're alright. Thunderfire? ... Okay, the Thunderfire is damned cool. But still! Storm Claws, in my mind, are the hardest, most assaulty unit in the game right now for their price. Some folk would say Harlies rank up there as well, but there's a fundamental difference; Harlies, despite having their 5+ invuln, have about an equal chance of not having the "Can't shoot at us" Death Jester as having him. Put simply, depending who you're facing, Harlies are either REALLY crunchy or REALLY hard. With the Storm Claws, there's not that "if-or" reaction. Those Claws will eat, purely and simply, anything they go up against if they're over half strength. Most recently I threw down a game against three Eldar players, and ended up fighting three ten-man squads of these beasts. They insisted on charging my Wolf Lord, so after one turn of assault (Which saw two wounds on my Lord, the most he's ever received without insta-dying), I countercharged with three units of ten Storm Claws and a ten-man of Wulfen with Wolf Priest. Sure, my Wolf Priest did all right. He killed three. My Lord performed as well as always, killing seven. The Eldar, though, knew the danger of the Claws, and attacked them with the entire thirty Harlies, resulting in 21 dead Storm Claws, 7 from each squad.

 

The ones that survived were the Lightning Claw sarges in each squad, with two Powerfists in each squad as well. Forty Wulfen attacks, 18 Powerfist attacks and 21 Lightning Claw attacks later, there was 1 surviving harly, to my eight surviving men, all the Wulfen, including two HQ choices. Give you two guesses who won that one (and, much to the chagrin of Eldar players everywhere, it wasn't the Harlies.) Put simply, Storm Claws can put down a MASSIVE amount of attacks, enough to kill whole squads with just three men, excluding the accompanying 7 "bolt-pistol runts", who still get 28 attacks on the charge.

 

 

You'll find folk who say that Slayers are the core of the army, and Wolves are the shock. They wouldn't be wrong. I've never played using that army composition, however. I'm one of those "Close Combat devotees", the ones who believe that the 13th Company is best fought with as many attacks by as many Space Wolves as possible.

 

The most important thing to do in the 13th Company is get a feel for your army. Playtest different lists, poke around, experiment, and most of all, have fun. I've found with disturbing regularity that the more fun I have, the more games I win.

 

I guess I just like playing with my food.

 

Good luck, young Wulfen.

 

EDIT:::

i've always loved the story of the 13th company but they don't seem very competitive at least against the other more common races being played

 

618/35/27, Win/Loss/Tie. Current 5th Ed: 38/0/1, against every army currently available, and almost every permutation. If that's not competitive, then I must be playing wrong. ^_^

Decoys been around alot lately, Im waiting to see what advice he throws down. Hes probly the best 13nth co player on these boards.

 

Ask, and through the Warp I hear. You give me too much credit, GM. I just use what was given by those that came before me, specifically Spyrer.

 

 

In terms of the question at hand; 13th Company is a highly competitive list, to the point that if you play regularly, some folk will probably refuse to play you, if they're uptight enough. I'm still scoring an average 45/1 Win/Loss ratio since moving out to the new place (Slightly extrapolated, based on several varying factors, but haven't lost yet) and already, two folk refuse to play me, not out of any particular dislike towards the army, but because my 13th are so damned effective. Nothing like crushing Deathwing/Ravenwing Turn 2, with the capping moment being a Wolf Lord dropping eight Deathwing Termies in one combat round before they can even strike back.

 

13th Company are a lot more varied than some folk would lead us to believe. For instance, as Grey Mage attested firmly to, a lot of 13th Company players, my mentor Spyrer included, swear by the Fenrisan Wolves. After all. What's not to like? 10-point Marine-stat equivalents with a 6" armor save, coupled with a potential 19-24 inch charge, that can now come on from the sides of the board, who can assault after Running. That's DAMNED nice no matter how you look at it.

 

However, I continue to stand by the 13th Company as an elite group of shock troopers, capable of dealing tremendous losses, but almost always at the expense of horrid losses on my side of the board as well. My list uses two Ten-man squads of Wulfen as troops, and the rest of the points are filled in with Storm Claws, Storm Claw Bikers, and Long Fangs. Unfortunately, by the very nature of the 13th Company list, we're going to be low on bodies to start with, minus Fenrisian Wolves. This is where you fundamentally have to make a tough choice.

 

Do you take the Wulfen as troops and follow them with units of Storm Claws, creating a wall of power armor that's dead hard in assault and incredibly strong for their points value, which is swiftly followed by quite possibly the best assault unit in the game? Or do you rely on a more Space-Wolf-esque tactical redeployment, with Grey Slayers maximizing the Troops slots and Storm Claws operating as a significant counteroffensive? Truly, there are many different choices in such a dynamic list as the 13th Company.

 

Grey Slayers are, quite possibly, the most tactically flexible squad in the game. They can shoot, they can assault, they can be assaulted, and put simply, they're dead 'ard. They're not as good as Storm Claws in a straight duke-out, but in terms of multiutilitarianism, the Slayers are incredibly diverse, given to popping tanks and people with equal ease, assuming you kit them with good anti-tank Meltas or Plasmas. Furthermore, you can find a use for your Lightning Claw Terminator in this wonder-squad by using your Rune Priest to Gate them to the enemy's lines, blast apart a tank, and wait for the inevitable countercharge. Slayers, led by both a Rune Priest AND a TDA-armored Dual-Lightning-Clawed Mark of the Wulfen-bound Pack Leader is an unpleasant gift for whomever thinks that assaulting them would be a quick way to eliminate the problem. Furthermore, should you find that your squad is outmatched (Assaulted by, say, thirty Bloodletters), you can just as swiftly poof the squad out of harm's way, back to your own lines to lay down 24"-12" bolter death on the incoming foe. In addition to doing that, presumably, you'd have at least one more such squad, sitting back in your own lines, ready to drive off any potential assaulters that you couldn't handle under a pure deluge of small arms fire, while still maintaining the capability to pop tanks in the form of the special weapons.

 

As an aside, you'll hear me mention popping tanks on a rather large scale. Tanks are the 13th Company's most formidible menace. While a lot of Wolves put Flamers in their squads, in my opinion, the 13th Company does't have that option. It's nice to be able to flame down an enemy, but in the 13th Company, when the only Anti-Tank you have is Long Fangs, you need every little bit you can get.

 

 

Speaking of Long Fangs, it's worth giving these squads notice for two reasons; One, the enviable Split Fire, allowing us to target two ... um... targets... ... ... Right. Anyways, two targets. Two tanks dissapearing is a boon for ANY army, but even moreso when you can do it with one squad alone. Lascannons, Missile Launchers, take your pick. I stick with Missile Launchers, only because I don't have any Lascannon models, nor the points to field them in my current list. Plus, they provide template firepower against horde armies, which is nice as a general rule. However, you also have the Four-Melta option. Four meltas, in a 13th Company list, as a Long Fang squad, you may ask?

 

For the uninitiated of the 13th Company, the ability to Split Fire is a hearty one, allowing you to target two tanks at once. We all know that. But what most opponents DON'T know is that the 13th Company Rune Priest can suddenly teleport a squad wherever you damned well please, and in 5th edition, doing so is much safer (Comparatively). Plop down a Melta Long Fang squad point blank between two tanks, or in front or behind them as you see fit, and unload. Nothing like watching the enemy tanks go sky high, Turn One, from a squad with 12" of range. If you want more added firepower, throw a Combi-Melta on your Rune Priest. It's quite nice, though worth it's points less now that 3+ invulns from Storm Shields are possible.

 

As a sidenote, both generally, and as a whole, there's a question that I encountered last game. The 5th Ed IC rule states that if within 2" of a squad, the Independant Character joins the squad. The Gate states that the Priest doesn't have to join the squad. Which takes precedence? In my opinion, until it's clarified definitiavely, keep the Rune Priest with the squad. I'm thinking that's what you're supposed to do, just in case it ever comes up for you.

 

 

Moving on, we've reached the Love-Or-Hate Wulfen squads. Now, some folk use Wulfen as a sort of preliminary wave, a shock troop to hold up the enemy; this is the purpose I use them for. Others, however, have found use for vast numbers of them, supplemented with other forces mixed in, or flanking. This, too, is a viable strategy. All the moreso with the new 5th Edition Scout rule; Twenty or more Wulfen charging on from the enemy's flanks is enough to put the Fear of the 13th into damn near anyone, and rightfully so. Twenty Wulfen score an impressive 80 WS5/I5/S5 attacks, enough to easily bring down even a unit of the dead-'ard Nurgle Plague Bikers. However, if you do choose to take Wulfen as troops, understand that you'll be likely to lose more than a few games. With the advent of 5th, only Troops can hold objectives, meaning that the only way you can win is to eliminate your opponent completely; Even if you put a Priest with one squad of Wulfen, that means you have ONE scoring unit that's capable of moving how you want it.

 

Put simply, if you were going to take Wulfen as troops, I'd hesitate to say "Don't do it", as much as it kills me to do so. I still take them as troops and I still have a blast, but the only reason I win is because I completely eliminate an enemy to the last man before the game ends; I'm a firm believer of the mantra "If your opponent can't score, he can't win."

 

 

Storm Claws. Where do I begin with Storm Claws? They're hard, mean, and Gods help me I never want to meet one, let alone a squad, of them in a back alley. With up to three dediated close combat weapons, two attacks base (almost always three, thanks to DCCW), led by a Mark of the Wulfen squad leader. Just the thought of these elite assault forces make me twitch. Vanguard vets? Who cares. Sternguard? Eh, they're alright. Thunderfire? ... Okay, the Thunderfire is damned cool. But still! Storm Claws, in my mind, are the hardest, most assaulty unit in the game right now for their price. Some folk would say Harlies rank up there as well, but there's a fundamental difference; Harlies, despite having their 5+ invuln, have about an equal chance of not having the "Can't shoot at us" Death Jester as having him. Put simply, depending who you're facing, Harlies are either REALLY crunchy or REALLY hard. With the Storm Claws, there's not that "if-or" reaction. Those Claws will eat, purely and simply, anything they go up against if they're over half strength. Most recently I threw down a game against three Eldar players, and ended up fighting three ten-man squads of these beasts. They insisted on charging my Wolf Lord, so after one turn of assault (Which saw two wounds on my Lord, the most he's ever received without insta-dying), I countercharged with three units of ten Storm Claws and a ten-man of Wulfen with Wolf Priest. Sure, my Wolf Priest did all right. He killed three. My Lord performed as well as always, killing seven. The Eldar, though, knew the danger of the Claws, and attacked them with the entire thirty Harlies, resulting in 21 dead Storm Claws, 7 from each squad.

 

The ones that survived were the Lightning Claw sarges in each squad, with two Powerfists in each squad as well. Forty Wulfen attacks, 18 Powerfist attacks and 21 Lightning Claw attacks later, there was 1 surviving harly, to my eight surviving men, all the Wulfen, including two HQ choices. Give you two guesses who won that one (and, much to the chagrin of Eldar players everywhere, it wasn't the Harlies.) Put simply, Storm Claws can put down a MASSIVE amount of attacks, enough to kill whole squads with just three men, excluding the accompanying 7 "bolt-pistol runts", who still get 28 attacks on the charge.

 

 

You'll find folk who say that Slayers are the core of the army, and Wolves are the shock. They wouldn't be wrong. I've never played using that army composition, however. I'm one of those "Close Combat devotees", the ones who believe that the 13th Company is best fought with as many attacks by as many Space Wolves as possible.

 

The most important thing to do in the 13th Company is get a feel for your army. Playtest different lists, poke around, experiment, and most of all, have fun. I've found with disturbing regularity that the more fun I have, the more games I win.

 

I guess I just like playing with my food.

 

Good luck, young Wulfen.

 

EDIT:::

i've always loved the story of the 13th company but they don't seem very competitive at least against the other more common races being played

 

618/35/27, Win/Loss/Tie. Current 5th Ed: 38/0/1, against every army currently available, and almost every permutation. If that's not competitive, then I must be playing wrong. ;)

 

Nice summary Decoy.

Told you hed set the record strait. As for Spyrer, I havent seen him on in a few years.... didnt figure him into the equation :unsure:

 

:D

 

Well since Durfast said it, I second the motion.... but wed need more. Much more.... MUWHAHAHAHAAA

>< you guys are so pro , makes me think im the youngest pup around ><

 

PS: Good advice everyone especially Decoy ! ill post the building / gaming process of my 13th company here later on

 

PPS: any ideas on how to beat a gene stealer cult army ? my friend who plays them using bells of lost soul list claims 13th company cant do much about gene stealer's ><

I just had a terrible lost today ! (Got wiped out in turn 5 ><) it was a 1500 point fight vs normal marines

 

The terrain was a very well placed city setting , and i won first turn by seizing initiative

 

My list :

 

HQ

 

1) Wolf lord

 

- mark of the wulfen

- 2 master crafted Frost blade

- wolf pelt

- Runic armor

- Runic charm

- Wolf pelt of Russ

- 4 Fenris wolves

 

2) Rune Priest

 

- Master crafted Frost blade

- Runic armor

- Runic charm

- wolf pelt

- Bolt pistol

 

Troops

 

1) 10 Grey slayers (CC weapon / bolter)

- wolf guard with power axe , wolf pelt , bolter

- 2 melta gun

- Chapter banner

 

2) 10 Grey slayers (CC weapon / Bolter)

- wolf guard with power axe , wolf pelt , bolter

- 2 plasma gun

 

Elite

 

1) 10 Storm claws

- Wolf guard , wolf pelt , bolt pistol , Thunder hammer

- 1 power sword / 1 power fist with plasma pistol

 

Heavy

 

1) 5 long fangs (one is pack leader of course)

- las cannon

- plasma cannon

- 2 missile launchers

 

 

my friends SM list :

 

HQ

 

Lysander with his war gear (thunder hammer / storm shield)

 

Troops

 

20 tactical marines ( he made 4 combat squads out of it)

- 2 flamer

- 2 plasma cannon

 

10 scouts

-9 sniper rifles

- heavy bolter with hell fire round

 

elite :

 

1) 10 terminators

- 2 cyclone missile launchers

- 2 chain fist

 

Fast

 

1)Land speeder

-heavy bolter

- assault cannon

 

2) 5 assault marines

 

heavy

 

Drednought with laser cannon and missile launcher

 

 

 

Objective :

 

kill points but with three special objectives on the table (3 dead space marine models , that gives 2 kill points each)

 

Deployment :

 

Spear head table quarters , and i chose to outflank with my wolf lord attached to my storm claws unit

 

Turn 1 :

 

I places my long fangs in a concert building , my grey slayer with chapter banner hid behind that building , my grey slayer squad placed on top of the concrete building (count as runes as theres ruins on top of it)

 

then my turn first , i "Gate" my grey slayers with my rune priest at the back of the dreadnought and busted it with 2 melta guns (which i know was a stupid tactical mistake) , laster that squad was shot by everything the enemy had and got wiped out

 

then my shotting phase , my plasma cannon self exploded and died , missile launcher and las cannon didn't do anything >< , and my grey slayers on top of the ruin moved in a better firing position

 

then my enemies turn , he shoot at my grey slayer squad that gated in and wiped them out (10 terminator storm bolter that can reroll with Lysander and 2 missile launchers isnt funny) , then mostly moved his remaining units towards my concrete building where my other units are in

 

Turn 2 ) my lord failed to outflank , my long fangs killed 2 terminators >< and my grey slayer squad killed 1 marine ><

 

my enemies turn , he tried to shake the concrete building and succeeded (from then on my long fangs will not shoot) , then later use the plasma cannons and the land speeder to kill at least 4 grey slayers in the ruins , terminators start moving to the concrete building

 

Turn 3 ) long fang was shaken so didnt fire , my grey slayer killed nothing ><

 

Enemy turn , terminators and plasma guns nearly killed of my grey slayer squad , long fang being shaken again

 

Turn 4 ) my wolf lord arrived and ran to the nearest tactical squad killing 5 marines with my lord , grey slayer killed 2 more marines

 

Enemy wiped out of remaining grey slayers and are charging the concrete building and shaken it again , same tries his assult marines and 5 more tacical marines , while my storm claw unit got wiped out by snipers / plasma guns / land speeder

 

Turn 5) my wolf lord moved and charged the terminator squad , my lord alone killed 5 terminator , and got instant killed by lysander's S10 thunder hammer ><

 

 

 

 

.................reasons i lost :

 

1) over priced units , long fangs etc

2) long fangs got shaken too much and didnt shoot much

3) gated too fast and wasted my grey slayer squad

4) wolf lord came in too late and in the wrong table edge

5) i put too many marines in one squad , attracting too many fire

6) unit emplacement too close to each other , template weapons get thier say (also targeting is easy too)

 

anything i missed ? any suggestions ?

one Frost blade + 1 model S , yes ? Two Frost blade + 2 so total 4 + 2 S = S6 , and thats why i took two master crafted Frost blade instead of Bolt pistol (and two rerolls to hit) as for extra attack i only mentioned it to be precise (to count how many attacks , not really as "extra" i know how 2 cc works)
one Frost blade + 1 model S , yes ? Two Frost blade + 2 so total 4 + 2 S = S6 , and thats why i took two master crafted Frost blade instead of Bolt pistol (and two rerolls to hit) as for extra attack i only mentioned it to be precise (to count how many attacks , not really as "extra" i know how 2 cc works)

 

I am almost 100% sure that the str bonus is not cumulative so the extra cost of another frostblade is useless.

one Frost blade + 1 model S , yes ? Two Frost blade + 2 so total 4 + 2 S = S6 , and thats why i took two master crafted Frost blade instead of Bolt pistol (and two rerolls to hit) as for extra attack i only mentioned it to be precise (to count how many attacks , not really as "extra" i know how 2 cc works)

 

I am almost 100% sure that the str bonus is not cumulative so the extra cost of another frostblade is useless.

 

In fact just checked the Space Wolves codex in front of me and in the initial paragraph on the Space Wolves Armoury page it says the following,

 

"You may not take duplicate items for the same model or vehicle, and all wargear and weapons must be represented on the model."

 

So no go on the dual frost blades.

one Frost blade + 1 model S , yes ? Two Frost blade + 2 so total 4 + 2 S = S6 , and thats why i took two master crafted Frost blade instead of Bolt pistol (and two rerolls to hit) as for extra attack i only mentioned it to be precise (to count how many attacks , not really as "extra" i know how 2 cc works)

 

I am almost 100% sure that the str bonus is not cumulative so the extra cost of another frostblade is useless.

 

In fact just checked the Space Wolves codex in front of me and in the initial paragraph on the Space Wolves Armoury page it says the following,

 

"You may not take duplicate items for the same model or vehicle, and all wargear and weapons must be represented on the model."

 

So no go on the dual frost blades.

 

 

 

 

so in that case , no dual thunder hammer / power fist / lightening claw (ok you can since theres entry for them) / dual bolters (wolf guards with true grit ! lol ) ?

 

wow thats stupid , and it contradicts the rule book of letting it (special weapon can be duplicated to get extra attack etc) which im guessing everyone here is gonna say codex overrules lol (but then now Mark of the wulfen = fearless by the red book.....hard to say what thats precedence sometimes.....), but oh well our codex needs an update...

 

but if we follow it 100% , then every wargear has to be on the model (wolf tooth necklace / wolf pelt etc).......

 

PS: then can we get back on topic and talk about the tactics please ? im in need of help here

so in that case , no dual thunder hammer / power fist / lightening claw (ok you can since theres entry for them) / dual bolters (wolf guards with true grit ! lol ) ?

 

wow thats stupid , and it contradicts the rule book of letting it (special weapon can be duplicated to get extra attack etc) which im guessing everyone here is gonna say codex overrules lol (but then now Mark of the wulfen = fearless by the red book.....hard to say what thats precedence sometimes.....), but oh well our codex needs an update...

 

but if we follow it 100% , then every wargear has to be on the model (wolf tooth necklace / wolf pelt etc).......

 

PS: then can we get back on topic and talk about the tactics please ? im in need of help here

 

You are correct... no dual special weapons for us except lightning claws.

 

Why would this be you ask? Because when our book was made there was no problem with +1 from a pistol on anything but lightning claws.

 

Dont outflank your army as much. 13nth co has the speed it needs to get there from turn one, dont waste that. Wait until his support elements are more lonely before you hit him with gate, or flank him.

Archived

This topic is now archived and is closed to further replies.

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.