Vulcanus Posted September 27, 2009 Share Posted September 27, 2009 I was thinking about a simple way to convert the new rules for SW into 13th Co list and came up with a fairly simple solution; 1. No vehicles allowed (not even rhinos) 2. All infantry get the "Scouts" USR for free 3. All GH squads MUST take the MotW upgrade Would it work?? Link to comment https://bolterandchainsword.com/topic/179702-13th-co-house-rules/ Share on other sites More sharing options...
Zemox Posted September 27, 2009 Share Posted September 27, 2009 I would say yes, the loss of veichles will hurt mech armies but they get scout, and the GHs and MoTW are there for fluffy reasons. Link to comment https://bolterandchainsword.com/topic/179702-13th-co-house-rules/#findComment-2126825 Share on other sites More sharing options...
Decoy Posted September 27, 2009 Share Posted September 27, 2009 I honestly think that Scout, with available options, may very well be rather overpowering with our current forces. And without Scout, there's nothing in your list that can't already be done. Diehard 13th Company fanboy here, and I know my locals would never let me play this Dex with any amount of Scout; I'd be kicked out quite hard. But aye, in a more loose gaming club, I can see that working reasonably well. Link to comment https://bolterandchainsword.com/topic/179702-13th-co-house-rules/#findComment-2126930 Share on other sites More sharing options...
Vulcanus Posted September 27, 2009 Author Share Posted September 27, 2009 Decoy, when u say overpowering, are you referring to any special combos? I do see Scout as powerful, but the Rhino is easily equally, if not more powerful (even at 35p a piece). Perhaps scout at 1p / model (ONLY for infantry), as was the case in Alpha Legion in 4th?? Would not be a very hard case to argue for IMHO... Link to comment https://bolterandchainsword.com/topic/179702-13th-co-house-rules/#findComment-2127004 Share on other sites More sharing options...
Valerian Posted September 27, 2009 Share Posted September 27, 2009 Decoy, when u say overpowering, are you referring to any special combos? I do see Scout as powerful, but the Rhino is easily equally, if not more powerful (even at 35p a piece). Perhaps scout at 1p / model (ONLY for infantry), as was the case in Alpha Legion in 4th?? Would not be a very hard case to argue for IMHO... The Scout Move itself is not too big of a deal, but giving the whole army the ability to Outflank would be. Link to comment https://bolterandchainsword.com/topic/179702-13th-co-house-rules/#findComment-2127042 Share on other sites More sharing options...
Vulcanus Posted September 27, 2009 Author Share Posted September 27, 2009 QUOTE (Vulcanus @ Sep 27 2009, 10:59 AM) *Decoy, when u say overpowering, are you referring to any special combos? I do see Scout as powerful, but the Rhino is easily equally, if not more powerful (even at 35p a piece). Perhaps scout at 1p / model (ONLY for infantry), as was the case in Alpha Legion in 4th?? Would not be a very hard case to argue for IMHO... The Scout Move itself is not too big of a deal, but giving the whole army the ability to Outflank would be. It would indeed be strong. But too strong? Link to comment https://bolterandchainsword.com/topic/179702-13th-co-house-rules/#findComment-2127286 Share on other sites More sharing options...
Decoy Posted September 27, 2009 Share Posted September 27, 2009 Debatably... Hm. Maybe or maybe not. I'd have to set down and think when I have a bit more time. Link to comment https://bolterandchainsword.com/topic/179702-13th-co-house-rules/#findComment-2127500 Share on other sites More sharing options...
Oldenhaller Posted September 28, 2009 Share Posted September 28, 2009 puts all your thunderwolves and fenrisian wolves in combat on turn 1 yeah i'd say that'd be pretty powerful ~O Link to comment https://bolterandchainsword.com/topic/179702-13th-co-house-rules/#findComment-2127752 Share on other sites More sharing options...
Grey Mage Posted September 28, 2009 Share Posted September 28, 2009 *nods* 3x Turboboosting BC Bikerz, 24" scout move, 12" move, 6" assault= 42" range of CC Potential. Link to comment https://bolterandchainsword.com/topic/179702-13th-co-house-rules/#findComment-2127848 Share on other sites More sharing options...
Hellios Posted September 28, 2009 Share Posted September 28, 2009 puts all your thunderwolves and fenrisian wolves in combat on turn 1 yeah i'd say that'd be pretty powerful ~O He said all infantry which those are not. The other solution could be that they may scout but may not use outflank. Link to comment https://bolterandchainsword.com/topic/179702-13th-co-house-rules/#findComment-2127856 Share on other sites More sharing options...
Oldenhaller Posted September 28, 2009 Share Posted September 28, 2009 wasn't sure if cav still counted as a sub-set of infantryin the same way the jump infantry are. I'm guessing not then :) ~O Link to comment https://bolterandchainsword.com/topic/179702-13th-co-house-rules/#findComment-2127861 Share on other sites More sharing options...
wookie2533 Posted September 28, 2009 Share Posted September 28, 2009 puts all your thunderwolves and fenrisian wolves in combat on turn 1 yeah i'd say that'd be pretty powerful ~O but that is what you could do with the old 13th company in the EoT codex Link to comment https://bolterandchainsword.com/topic/179702-13th-co-house-rules/#findComment-2127920 Share on other sites More sharing options...
Decoy Posted September 28, 2009 Share Posted September 28, 2009 You used to be able to, aye, and it was overpowered then, too, mate. My Dark Eldar opponents just stopped playing me completely, because Fenrisians tore 'em to shreds on Turn 1. Coupled with Gating Long Fangs, his entire anti-Marine elements were gone by the end of Turn 1. (And we're talking Outflank here, I think, where all Marines can come on from board edges.) Link to comment https://bolterandchainsword.com/topic/179702-13th-co-house-rules/#findComment-2127923 Share on other sites More sharing options...
Hellios Posted September 28, 2009 Share Posted September 28, 2009 puts all your thunderwolves and fenrisian wolves in combat on turn 1 yeah i'd say that'd be pretty powerful ~O but that is what you could do with the old 13th company in the EoT codex yer in the old 13th company all units got scout but then lost t if they had bikes or terminator armour ;) I would be tempted to give fenrisian wolves scout but not thunder wolves :P also unless the enemy moves towards you which is their choice I normally found you wouldn't get into combat until turn two not turn 1 6(scout)+6(move)+6(fleet)+12(assault)+12(deployment, varies) gets you 44 inches across the board assuming enemy in charge range and you got the maximum fleet roll you could travel in a straight line and if you did so terrain didn't slow you. Most enemies against the 13th company wouldn't stand right at the front of their deployment zone unless they wanted combat and didn't care if you charged some would even start in reserve. I also found that outflank didn't make the old 13th company over powered because as you had a small army it left people out in the middle of nowhere sometimes but wolves where double the points they are now (had ld8 and ASKNF) and thunderwolves where ofc not around. Link to comment https://bolterandchainsword.com/topic/179702-13th-co-house-rules/#findComment-2127926 Share on other sites More sharing options...
Hellios Posted September 28, 2009 Share Posted September 28, 2009 You used to be able to, aye, and it was overpowered then, too, mate. My Dark Eldar opponents just stopped playing me completely, because Fenrisians tore 'em to shreds on Turn 1. Coupled with Gating Long Fangs, his entire anti-Marine elements were gone by the end of Turn 1. (And we're talking Outflank here, I think, where all Marines can come on from board edges.) How good are your DE player friends because they shouldn't have found wolves a problem (at least not 1st turn assault if they had been playing smart(unless your good at stealing the initiative) and I must assume you played 4 by 4 because a 6 by 4 would most likely have the DE player laughing if you outflanked. errrm if a mod visits could you merge my posts thanks ;) Link to comment https://bolterandchainsword.com/topic/179702-13th-co-house-rules/#findComment-2127928 Share on other sites More sharing options...
Decoy Posted September 28, 2009 Share Posted September 28, 2009 We run 6x4, standard 2250 games, and one of 'em continually places (or "placed") top in the local tournies. I currently have a 200+ win/7 loss record against Dark Eldar alone, against all types; Wytches, Webway gates, Infantry-heavy, Incubi-Spam, you name it. And aye, I'm also a fair hand at stealing the initiative. ;) EDITED FOR CLARIFICATION: And aye, I almost always outflanked, with the exception of two squads of Long Fangs and a Rune Priest, and a squad of three bikers w/lord. Link to comment https://bolterandchainsword.com/topic/179702-13th-co-house-rules/#findComment-2127932 Share on other sites More sharing options...
Corver Posted September 28, 2009 Share Posted September 28, 2009 The 13th co are still a viable army using the new dex. I played a game the other night and won. Wulfen are still in the squads, and ive just given one a jump pack! TWC look more like something from 13th co. Wolves are cheaper and have a champion upgrade. We lost scout but gained scouts, Gate has gone but you can use the extra longfangs with melta and plasma guns in your GH squads now, which are now 11 strong thanks to the WGL, before we paid 21 pts for a Greyslayer with 2 attacks or 3 on the charge or when using true grit. Now we have bp/ccw so still 3 attacks on the charge, and in defence counter attack gives us (most of the time) 3 attacks in the first round. for 6pts less per marine. Bikes arent as good but we never had beserk charge. Link to comment https://bolterandchainsword.com/topic/179702-13th-co-house-rules/#findComment-2127940 Share on other sites More sharing options...
Valerian Posted September 28, 2009 Share Posted September 28, 2009 *nods* 3x Turboboosting BC Bikerz, 24" scout move, 12" move, 6" assault= 42" range of CC Potential. GM, IIRC you can't turbo boost during a Scout Move, so you'd have to subtract 12" from that. Still an easy first turn charge however. I'd probably give it a try if it were no vehicles whatsoever (including drop pods) and the the Scout Move was for non-TDA infantry only. Valerian Link to comment https://bolterandchainsword.com/topic/179702-13th-co-house-rules/#findComment-2128050 Share on other sites More sharing options...
Decoy Posted September 28, 2009 Share Posted September 28, 2009 Even without the Turbo, my Bikers almost always ran straight up to the enemy first turn, and slaughtered whatever they hit (TLLC, 2x Powerfists.) Good times. Link to comment https://bolterandchainsword.com/topic/179702-13th-co-house-rules/#findComment-2128053 Share on other sites More sharing options...
Vulcanus Posted September 28, 2009 Author Share Posted September 28, 2009 Never really saw why bikers should have scout, doesn't make sense at all to me. My initial proposal was for infantry to have scout for free, maybe cavalry as well if this would not prove too powerful. Still too good? Link to comment https://bolterandchainsword.com/topic/179702-13th-co-house-rules/#findComment-2128186 Share on other sites More sharing options...
Oldenhaller Posted September 28, 2009 Share Posted September 28, 2009 with cav it'd be too good as it'd put them 1-6" in the opponents deployment zone turn 1 on the charge Just non TDA infantry I'd say...just like before...maybe beasts aswell...? ~O Link to comment https://bolterandchainsword.com/topic/179702-13th-co-house-rules/#findComment-2128193 Share on other sites More sharing options...
Decoy Posted September 28, 2009 Share Posted September 28, 2009 Beasts and Non-TDA infantry only, methinks. That might work and keep it relatively balanced. Link to comment https://bolterandchainsword.com/topic/179702-13th-co-house-rules/#findComment-2128209 Share on other sites More sharing options...
Grey Mage Posted September 28, 2009 Share Posted September 28, 2009 *nods* 3x Turboboosting BC Bikerz, 24" scout move, 12" move, 6" assault= 42" range of CC Potential. GM, IIRC you can't turbo boost during a Scout Move, so you'd have to subtract 12" from that. Still an easy first turn charge however. I'd probably give it a try if it were no vehicles whatsoever (including drop pods) and the the Scout Move was for non-TDA infantry only. Valerian Actually you can- DA specificly have a rule stating otherwise, but IIRC there was some confusion about this in the BRB and it has been FAQd. Link to comment https://bolterandchainsword.com/topic/179702-13th-co-house-rules/#findComment-2128389 Share on other sites More sharing options...
Valerian Posted September 28, 2009 Share Posted September 28, 2009 *nods* 3x Turboboosting BC Bikerz, 24" scout move, 12" move, 6" assault= 42" range of CC Potential. GM, IIRC you can't turbo boost during a Scout Move, so you'd have to subtract 12" from that. Still an easy first turn charge however. I'd probably give it a try if it were no vehicles whatsoever (including drop pods) and the the Scout Move was for non-TDA infantry only. Valerian Actually you can- DA specificly have a rule stating otherwise, but IIRC there was some confusion about this in the BRB and it has been FAQd. You are quite correct, I suppose I was remembering how it was in Fourth Ed. I did see that they even address the question in the current Rulebook FAQ. Too bad our Bikes do not get Scout then, huh? Thanks GM Link to comment https://bolterandchainsword.com/topic/179702-13th-co-house-rules/#findComment-2128861 Share on other sites More sharing options...
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