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13th Company Suggestions for 6th


rodgambit

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I have been away from the game since last years Ard Boyz and decided to pick things back up with 6th edition. I have modeled my army after the 13th Co. and decided to try and be a bit more fluffy with my army list and a bit less competitive (min/max). I was just looking for some input on what people might think is a fun fluffy list. My original thought to try and replicate the old EoT rules would be to run long fangs with grey slayers on foot led by a terminator wg and then outflank 2 units to represent their old scout/infiltrate abitlies. I would use a BL or WP and SotH for one unit and then ally Shrike as a counts as character of my own creation and attach him to another unit (they would have the option to infiltrate or outflank). I use TWC to represent wulfen and have modeled them as such using old wulfen models. If anyone has any thoughts or suggestions please feel free to respond.

 

Thanks.

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Well I play my normal wolf codex as 13th Co. My models are painted as such. I plan to run no vehicles and no flyers so it's going to be a footslogging army. I originally had pf+cm wg leading my units but I'm thinking with the changes to 6th it might be worth changing that model to a terminator for the 2+.

 

The BA DC idea as wulfen isn't bad, however, my TWC are currently modeled to represent wulfen but I'm not ruling out another unit done this way.

 

I really like the idea of Kor Kan guy from white scars and a 5 man biker unit as troops because 13th did use bikes, but I don't own any and I've never been a huge fan, however, it would give my army more mobility beyond the TWC wulfen.

 

Lastly, I like shrike as a counts as SW character of my own design so that I can infiltrate a grey slayer unit or outflank them. Shrike counts as+Logan with relentless LF's outflanking may not be a bad idea.

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