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My 13th company...


Hellios

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Well anyway I have a 13th company army that I use at my LGS and I have a good number of wulfen, so that if I gave everyone in a FOC who could have one (assuming 1 per squad?) including characters I would still have some left over.

 

If I'm honest I want to keep on playing my 13th company, but with a new codex I don't think I can stay using the old ones (People will be happy I no longer have a guy doing 8 powerfist attacks XD) however I was thinking of doing a new list with some modifications of the new space wolf codex.

 

Basically I would like your views if this is fair or not. (I know its up to my opponents in the end).

 

So I was thinking I would get rid of all vehicles, except maybe bikes (as they were in the old list) although they might go due to addition of thunder wolves?

 

Get rid of skyriders and dreadnoughts.

 

Replace Grey slayers and Blood claws but replace them with Wolfguard as Grey Hunters (Elites) and Storm Claws (troops) but with changes in regards to unit size(not sure what the new unit size is :lol:) and weapons restrictions taking away the wolf guards options and putting them inline with the more limited equipment of these units.

 

Finally using the apocalypse datasheet wulfen in units of 5-15 (24pts each maybe increased if needed).

 

The only other thing is adding the old 13th company universal rules (such as scout) but this will depend on game balance especially considering changes to the rules in 5th edition such as outflank :wub:

 

Any thoughts or additional ideas.

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As I've said several times I haven't seen the dex yet, but from what I've read on the forum if you take Logan Grimnar, Wolfguard count as troops, i.e. Grey Slayers and Storm Claws. In the Dex WG can also take bikes, so there you go (but they wont be Fast attack, but Troop slot).

 

Many SW players are going use wulfen in stead of TWC. The difference from the 13th army list is that they would be Fast attack rather than elites. We also have wolves! So I think the transition shouldn't be hard for you.

 

As a true SW player I happen to nottice your Thousand Sons ;) avatar. That I don't like ;) :) .

I'll be writing up a Tactica: 13th Company once I can actually get my hands on my own dex. I know it's possible, as I'm 95% sure that my current 13th Company can be fielded for fewer points, with no loss of effectivity, using the current Space Wolf dex.

 

Don't give up hope, mate.

The thing is, Grey Hunters are now very much like grey slayers, just minus some of the nifty rules. While they dont have 2 attacks, in essence they do with the wargear loadout.

 

I gotta say Decoy, when you draw up your tactica, I will be very tempted to build up a nice, sizable 13th Co. list just to take to tournies and be like "SEE??? Say I cant play it now, jerks!" <_<

I gotta say Decoy, when you draw up your tactica, I will be very tempted to build up a nice, sizable 13th Co. list just to take to tournies and be like "SEE??? Say I cant play it now, jerks!" :D

 

HAHA

 

I too am going to be very interesting in getting a hold of Decoy's 13th Co. Tactica.

 

Since the Eye of Terror Campaign I have been using both Standard Wolves and 13th Company lists and I have to say, I always enjoyed playing the 13th Company armies more. For my Space Wolves I prefer a more furious assaulting force rather then a steady assaulting one...

Steady assaulting sounds too... Codex and not enough Berserker.

For friendly games, I'm sure if you had the 13th Company pdf, the 3rd Edition Space Wolves Codex AND the current Marine codex I'd have no problems with you playing 13th Company and I'm sure most reasonable people would. Outside of that fielding Logan with Wolf Guard as troops might actually provide for a more personalized army (any model has the wargear option equivalent of most HQs). The only thing you'd really lose out on are some old units and special rules like the Gate and Berserk Charge on your Storm Claws.

We're talking about using the new wolf dex to make an honest to god viable 13th Co tactica. And after talking to Decoy a bit....man, you are gonna love what he comes up with. It's gonna be monster for those who are willing to do a little bit of converting. I am actually planning on ditching the idea for the super fast list in favor of what i've seen drawn up so far for 13th. Monster, mark my words.

 

And coverfire, think of it this way: convert up a "gate" with the same proportions as a drop pod. Use drop pod rules. the storm bolter can be "warp lightning" from the gate or whatnot. Boom, you have yourself a 1 shot gate. not AS flexible as the RP gate, but the option to have your whole army "gating" in....oh yeah :HQ:

unless they have said that the EOT codex is no longer usable, i would have to say that you could still play 13th company, as that was their most recent set of rules printed. similar to use having to use the 3e codex until like two weeks from now.

 

just about any tourney doesn't allow 13th Co. Its a diamond in the rough where you can.

Many SW players are going use wulfen in stead of TWC.

 

I totally had the same plan, I only have 2 regrets.

A. that it was not an original idea

B. that TWC seem to be limited to 5 a squad (2 squads of 10 please)

 

edit: i saw that the following was already asked while i was typing..... slowly

a question. does the SW codex invalidate the EoT dex? our old codex didnt get invalidated when the SM codex was redone. does it not stand up by it self? is there an official line saving I cant use 13th Co. in offical GW events?

The 13th Co list has been banned from official GW events since 1 year after the EoT codex was released. It is not a new occurrence.

 

If you want to use your 13th company models with Wulfen etc, use Codex: Chaos Space Marines. It's very similar. That's what I do.

Well anyway I have a 13th company army that I use at my LGS and I have a good number of wulfen, so that if I gave everyone in a FOC who could have one (assuming 1 per squad?) including characters I would still have some left over.

 

If I'm honest I want to keep on playing my 13th company, but with a new codex I don't think I can stay using the old ones (People will be happy I no longer have a guy doing 8 powerfist attacks XD) however I was thinking of doing a new list with some modifications of the new space wolf codex.

 

Basically I would like your views if this is fair or not. (I know its up to my opponents in the end).

 

So I was thinking I would get rid of all vehicles, except maybe bikes (as they were in the old list) although they might go due to addition of thunder wolves?

 

Get rid of skyriders and dreadnoughts.

 

Replace Grey slayers and Blood claws but replace them with Wolfguard as Grey Hunters (Elites) and Storm Claws (troops) but with changes in regards to unit size(not sure what the new unit size is :)) and weapons restrictions taking away the wolf guards options and putting them inline with the more limited equipment of these units.

 

Finally using the apocalypse datasheet wulfen in units of 5-15 (24pts each maybe increased if needed).

 

The only other thing is adding the old 13th company universal rules (such as scout) but this will depend on game balance especially considering changes to the rules in 5th edition such as outflank :D

 

Any thoughts or additional ideas.

 

Grey Slayers- Grey Hunters.

Storm Claws- Wolf Gaurd with CCWs.

Fenrisian Wolves- Fenrisian Wolves.

Stormclaw Bikers- WG Bikers.

WL- WL

WP- WP

RP- RP

LFs- LFs

 

Did I miss anything?

 

You miss out on scout and a couple of attacks- but get some more models. I think it plays out pretty well for either 13nth or regular.

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