Jump to content

13th Company


Antigonos

Recommended Posts

I have been out of the game for quite some time and even before I was one the aliens to be eradicated :-). I decided to go imperial (as imperial a Wolf can be) after checking the new SW codex, since I was always great fan of the elite CC armies and customization. Since fluff brought me to the SW, it led me also to the 13th company. I know that there were rules released for it some years ago, but these are now non-tournament legal. So, I was wondering whether you could give me a hand in building a 13th Company army based on the rules of the new codex. Obviously, lots of Wolf Guard is the way to go, but I would be glad for any other contributions, even going as far as playlists.

 

Thanks a lot guys.

Link to comment
https://bolterandchainsword.com/topic/181331-13th-company/
Share on other sites

well vehicles are a no no if you are trying to recreate the 13th company. fenrisian wolves and bikers as fst attack are probably a good way to go. as you say a fair number of wolf guard. maybe use bloodclaws as wulfen. grey hunters should be the core of your force. for heavy choices you would be limited to long fangs. i would always take a rune priest (they were meant to guide the wolves through the eye after all). oh and as many units with mark of the wulfen as possible....
Link to comment
https://bolterandchainsword.com/topic/181331-13th-company/#findComment-2146685
Share on other sites

I've always been wondering why 13th have got bikes, but not stuff like speeders and rhinos. I mean, a bike is kind of a vehicle, so why not small stuff like speeders, rhinos etc?

 

Anyway; I'd say go with logan for WG =troops, and then go Lone Wolves as elites. They, if anyone, should fit with the 13th company fluff. Also, some Long Fangs, and lots of wolves as FA. Gonna be hard to play, tough, since you havent got scout, or move trough cover.

 

Scouts might also be a good idea!

Link to comment
https://bolterandchainsword.com/topic/181331-13th-company/#findComment-2146725
Share on other sites

Think Chaos in terms of kit. They've been in the Eye fighting Chaos for the last ten thousand years. So, any resupply and / or rearmament is probably going to come from their foes' captured equipment. Grey Hunters are almost a direct analogue to the standard csm troop, particularly where war gear is concerned. So, there's an easy set of bits to kit bash with.

 

Personally, I'm using bits from the Forge World Zhufor kit, with the the khorne emblems filed off, for my counts as Grimnar, and kit bashing some chaos, loyalist, and space wolf terminators for his retinue, and of course doing the same for the powered armored grey slayers / hunters, and long fangs. I'm debating using some chaos raptors I have laying around for the jump pack equipped wolf guard, but there's not much room for space wolf bits on them, as they're almost entirely metal, and almost a single piece.

 

I am taking a few liberties with the equipment. I'm going fairly terminator heavy, something they're not supposed to have a lot, but that's because I have a few lying around waiting to be used, and don't want to spend a ton of money on new kit right now. Additionally, to be effective, a couple Storm Shields and Cyclones are sort of a must, imo. They need to be survivable and be able to lay out some long range hurt if they're light on vehicles.

 

Vehicle side, though they're not supposed to have many, if they're resupplying from chaos, then vindicators, standard land raiders, rhinos, bikes, and predators are about it. I suppose you could justify a whirlwind in there as they could have used captured parts to repair any rhino chassis vehicle, but I'm unsure if whirlwinds were something they could have brought in to eye from the pre-heresy era.

Link to comment
https://bolterandchainsword.com/topic/181331-13th-company/#findComment-2146766
Share on other sites

i wouldnt take whirlwinds... or land raiders (the machine spirits are the most complex o all the vehicles and there was a story of a crimson fist one oprating without crew and killing aload of orks. im sure a choas one woiuld function in a similar way). bikes are relatively easy to repair, more so than tanks and apcs which is why they have more of them.

if you want more of the flavour of 13t company without trying to reproduce the rules exactly then take the standard rhino based vehicle and kit bash them to look like captured chaos stuff.

i think it would make for an interesting looking army and would like to see what you do

Link to comment
https://bolterandchainsword.com/topic/181331-13th-company/#findComment-2146826
Share on other sites

So, it looks like the only approved ever format for 13th Company is;

 

HQ: Wolf Lord, 0-1 Rune Priest, 0-1 Wolf Priest

Elites: Wulfen Pack, Storm Claw pack

Troops: Grey Slayers ( Hunters)

Fast Attack: Fenrisian Wolf Pack, Storm Claw Biker Pack

Heavy Support: Long Fangs

 

The only real difference in this codex would be Storm Claws translate to Wolfguard with Jump Packs or Bikes, as the WS / BS for Bloodclaws of any type doesn't really translate to veterans who've, "reached the the levels of skill in warcraft equivalent to a Space Wolves Wolf Guard." (C:EoT pg. 35)

 

No drop pods or transport of any type either.

 

I don't have access to the old codex. Anyone able to tell me about the availability of Terminator Armor, Cyclones, Stormshields and the like, for Wolfguard in particular?

 

Before I stumbled onto this thread I'd been on the edge of a potential army list I was pretty happy with, that almost matches this layout, but, as I said above, footslogging across the field in 5th ed. will require some durability and long range ability. I'm not confident this format can be as competitive as I'd like, but fluffy and sort of competitive and fun is all I'm really after anyhow.

Link to comment
https://bolterandchainsword.com/topic/181331-13th-company/#findComment-2147319
Share on other sites

heres what i will do for my own 13th army :

 

HQ: Wolf Lord x 1 , 0-1 Rune Priest, 0-1 Wolf Priest , wolf guard battle leader 0 -1 (storm claws leader , always joins a wolf guard / storm claw squad)

Elites: Wulfen Pack ( actually using blood claws rules and try to add a wolf priest when ever possible to it) , Storm Claw pack (wolf guards) , lone wolves (even more fluffy as 13th encourages heroism)

Troops: Grey Slayers ( grey Hunters)

Fast Attack: Fenrisian Wolf Pack (im going to use a were wolf model to present canis and joins a large wolf pack) , Storm Claw Biker Pack (wolf guard bikers)

Heavy Support: Long Fangs (id at least bring 2 squads each game , but 3 is a good choice XD)

 

well if you are hungry for heavy support , i actually use a BJORN model to present the only dreadnought they have left , also will add in individual wolf guards (storm claw termi) in termi armor and heavy weapons (or other equipment) to lead squads

Link to comment
https://bolterandchainsword.com/topic/181331-13th-company/#findComment-2148088
Share on other sites

I was thinking of using Logan as the HQ

 

Considering 13th company had better stats (if i remember correctly)

 

Wolf Guard in Power Armor as Troops. (as a personal touch, I'm kinda partial also to using Storm shields and bolters)

 

Wolf Guard w/Jump Packs as Fast Attack/Elites

 

Wolf Guard termies as Elites

 

Lone Wolves

 

Fenrisian Wolves/Thunderwolf cavalry

 

Lots of Mark of Wulfen

Lots of Wolf Claws

 

Long Fangs

Link to comment
https://bolterandchainsword.com/topic/181331-13th-company/#findComment-2149270
Share on other sites

Wolf Guard w/Jump Packs as Fast Attack/Elites

 

Wolf Guard termies as Elites

 

 

Lots of Mark of Wulfen

Lots of Wolf Claws

 

if i remeber right 13th company didnt have any jump packs or enough terminator armour to equip a squad, only independant characters could have it,

 

also where would 13th company get thunderwolfs from? ( same applies to normal Fenrisian Wolves, but the had them in the mini-dex)

 

 

so i would go for

 

Logan as the HQ

 

Wolf Guard as elites

 

Wolf Guard in Power Armor as Troops.

 

Wolf Guard Bikes as Fast Attack

 

Lone Wolves

 

Fenrisian Wolves as fast attack

 

wolfen, ermmmmm model 5 on a big base and count as canis? (0r as wolfguard but give them all mark off wulfen)

 

Lots of Mark of Wulfen

Lots of Wolf Claws

 

Long Fangs

Link to comment
https://bolterandchainsword.com/topic/181331-13th-company/#findComment-2149872
Share on other sites

I think a good analogue for Wulfen are the Thunderwolves rules. Providing you make the Counts As clear to an opponant it seems the best way to represent them. I'd avoid being beardy though and leave them without upgrades. The Wolfkin and Rending CC attacks seems quite a good fit for crazed 7 foot tall mantanks-come-werewolves :wallbash:

 

Combined with a Counts As Logan Grimnar model for your HQ giving you lots'a Wolf Guard, perhaps a unit on bikes, and some Fenrisian Wolves on top and you pretty much have the old 13th Co list.

Link to comment
https://bolterandchainsword.com/topic/181331-13th-company/#findComment-2150615
Share on other sites

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.