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Ok , Who wants to work on a new Community project with me ?


whitewolfmxc

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hah! well since were all seeing how high we can pee, Wolves have been my army since 2nd ed... also, i have about 4 squads of 13th i made up years before the EoT even came out! actually i was a bit mixed in feelings when i heard it was coming tbh heh i thought i would not be unique anymore :( but the tsunami passed and as a bonus i got sweet wulfen models and direction in my armys rules and fluff - and a 13th company community! :)

 

aaaaaaanyway, i would like to agree with the ban on tanks/transports ala EoT, but i would like to disagree about mandatory hqs. in my opinion our boys are split up into many small warbands or taskforces all working virtually independantly of each other and all quite eccentric. for me this means that if a Wolf Priest is whats needed/available (maybe he was the last hq standing?) then thats who will be leading the pack, same goes for all cases...

actually come to think of it a RP would be the really neccesary hq otherwise how did the 13th arrive to the warzone? bah im not convinced myself heh theres a dozen scenarios just went whizzing thru my head....

i think the new codex helps us heaps, and we should take whats usefull from it, but there are several areas that need to be covered on our own (as im sure u all know heh) so my vote is to build a new one, recasting whatever we need from C:SW.

 

and heres what i reckon needs to be added (well some of it):

THE GATE (dammit)

wulfen squads

army wide infiltrate

multiple scout units

our wolfguard level troops

and high WS longfangs

 

YEAH! IM EXCITED!!

 

i agree on the no tanks/transports, and hqs. i don't understand the high WS longfangs but i always thought they should have tankhunters for maybe 3 more pts a piece

Count me in,

 

Maybe we could adopt some of the Legion of the damned rules, they kind of fit the fluff in regards to appearing out of nowhere.

 

I know its early days but I think we really need to take our time on this and do a lot of research and play testing to make sure opponents don't just think its another two bit fan dex. I line with current 5th Ed codex's there needs to be some drawbacks to fielding a 13th Coy force, but the fact of no transport/tanks maybe enough.

 

I think RP should be mandatory. I'm also not keen on the idea of TWC fluff wise, they are not genetically modified and would die out over time. Where as weapons and equipment can be scavenged from fallen comrades and the slaughtered enemy.

 

I still have the rules for Sternhammer as printed in the GD program back in the UK and would be happy to forward them on when back in the UK on leave in April.

 

i like it. i dont think a RP should be mandatory and the TWC would breed just the same as the FW do. at least thats how i assumed they were still around after 10000 years. but i like the LOTD idea. maybe they have the option of deepstriking in.

Just an idea, all space marines can currently drop pod or deathwing drop on turn one, i'm thinking of somthing similar with our Rune Priests as they have The Gate anyway, somthing like our army(as it's all infantry) to be kept in reserve at the start of the game and the rune priest and squad deepstrike onto the table on our first turn and the rest of our army must deep strike within 12" (maybe 18") as they're all pulled into the battle through the gate with him. Our whole army will deepstrike on turn one, this will try to offset some of the imbalances in the army but is still a dangerous and risky move to take.

 

So in essance at the begining of your turn one the Rune Priest and his unit will gate in (deepstriking) and all our other units will deepstrike within 12-18" or somthing like that.

 

or what he just said

No TDA wolf guard in general i would say, the 13th company isn't that good in keeping stuff working.

 

Lone wolves would fit though.

 

Thoughts on MC Wolf, first draft so it would require a lot of work on it.

 

Storm Wolf: 80 points

Ws: 5 Bs: 0 S:6 T:6 W:3 I:4 A:3 Ld:8 Sv: 4+

 

Special: Cavalry, Monstrous creature, fearless, rage, Immunity

Unit size: 1-3

 

Storm wolf cannot contest, same thought as Fenrisian wolves not being able to. And its size makes a mockery of obstacles, he ignores terrain when charging.

 

Immunity: (needs a better word for it)

Such is his rage that he ignores any psychic effects. Its immune to Psychic powers

 

i think TDA is fine as long as its not everywhere. just try to keep it limited somehow or make it more expensive. when i read the idea of the MC wulfen i jumped because i've always joked with my buddies about making a giant wulfen model to represent my wolf lord. never thought about a squad of them though. your storm wolf looks good but i'm thinking it needs to be at least I:5 and 1d6+1 attacks. maybe it could be an option for a lone wolf upgrade?

 

definately would like to see an HQ version with a 0-1 limit

ok sorry about the multiple posts i'll try to get all my thoughts down and then do 1 post. hell when i started typing my first post there was one page and when i submitted it there was three so i had to read all the goodies.

 

one last thing b4 i get off here. i never truly liked the idea that they couldn't take any vehicles at all since the bikes somehow keep working. so maybe vehicles could be allowed with a mandatory iron priest as an hq. it would give an optional build.

The one key thing to remember is to not go overboard. Of course we want a fluffy and characterful representation of the 13th Company, but we don't want to be too overly reliant on fancy rules or a plethora of toys that really don't make any sense *coughbloodangelscough*. So of course what you want to have in mind all the time is the principle of simplicity, and how we can make the list feel like the 13th, without making the player think too much or have to memorize/learn too many new rules.

 

Just a first draft, changes and incorporation of suggestions are welcome.

 

 

ARMY WIDE SPECIAL RULES

 

Leaders of the Pack

As Space Wolves Codex.

 

Counter-Attack

As Space Wolves Codex.

 

Acute Sense

As Space Wolves Codex.

 

Scout

As per Rule Book. Any model/unit/squad with at least one model in Terminator Armor may not Outflank, but may still take their Scout move as normal.

 

Heroes of Fenris

The marines of the 13th Company have fought in and against the horrors of the warp for millennia without corruption, steeling themselves against what would have stricken fear into even the heart of a normal Astartes. There is nothing in this life or the next that can instill fear into the hearts of these mighty heroes. Every model/unit/squad in the Space Wolf 13th Company has the Fearless special rule.

 

Wulfen-Touched

Every member of the 13th Company has been exposed to the touch of the Warp, feeding their primal rages and stirring the beast within. The mark of the Wulfen has manifested itself in every Space Wolf, increasing their ferocity and battlelust. Every model/unit/squad in the Space Wolf 13th Company has the Furious Charge special rule.

 

Pack Leaders

During Deployment, each Wolf Guard has the option of being split off from his pack and assigned to lead a different pack from the following list: Grey Slayers, Storm Claws, Storm Claw Bikers, Wolf Scouts, Long Fangs. Only one Wolf Guard may join each pack in this manner. Wolf Guard in Terminator armour, with jump packs, or mounted on Space Marine Bikes may not join Wolf Scouts units.

 

Armourer

Isolated as they are, it is difficult for the warbands of the 13th Company to maintain their equipment, especially the ancient and revered suits of Terminator Armour. To that end, what limited supplies are available are kept under the stern and watchful (sometimes paranoid) care of the Iron Priests. Terminator Armor may only be taken in a 13th Company army that includes an Iron Priest.

 

Shadow Walkers

The Rune Priests of the 13th Company have learned to pass between worlds, shifting between the physical plane and the astral plane with no more difficulty than it would take to enter a room, and it is not uncommon for these priests to bring along their brethren, allowing the 13th Company to launch lightning-quick raids deep into the heart of the enemy territory almost without warning and without detection. The most powerful of these priests are able to open rifts large enough to bring entire warbands through, using their powers to light a beacon upon which their brethren can use to guide their way.

 

If one or more Rune Priests are present in the army, it may choose to deploy in the following manner, instead of deploying normally.

 

Divide your army into two equal (approximately) parts, and determine which will enter First Turn, and which will be held in Reserve to deploy in a subsequent turn. The portion entering First Turn must include at least one Rune Priest, as they must act as the focal points. On the First Turn, Deep Strike the Rune Priests following all the normal rules. Then Deep Strike all elements in this first portion within 18" of a Rune Priest (as there may be more than one on the table), following all the normal rules. Squads may deviate further than 18" away from a Rune Priest, but their starting location must be within 18". If there are two or more Rune Priests on the table, the scatter roll for these subsequent units may be re-rolled.

 

From the Second Turn onwards, roll for Reserves as normal for the second portion (one roll) and deploy them as above when they arrive, starting within 18" of a Rune Priest, and re-rolling scatter rolls if more than one Rune Priest is present on the table. Alternatively, if the second portion also contains a Rune Priest, it may choose to deploy its Rune Priests in any location on the table, and then Deep Striking the second portion around them.

 

If no Rune Priests are present on the table, the second portion must deploy a Rune Priest first, followed by the remainder of it's units. If the second portion contains no Rune Priest, and no Rune Priests are present on the table at the start of the turn, the second portion is lost and considered destroyed for VP/KP purposes.

 

PSYCHIC POWERS

 

Stormcaller

All friendly models with 12 inches gain a 5+ coversave and are targetted using the night fighting rules. The rune priest may not fire a ranged weapon on the turn this power is used. The rune priest MAY use a ranged psychic power.

 

Hammer of Thunder

A ranged attack with the following profile- Str 10, AP 1, Assault 1, 18"

 

Gate

As per codex EOT* but may take bikes. May not take vehicles. Must be attached to the unit he takes. The unit may not run after this move.

 

Trial of Ice and Fire

All enemy psychic tests must be made on 3d6, suffering perils of the warp on a roll of 3 or any roll of 11+. Lasts until the begining of the SW players next movement phase.

 

Justice of Nifleheim

All enemy units in combat with the Rune priest have their iniative reduced by 2, to a minimum of 1. All models directing attacks against the Rune Priest lose one attack, to a minimum of 1.

 

Living Lightning A ranged attack with the following profile- S 7, AP 5, Assault d6.

 

 

WARGEAR

 

Mark of the Wulfen

Any model with Mark of the Wulfen gains Rending (but may not take advantage of any Special CCWs, including Krak Grenades and Meltabombs), Fleet (this advantage is lost if any members of a squad do not have Mark of the Wulfen), and when charging, gets a bonus of +D3 Attacks instead of the normal +1. Any model with Mark of the Wulfen may not Shoot, and such is their bestial rage that any squad including a member with Mark of the Wulfen always counts as having moved for the purposes of shooting (whether they move or not, their efforts are expended in an attempt to restrain their bestial brethren). Any model with a Mark of the Wulfen, and any squad with at least one model with Mark of the Wulfen, must launch an Assault if at all possible. Both of these restrictions are ignored if a Wolf Priest is within 6" of the model/unit.This Mark supercedes that of Codex: Space Wolves

 

Sagas

Saga of the Wolfkin

Saga of the Bear

Saga of the Hunter

Saga of the Warrior Born

Saga of the Beastslayer

 

As the army will be Fearless, and have no vehicles, I've removed the Sagas of Majesty and of the Iron Wolf for obvious reasons. I think it would be nice to expand on some of the available Sagas thus setting these heroes apart from the more "mundane" or "contemporary" heroes of the other Space Wolf Great Companies

 

THE BESTIARY

 

Now the stats listed are a synopsis, and I'm trying to be reasonable and yet still taking into account the "skill" level that these warriors should represent. The points costs are tentative, and are based loosely on the Space Wolves Codex, with some balance where I think appropriate.

 

HQ
Wolf Lord 6 6 4 4 3 5 4 10 3+
Rune Priest 5 5 4 4 2 5 3 10 3+
Wolf Priest 5 5 4 4 2 5 3 10 3+/4+

 

ELITES
Wolf Guard 5 4 4 4 1 4 2 10 3+
Wulfen 5 0 4 4 1 4 2 10 3+
Lone Wolf 5 4 4 4 2 4 3 10 3+
Iron Priest 5 4 4 4 1 4 2 10 2+

Thrall Servitor333313184+Wolf Scout5444142104+

 

TROOPS
Grey Slayer 5 4 4 4 1 4 2 10 3+
Storm Claw 5 4 4 4 1 4 2 10 3+

 

FAST ATTACK
Thunder Wolf Cavalry 5 4 5 5 2 4 4 10 3+
Storm Claw Biker 5 4 4 4 1 4 2 10 3+
Fenrisian Wolf 4 0 4 4 1 4 2 5 6+

 

HEAVY SUPPORT
Long Fang 5 4 4 4 1 4 2 10 3+

 

HQ // Wolf Lord..........115 Points

  • Infantry

  • 1 Wolf Lord
  • 0-2 Fenrisian Wolves

  • As Codex Space Wolves

  • Counter-Attack
  • Acute Senses
  • Heroes of Fenris
  • Wulfen-Touched
  • Scout
  • Armourer
  • Independent Character

 

HQ // Rune Priest..........115 Points

  • Infantry

  • 1 Rune Priest
  • 0-2 Fenrisian Wolves

  • As Codex Space Wolves, remove Psychic Powers

  • Counter-Attack
  • Acute Senses
  • Heroes of Fenris
  • Wulfen-Touched
  • Scout
  • Armourer
  • Shadow walkers
  • Independent Character

  • Same principle, pick any two
  • Storm Caller
  • Hammer of Thunder
  • Gate
  • Trial of Ice and Fire
  • Justice of Nifleheim
  • Living Lightning

 

HQ // Wolf Priest..........115 Points

  • Infantry

  • 1 Wolf Priest
  • 0-2 Fenrisian Wolves

  • As Codex Space Wolves

  • Counter-Attack
  • Acute Senses
  • Heroes of Fenris
  • Wulfen-Touched
  • Scout
  • Armourer
  • Independent Character

 

ELITES // Wolf Guard..........25 Points per model

  • Infantry

  • 3-10 Wolf Guard

  • As Codex Space Wolves (remove Mark of the Wulfen, Transport Options, and Arjac Rockfist)
  • Replace Assault Cannon with Reaper Autocannon (as Codex: Chaos Space Marines)
  • Any model may take a Mark of the Wulfen - 15 pts

  • Counter-Attack
  • Acute Senses
  • Heroes of Fenris
  • Wulfen-Touched
  • Scout
  • Armourer
  • Pack Leaders

 

ELITES // Wulfen..........40 Points per model

  • Infantry

  • 5-10 Wulfen

  • Claws and teeth (close combat weapon)

  • Counter-Attack
  • Acute Senses
  • Heroes of Fenris
  • Wulfen-Touched
  • Scout
  • Feel No Pain
  • Mark of the Wulfen

 

ELITES // Lone Wolf..........25 Points per model

  • Infantry

  • 1 Lone Wolf

  • As Codex: Space Wolves

  • Counter-Attack
  • Acute Senses
  • Heroes of Fenris
  • Wulfen-Touched
  • Scout
  • Armourer
  • Pack of One
  • A Glorious Death
  • Beastslayer
  • Mark of the Wulfen

 

ELITES // Iron Priest..........55 Points per model

  • Infantry

  • 1 Iron Priest
  • 0-3 Thrall Servitors

  • As Codex: Space Wolves

  • Counter-Attack
  • Acute Senses
  • Heroes of Fenris
  • Wulfen-Touched
  • Scout
  • Armourer
  • Independent Character

 

ELITES // Wolf Scouts..........20 Points per model

  • Infantry

  • 5-10 Wolf Scouts

  • As Codex: Space Wolves

  • Counter-Attack
  • Acute Senses
  • Heroes of Fenris
  • Wulfen-Touched
  • Scout
  • Infiltrate
  • Move Through Cover
  • Behind Enemy Lines

 

TROOPS // Grey Slayers..........20 Points per model

  • Infantry

  • 5-10 Grey Slayers

  • Power Armor
  • Close Combat Weapon
  • Bolt Pistol
  • Bolter
  • Frag and Krak Grenades
  • As Codex: Space Wolves (Grey Hunters, remove Transport options)

  • Counter-Attack
  • Acute Senses
  • Heroes of Fenris
  • Wulfen-Touched
  • Scout

 

TROOPS // Storm Claws..........25 Points per model

  • Infantry

  • 5-10 Storm Claws

  • Power Armor
  • Close Combat Weapon
  • Bolt Pistol
  • Frag and Krak Grenades
  • As Codex: Space Wolves (Blood Claws, remove Transport options, remove Lukas the Trickster, remove Special Weapon options (not Special CCW))

  • Counter-Attack
  • Acute Senses
  • Heroes of Fenris
  • Wulfen-Touched
  • Scout
  • Berserk Charge

 

FAST ATTACK // Thunderwolf Cavalry..........55 Points per model

  • Cavalry

  • 1-5 Thunderwolf Cavalry

  • As Codex: Space Wolves (remove Mark of the Wulfen)
  • Any model may take a Mark of the Wulfen - 5 pts

  • Counter-Attack
  • Acute Senses
  • Heroes of Fenris
  • Wulfen-Touched
  • Scout
  • Wolfkin
  • Rending (close combat only)

 

FAST ATTACK // Storm Claw Bikers..........35 Points per model

  • Bikes

  • 3-10 Storm Claw Bikers

  • As Codex: Space Wolves (Swiftclaws, remove Attack Bike)
  • One model may take a Mark of the Wulfen - 15 pts
  • Add a single Heavy Bolter-armed Storm Claw Attack Bike - 45 pts
  • A Storm Claw Attack Bike may upgrade its Heavy Bolter to a Multi-Melta - 10 pts

  • Counter-Attack
  • Acute Senses
  • Heroes of Fenris
  • Wulfen-Touched
  • Scout
  • Berserk Charge

 

FAST ATTACK // Fenrisian Wolves..........8 Points per model

  • Beasts

  • 5-15 Fenrisian Wolves

  • Vicious claws and fangs (close combat weapon)

  • Counter-Attack
  • Scout
  • Supernumerary

 

HEAVY SUPPORT // Long Fangs..........20 Points per model

  • Infantry

  • 1 Squad Leader
  • 1-5 Long Fangs

  • As Codex: Space Wolves (remove Transport Options)
  • Each Long Fang apart from the Squad Leader must replace his bolt pistol with one of the following:
  • Heavy Weapons (as listed in Codex: Space Wolves), or...
  • Flamer - 5 pts
  • Meltagun - 10 pts
  • Plasmagun - 15 pts

  • Counter-Attack
  • Acute Senses
  • Heroes of Fenris
  • Wulfen-Touched
  • Scout
  • Fire Control

 

EDIT: Edited some typos. It has also just occurred to me that with 4 Rune Priests, it is possible to be Gating around 4 packs of Grey Slayers with Wolf Guard TDA Cyclones each turn, so we need to find some way of balancing this (perhaps remove Cyclones entirely?)

 

EDIT 2: Increased the points cost of Storm Claws and removed their options for Special Weapons. I also increased the cost of Storm Claw Bikers. Added the Shadow Walkers rule for Rune Priests.

 

 

DV8

List is looking good so far :P

 

I think that, to balance the cyclone issue as well as the issue that many people seem to have with terminators, you could add the option of an upgraded Iron Priest as a further HQ choice (probably 0-1), then say that Wolf Guard cannot take TDA unless an Iron Priest is present in the army. I feel this makes sense Fluff wise. this could also lead to going so far as to say, if an Iron Priest is taken, you may take 0-1 vehicle from the following choice as a Heavy Support choice or something like that.

Again, feel free to ignore this, I just like the idea of a 13th company Iron Priest and a heavily rebuilt Predator or Vindicator, or even a dreadnought with chaos parts from other dreadnoughts or defilers it has defeated.

 

Daffydd Fireclaw.

In Codex EOT the only Terminators we could take were characters with Terminator armour or Wolf Guard Pack Leaders with Terminator armour, there were no units of terminators.

 

Somthing like that could work i think, and then maybe if you take an Iron Priest you can have a unit of 5 or somthing?

Nice list DV8, though surely Long Fangs in heavy support would be more useful and make more sense.

 

I'd probably limit TDA packs to one, I could see them having some but it's not easy to scavange

 

That's what I get for copy-pasta. It's fixed so that Long Fangs are Heavy Support.

 

I like the Iron Priest concept, meaning they need skilled Priests to minister to the machine spirits and to maintain the ancient suits of armor. I'd even go so far as to keep Iron Priests as Elites, making it a difficult (and thematic) choice to give up one of your Elite slots (for the Iron Priest) in order to take Terminators.

 

I don't like the idea of vehicles though, even Dreadnoughts. The sheer logistics of moving armour from battlefield to battlefield seems to me out of the scope of the 13th Company, After 10 millennia of war, I would think most of their equipment and logistical supplies in that arena would dwindle to the point of nothing, and it's not like they can easily replace it (the corrupted vehicles would be far too difficult to replace and maintain).

 

I've amended the changes to the list above.

 

EDIT: I've also contemplated the idea of creating some further restrictions too, such as you MUST take at least 1 Wolf Lord, and Wulfen being available only if you have a Wolf Priest. This would also mitigate the potential of silly Rune Priest spam. Thoughts?

 

 

DV8

I have been thinking of this idea for quite some time in regard to Wulfen:

 

Remembering how Death Company used to be picked, I kinda like the same idea on Wulfen.

 

For each troop FOC slot you have, roll a dice and if the resultant dice is +X or whatever, a member of that squad has finally fully succumbed to the Curse of the Wulfen and is replaced with an additional member to your Wulfen squad. This would would be a free points wise since you already paid the cost of the original model and have lost a potential scoring model, so kinda evened out.

Just some other items to note:

 

If we go by existing fluff, Bulveye's equivalent would be Logan and Jorin's equivalent would be Ragnar, ie. older wold lord and a younger wolf lord.

 

If you were to go by the fluff, any rune priest character would exceed Njal and even the new dreaded Meph. However, I would suggest a Njal equivalent so as not to be :cuss like most BA players will become shortly.

 

If we go by Black Library "fluff", assaulting after Gate is a must. The 13th Co don't so much as deep strike, but "shadow step" from the warp. Use the drop pod inertial guidance system mechanic to allow for scattering onto a enemy unit or impassable terrain but do not completely remove the negatives of bad placement or a horrible scatter (off the table). In addition, arriving from Gate should be restrictive if you are going to allow them to assault. No shooting or running from a Gate would be an acceptable compromise if you plan to assault. If no assault, then shoot or run as normal.

Storm Claw entry:

 

Are you suggesting the reduced Blood Claw WS/BS skill for Storm Claws? I would say keep the reduced BS, since they are CC oriented, and maintain the Grey Slayer WS skill to represent being cc oriented.

 

And is combination of Berserk Charge and Wulfen-Touched a bit overpowered? That is almost like having a whole unit of mini-Ragnars.

Well, how about a gate system like so:

 

Unit can be gatewalkers for +x points.

 

Gates can be purchased, at a max of 1 per unit of gatewalkers, for +y points.

 

Gates look like the following:

 

Gate:

Vehicle, Immobile

11/11/11 BS 4.

 

Equipment: Lighting storm.

 

Rules: Deep Strike, Portal, Gateway Assault.

 

Portal: Any unit who has taken the gatewalker upgrade may choose to deploy in reserves as a gatewalker. If they do so, they may only come into play using a Gate. Units doing so treat the edge of the Gates base as the table edge for all purposes, and count as coming in from the table edge for all purposes on the turn they arrive. They must of course still roll on the reserve table as normal. A Gate must be on the table at the begining of the turn to use this ability. If all Gates have been destroyed then any units with the gatewalker upgrade also count as destroyed.

 

Gateway Assault: Each turn the 13nth Co player may, before reserves are rolled, deploy one Gate that he has purchased for the army without rolling for reserves. It deepstrikes and scatters as normal. Once the final position of the gate is known proceed to roll reserves as normal.

 

 

Advantages:

The 13nth co player gets a highly mobile way of bringing in units that demonstrates the 13nth cos ability to make long range teleport jumps in the fluff. This gives them an incredibly amount of strategic mobility to counteract their lack of transports.

Deep Strike is a well known rule, and will allow gates to be deployed anywhere on the field, giving the army a very fast pace.

 

Balancing Factors:

An AV 11 "vehicle" isnt particularly tough, and this means that if placed in the open and/or without saturation they can be destroyed without to much issue. This keeps gunline armies viable, and allows them an oppurtunity to hold off an attack in the middle of their lines- even the 13nth company wont come through a hole thats being filled with plasma rounds!

You pay points for the ability and need to take the upgrades repeatedly to get the most out of this kind of unit or use it very carefully but sparingly to try and get a small advantage out of it... that scales well.

 

Reccommendations: ~20pts for the gatewalkers ability, and another 35 or 40pts for each gate the player wishes to take. This is a powerful ability and I wouldnt want to start it off to low in price.

Perhaps upping the cost of Storm Claws, or removing Berserk Charge entirely and just giving Storm Claws an extra attack? As is there's nothing setting them apart from Grey Slayers. An alternative is to remove Berserk Charge entirely, and remove Close Combat Weapons from Grey Slayers (much like Wolf Guard).

 

Grey Mage, that idea reminds me of the Ulthwé Strike Force from EoT. I like it :)

 

DV8

Well, how about a gate system like so:

 

Unit can be gatewalkers for +x points.

 

Gates can be purchased, at a max of 1 per unit of gatewalkers, for +y points.

 

Gates look like the following:

 

Gate:

Vehicle, Immobile

11/11/11 BS 4.

 

Equipment: Lighting storm.

 

Rules: Deep Strike, Portal, Gateway Assault.

 

Portal: Any unit who has taken the gatewalker upgrade may choose to deploy in reserves as a gatewalker. If they do so, they may only come into play using a Gate. Units doing so treat the edge of the Gates base as the table edge for all purposes, and count as coming in from the table edge for all purposes on the turn they arrive. They must of course still roll on the reserve table as normal. A Gate must be on the table at the begining of the turn to use this ability. If all Gates have been destroyed then any units with the gatewalker upgrade also count as destroyed.

 

Gateway Assault: Each turn the 13nth Co player may, before reserves are rolled, deploy one Gate that he has purchased for the army without rolling for reserves. It deepstrikes and scatters as normal. Once the final position of the gate is known proceed to roll reserves as normal.

 

 

Advantages:

The 13nth co player gets a highly mobile way of bringing in units that demonstrates the 13nth cos ability to make long range teleport jumps in the fluff. This gives them an incredibly amount of strategic mobility to counteract their lack of transports.

Deep Strike is a well known rule, and will allow gates to be deployed anywhere on the field, giving the army a very fast pace.

 

Balancing Factors:

An AV 11 "vehicle" isnt particularly tough, and this means that if placed in the open and/or without saturation they can be destroyed without to much issue. This keeps gunline armies viable, and allows them an oppurtunity to hold off an attack in the middle of their lines- even the 13nth company wont come through a hole thats being filled with plasma rounds!

You pay points for the ability and need to take the upgrades repeatedly to get the most out of this kind of unit or use it very carefully but sparingly to try and get a small advantage out of it... that scales well.

 

Reccommendations: ~20pts for the gatewalkers ability, and another 35 or 40pts for each gate the player wishes to take. This is a powerful ability and I wouldnt want to start it off to low in price.

 

Are you making these Gates akin to a Trygon tunnel system, ie, subsequent units with Gatewalker use them to come into play? I would be wary of this on the sole point that any army capable of delaying reserves or destroying deep striking units/vehicles could potentially strand your army in reserves. Units still in reserves at the end of the game are counted as being destroyed.

Perhaps upping the cost of Storm Claws, or removing Berserk Charge entirely and just giving Storm Claws an extra attack? As is there's nothing setting them apart from Grey Slayers. An alternative is to remove Berserk Charge entirely, and remove Close Combat Weapons from Grey Slayers (much like Wolf Guard).

 

Grey Mage, that idea reminds me of the Ulthwé Strike Force from EoT. I like it ;)

 

DV8

 

I would up the cost. I mean I used to have a Storm Claw retinue for my old 13th Co Wolf Lord because of how good they did with him in CC. If you nix the Grey Slayer ccw, you will probably need to add another special weapon. Unless you allow them basic ccw (no special ccw), keep them 1 less attack then Storm Claws, and add a special ranged weapon like the old EoT. Then run the Storm Claws with all the special rules but up the cost and remove special ranged weapons.

Are you making these Gates akin to a Trygon tunnel system, ie, subsequent units with Gatewalker use them to come into play? I would be wary of this on the sole point that any army capable of delaying reserves or destroying deep striking units/vehicles could potentially strand your army in reserves. Units still in reserves at the end of the game are counted as being destroyed.

 

 

And that's the risk you run if you choose to spam Gates or choose to build an army/strategy that relies entirely on Gates.

 

I think it's a neat option, personally, and adds that extra depth to the army. One other idea I want to incorporate is the concept of the army DSing a-la Daemonic Assault, whereby your entire army arrives via Deep Strike (maybe half your army first turn, the other half second turn)?

 

Shadow Walkers

The Rune Priests of the 13th Company have learned to pass between worlds, shifting between the physical plane and the astral plane with no more difficulty than it would take to enter a room, and it is not uncommon for these priests to bring along their brethren, allowing the 13th Company to launch lightning-quick raids deep into the heart of the enemy territory almost without warning and without detection. The most powerful of these priests are able to open rifts large enough to bring entire warbands through, using their powers to light a beacon upon which their brethren can use to guide their way.

 

If one or more Rune Priests are present in the army, it may choose to deploy in the following manner, instead of deploying normally.

 

Divide your army into two equal (approximately) parts, and determine which will enter First Turn, and which will be held in Reserve to deploy in a subsequent turn. The portion entering First Turn must include at least one Rune Priest, as they must act as the focal points. On the First Turn, Deep Strike the Rune Priests following all the normal rules. Then Deep Strike all elements in this first portion within 18" of a Rune Priest (as there may be more than one on the table), following all the normal rules. Squads may deviate further than 18" away from a Rune Priest, but their starting location must be within 18". If there are two or more Rune Priests on the table, the scatter roll for these subsequent units may be re-rolled.

 

From the Second Turn onwards, roll for Reserves as normal for the second portion (one roll) and deploy them as above when they arrive, starting within 18" of a Rune Priest, and re-rolling scatter rolls if more than one Rune Priest is present on the table. Alternatively, if the second portion also contains a Rune Priest, it may choose to deploy its Rune Priests in any location on the table, and then Deep Striking the second portion around them.

 

If no Rune Priests are present on the table, the second portion must deploy a Rune Priest first, followed by the remainder of it's units. If the second portion contains no Rune Priest, and no Rune Priests are present on the table at the start of the turn, the second portion is lost and considered destroyed for VP/KP purposes.

 

 

DV8

While its a good idea... my main problem with it is that it is so close to daemonic assault, and unless you spam rune-priests its going to have issues scaling properly. Do we want to step on another codex's toes like that?

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