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13th Company Army List: Warp Rift


Kjarl Grimblood

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So for this force I've decided to make a 13th company list. To give it some mobility though, I'm going to use the Drop Pod rules to represent a 13th company warband emerging from Warp Rifts. So here's what I've got so far:

 

Logan Grimnar (275 pts)

*Will ride with Long Fangs. Counts as 13th company Wolf Lord.

 

Rune Priest- Terminator Armour, Storm Caller, Jaws of the World Wolf. 120pts

*Will ride with the Long Fangs.

 

Venerable Dreadnought- Plasma Cannon, Heavy Flamer, Extra Armour, Wolf Tail Talisman, Drop Pod 240pts

 

Wolf Guard- 5 Wolf Guard, three have Powerfist and Combi-melta, two have Powerfist and Combi-flamer 215pts.

 

3*Grey Hunters- 9 Grey Hunters, Meltagun, Mark of the Wulfen, Drop Pod 195pts

*Combi-melta Wolf Guard attached.

 

2*Grey Hunters- 9 Grey Hunters, Flamer, Mark of the Wulfen, Drop Pod 190pts

*Combi-flamer Wolf Guard attached.

 

Long Fangs- 6 Long Fangs, 5 Missile Launchers, Drop Pod 175pts

 

1990 pts

 

 

So the plan is to emerge from Warp Rifts and let the slaying begin. Please feel free to offer thoughts, suggestions, criticisms and so on. Thanks in advance for your advice. :D

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I'd not drop pod the Long Fangs, but rather deploy them somewhere in cover - if possible. That's what I was doing that when 13th company list was viable, and I was also using TWO packs of them, because one never seemed to be enough. I You deploy a Rune Priest with them, then 5+ cover save power is obvious, unless You expect some decent cover from terrain. Living Lighting appears to be the second power. I'd also rather run scouts with WG with Thunder Hammer than pay for Wolf Priest, although I see where the idea comes from You treating them as wulfen ;).
Yeah, excellent advice. For my warp rifts I'll be using the rubble from the moonscape kit:seen here I'll be placing something in the center to represent the rift (suggestions are welcome). So what I'm hoping is to be able to give the Fangs some 5+/4+ cover off their Warp Rift. Perhaps 2 shooting powers then, to give some versatility to the Rune Priest? I'm considering Living Lightning, JOWW, and Murderous Hurricane, though Tempest's Wrath could really mess certain armies up.
Yeah, excellent advice. For my warp rifts I'll be using the rubble from the moonscape kit:seen here I'll be placing something in the center to represent the rift (suggestions are welcome). So what I'm hoping is to be able to give the Fangs some 5+/4+ cover off their Warp Rift. Perhaps 2 shooting powers then, to give some versatility to the Rune Priest? I'm considering Living Lightning, JOWW, and Murderous Hurricane, though Tempest's Wrath could really mess certain armies up.

 

Loading up the rune priest with too many shooting attacks is kinda pointless since you can only do one shooting attack per turn. If you are running him with the Long Fangs, Living Lightning (unlimited range) and Storm Caller would be you best bet. With a Master of Runes on him you would get to use both powers.

Finished updating the list. Now it has Grimnar representing the Wolf Lord. I'm hoping his Relentless will give the Long Fangs at least one turn of shooting before casualties start coming in. I also replaced the list by replacing my "counts-as Wulfen" Scout squad with Mark of the Wulfen throughout the list. Finally I replaced the Wolf Guard unit I had with an additional melta squad.

 

As always please feel free to speak loud and proud. Shyness doesn't befit sons of Russ! :lol:

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