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13th company army ideas and concept


Brother Captain Vain

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i just got my Space wolves battle force, so now i need to get some chaos marines to convert these bad boys up. But im wondering how i should build these guys as an army list with the current SW 5th ed. rules. so far, here are my thoughts:

 

Logan-wing: make a logan grimnar stand-in, and take lots of wolf guard.

 

Bike army: lots of bikes with mechanized grey slayers to back them up.

 

the units i plan to take:

 

Bikes: yes

 

Thunder wolf cavalry: yes

 

Sky claws: maybe

 

Terminators: no, if i can help it

 

Blood claws: no

 

scouts: maybe

 

fensianian pack: yes

 

outside of that, i dont know where to go. comments, concerns, thoughts gentlemen?

I'm working on the same but I'm using C:SM.

 

For my list I'm thinking Kor'sarro Khan to make my Bikes troops

and give me some Outflanking.

 

The one thing for me that made 13th Co. different was the Rune Priest "Gate"

which is almost just like the Librarian's Gate of Infinity.

 

Going to use Sternguard Vets as Long Fangs with x2 Melta and x2 Combi-Melta.

Just sorry I miss out on the control fire. They go with the Rune Priest (Librarian)

 

And am going to use Vanguard Vets a Wulfen for the extra attacks.

I may break ranks here and have to give them jump packs to keep them

mobile.

 

The rest of the army will be filled out with Bikes and Attack Bikes.

 

BigJon

I use the wolf book for my 13th Co.

 

I use long fangs, scouts (to give us the outflanking element that the 13th used to have), grey hunters as slayers and wolf guard as storm claws. I modeled my wulfen side by side with a fen wolf on a 60mm base to represent TWC.

 

If I had the models I would run a full pack of 15 wulfen as counts as blood claws and have them lead by a wolf priest, however, I don't have enough wulfen ;(

 

I have played against blood claws and blood claw bikers and I'm not a huge fan of them because being hit on 3's hurts. Both games against another wolf player that ran heavy blood claws my grey hunters and TWC always came out on top.

 

If I'm playing fluffy I go all footslogging...if i'm playing competitive I go with rhinos because my army always does better mechanized.

 

Using the space marine book for the gate power is not a bad idea, nor is using the chaos book for chosen who can infiltrate. I built homeade portals that are counts as drop pods to represent the gate power on the battle field.

 

I've been playing in an 1850 campaign with much success so far and I've found that two 3 man unit of TWC are rock solid. They price at 210 each. Think of them as a 6 wound MC with 9 base attacks, 4 str 10 attacks, huge charge range and the ability to take a hit on a 3+ stormshield. They are great to get across the field to tie up enemies quickly or to counter charge. I will sometimes keep a unit in reserve and my opponent will forget about them and move to close allowing me to come off my board edge and charge.

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