Antigonos Posted October 11, 2009 Share Posted October 11, 2009 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 More sharing options...
stinkenheim Posted October 11, 2009 Share Posted October 11, 2009 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 More sharing options...
Natanael Posted October 11, 2009 Share Posted October 11, 2009 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 More sharing options...
Theis Posted October 11, 2009 Share Posted October 11, 2009 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 More sharing options...
stinkenheim Posted October 11, 2009 Share Posted October 11, 2009 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 More sharing options...
Theis Posted October 11, 2009 Share Posted October 11, 2009 Beyond Codex Eye of Terror, where are decent sources of earlier 13th company rules? I got into the game in late 4th, and I'm still catching up on the background. Link to comment https://bolterandchainsword.com/topic/181331-13th-company/#findComment-2146983 Share on other sites More sharing options...
Moongob Posted October 11, 2009 Share Posted October 11, 2009 The codex Eye of Terror is the first and only one codex to published 13th company rules. Else that the 13th was supposely lost and dead in the eye of terror Link to comment https://bolterandchainsword.com/topic/181331-13th-company/#findComment-2147188 Share on other sites More sharing options...
Theis Posted October 11, 2009 Share Posted October 11, 2009 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 More sharing options...
whitewolfmxc Posted October 11, 2009 Share Posted October 11, 2009 Terminator Armor, Cyclones, Stormshields are there , but only for characters that take the Termi armor , and also they dont have wolf guards , storm claws play thier role but less exclusive in protective role Link to comment https://bolterandchainsword.com/topic/181331-13th-company/#findComment-2147499 Share on other sites More sharing options...
Antigonos Posted October 12, 2009 Author Share Posted October 12, 2009 Thank you all guys for your responses. I think I have now an idea about how to proceed. Of course, new ideas are still welcome. Link to comment https://bolterandchainsword.com/topic/181331-13th-company/#findComment-2148063 Share on other sites More sharing options...
whitewolfmxc Posted October 12, 2009 Share Posted October 12, 2009 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 More sharing options...
kipoyph Posted October 13, 2009 Share Posted October 13, 2009 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 More sharing options...
SamaNagol Posted October 13, 2009 Share Posted October 13, 2009 I just gave in and used Codex CSM Link to comment https://bolterandchainsword.com/topic/181331-13th-company/#findComment-2149395 Share on other sites More sharing options...
Grey Mage Posted October 13, 2009 Share Posted October 13, 2009 I just gave in and used Codex CSM Why? Link to comment https://bolterandchainsword.com/topic/181331-13th-company/#findComment-2149454 Share on other sites More sharing options...
drew25a Posted October 13, 2009 Share Posted October 13, 2009 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 More sharing options...
Yodhrin Posted October 13, 2009 Share Posted October 13, 2009 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 More sharing options...
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