Valerian Posted September 22, 2010 Share Posted September 22, 2010 Brothers of the Fang, For those that are interested, I have put together a Fandex for the 13th Company. I had already done a Fandex for the Grey Knights (one of my other armies), that I had been working on for a while, and just decided while I had the time to put something together for players of our Lost Company of the Wulfen-kind. I know many members of the Fang have already been working on a community-project to develop a version, but I wanted to go a different direction than that of the group project. You will find my version to be much more "conservative". Essentially, I took what already existed in the Eye of Terror version of the 13th Company list from back in 3rd Edition, and brought it up to 5th Edition standards. I simply wanted to modernize the list, but keep it familiar to old 13th Company players. If anyone has any feedback, or recommendations, please provide comments to this thread. Best regards, Valerian Link to comment https://bolterandchainsword.com/topic/211689-13th-company-fandex/ Share on other sites More sharing options...
Voracioustigger Posted September 22, 2010 Share Posted September 22, 2010 A few comments 1) Why no Sternhammer? I'd just give him +1 WS/I/A over a normal Wolf Priest and give him FNP (which he grants to any wulfen squad he joins) and Pelt of the Wulfen (Shoot as if night fight). Price him at maybe 250pts sounds bout right. 2) Why no bikes or long fangs? YOU may not like the idea of them, but I find it hard to believe that there are simply no long fangs left. The 13th company may be succumbing to the curse of the wulfen and love CC, but they aren't all just Khorne Berserkers! 3) I'd remove Scouts from several units (or at least modify it). TWC should not have scouts for the same reason Storm Claw bikers never had it. Second, I'm all for the 13th Company getting a free move, but maybe only give TRUE scouts to Storm Claws. That would help differentiate them better from Grey Slayers, and hinder abusive lists. Third, 3rd-4th edition scouts just wasn't NEARLY as they are now. However, to keep the Scouty feel, I would keep the rule that allows the entire army to deploy regardless of mission. 4) I would almost want to see more Sagas. Considering how long they've been around, I see no problem in Wolf Guard having access to maybe Beastslayer and Hunter (Hunter allowing the unit to ACTUALLY scout, or allowing Storm Claws to OBEL like Wolf Scouts). Also, MotW HAS to remain as an option in some form! 5) I think the Wulfen are slightly over costed... Maybe 27-28pts/model... they are, after all, still in Power armor. Similarly, I would drop Storm claws to 22-23pts. Ok, there's my 2 cents Link to comment https://bolterandchainsword.com/topic/211689-13th-company-fandex/#findComment-2518581 Share on other sites More sharing options...
Maximus-92 Posted September 22, 2010 Share Posted September 22, 2010 lone wolf should be 35 with rending Link to comment https://bolterandchainsword.com/topic/211689-13th-company-fandex/#findComment-2518598 Share on other sites More sharing options...
Valerian Posted September 26, 2010 Author Share Posted September 26, 2010 Fellas, Was away from the computer for a few days after initiating this thread. I've just finished updating/revising the Fandex based on feedback received. Will post some comments back below. A few comments 1) Why no Sternhammer? I'd just give him +1 WS/I/A over a normal Wolf Priest and give him FNP (which he grants to any wulfen squad he joins) and Pelt of the Wulfen (Shoot as if night fight). Price him at maybe 250pts sounds bout right. I've got the old actual Sternhammer rules on-hand, and will add him into the Fandex tomorrow (probably). I left the Special Character out of the first draft just so I could focus on getting feedback for the fundamentals. 2) Why no bikes or long fangs? YOU may not like the idea of them, but I find it hard to believe that there are simply no long fangs left. The 13th company may be succumbing to the curse of the wulfen and love CC, but they aren't all just Khorne Berserkers! Leaving Long Fangs out was just an accidental ommission - it was about 3AM when I published the Fandex, so I had just "spaced-out" on adding the entry for them. I am, however, looking for a different name for the heavy weapons pack. Long Fangs fits the standard Space Wolves for obvious "fluff" reasons, but all 13th Company members are more-or-less equally ancient. I know the old EOT army list just called them "13th Company Long Fangs", but I'd like to find something more original than that. As for the Bikes, I did leave those out on purpose. I think the EOT codex included them just to have some variety, and to give at least some option for units with better tactical mobility. Now that we've got Thunderwolf Cavalry, however, we cover that requirement. It just seems to me that we can leave Bikes out of the list, just like we leave out all of the other vehicles now. However, if I get more proponents for Bikers to come back into the list, it isn't a huge deal and I can make an update to accomodate any concensus. 3) I'd remove Scouts from several units (or at least modify it). TWC should not have scouts for the same reason Storm Claw bikers never had it. Second, I'm all for the 13th Company getting a free move, but maybe only give TRUE scouts to Storm Claws. That would help differentiate them better from Grey Slayers, and hinder abusive lists. Third, 3rd-4th edition scouts just wasn't NEARLY as they are now. I changed the army special rule from "Scouts" to "Ambush!" and used the old language from the EOT army list with a few revisions. This allows the army to all deploy together, and to get the free Scout Move, but without all units getting access to the Outflank Move. I had considered this earlier, but wanted some feedback on it. To help differentiate the Storm Claws, they've been given Infiltrate (in addition to Ambush!), which allows them to setup a little closer to the enemy, or use the Outflank Move. That ought to make them worthwhile, but still a tradeoff versus Grey Slayers (since Storm Claws aren't Troops, so can't Score). However, to keep the Scouty feel, I would keep the rule that allows the entire army to deploy regardless of mission. Done. Included in the language describing the new "Ambush!" army special rule. 4) I would almost want to see more Sagas. Considering how long they've been around, I see no problem in Wolf Guard having access to maybe Beastslayer and Hunter (Hunter allowing the unit to ACTUALLY scout, or allowing Storm Claws to OBEL like Wolf Scouts). This is a fairly conservative representation of a 13th Company list, so I didn't want to get into expanding on the Sagas. The only new one that I felt was absolutely necessary was the Saga of the Wulfen Lord, to replicate what you used to get with a Mark of the Wulfen on a Wolf Lord. Now Storm Claws get access to the regular Outflank Move via Infiltrate (BEL would probably be too-powerful and unbalancing, I'm guessing), so that is taken care of. Also, MotW HAS to remain as an option in some form! Yeah, I had just forgotten to include MotW as an option for regular Storm Claws and Grey Slayers; it has been added in now. Since all Pack Leaders may select options from the Wolf Guard unit entry in the Codex Space Wolves, they already have access to the MotW upgrade. Thanks for the reminder though! 5) I think the Wulfen are slightly over costed... Maybe 27-28pts/model... they are, after all, still in Power armor. Similarly, I would drop Storm claws to 22-23pts. Those units might be a little overcosted, but I'd rather err on the side of too expensive, rather than too cheap, for a Fandex. Also, Wulfen get Rending now, which they didn't used to have, which really increases their offensive power in close combat, compared to the old list. Now that Storm Claws have the Infiltrate/Outlank Move, I think they are probably priced about right, too. Ok, there's my 2 cents Tigger, thank you very much for the valuable, and well thought out input. Appreciate your support. Please take a look at the updated version and let me know what you think. lone wolf should be 35 with rending Why Rending for the Lone Wolf? What is the justification? He can always take MotW and get Rending attacks, just like a standard Lone Wolf using the conventional Space Wolves. Appreciate your input, but would like to be convinced that there is a need for the change. Regards, gentlemen, Valerian Link to comment https://bolterandchainsword.com/topic/211689-13th-company-fandex/#findComment-2521789 Share on other sites More sharing options...
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