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13th Company using C:SW


Marshal van Trapp

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basically i want to start a 13th company space wolf army but using the regular codex space marines, and i need help with 2 things:

1) what models (combination of bits) should i use to represent the marines?

2) how should i field said army (ie what units should i include) using C:SW?

 

my idea for modelling them is to buy like 2 boxes of SW and 1 box of CSM and just mix and match parts to give them that "improvised armor" look, but beyond that i have no idea how to model such things as wolfen, nor how i could represent them rule wise

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basically i want to start a 13th company space wolf army but using the regular codex space marines, and i need help with 2 things:

1) what models (combination of bits) should i use to represent the marines?

2) how should i field said army (ie what units should i include) using C:SW?

 

my idea for modelling them is to buy like 2 boxes of SW and 1 box of CSM and just mix and match parts to give them that "improvised armor" look, but beyond that i have no idea how to model such things as wolfen, nor how i could represent them rule wise

 

 

answer to 1 i would use a combination of 1 box of chaos marine and 1 box space wolf because that is what GW did when they sold a 13 company box set.

 

my opinion on #2 using normal space marine codex to play 13 company is not quite right. i would use codex SW and simply have marks of wolfen in every squad as possible.

I am very sorry for the confusion i did mean codex space wolves i was just typing in a groggy haze last night and slipped up and said marines instead of wolves, as for the suggestions i appreciate the ideas, i was thinking of mixing some regular non-wolves pieces to represent the other, non-chaos marines within the EoT (many are renegades and thus don't have the spikey protrusions!)

If I were modeling pure 13th company I'd use a combo of SW, Chaos and Forge World heresy armor kits (and bolters).

 

In terms of play wise, check the stickied 13th company rule thread above. That notwithstanding, I'd use the Eye of Terror Codex as a reference. Back in the day.... folks used bikes, fenrisian wolves and lots of mark of the wulfen(man those rules were nasty!) and not a lot of mech.

 

That said, there is always a fluff angle to field them how you want. Perhaps one warband has kept most of their armor or salvaged tons of it from dead, dirty heretics they killed in the Eye.

I you were going to use C: SW I would take an allied detachment from C :SM for the bike squads. A SM Captain on bike makes bike squads of 5 or more troops, and they have a decent BS/WS not like the blood claw bikers.

 

No transports or other vehicles if you want to stay true to the background.

 

Take a full squad of wolf guard in power armour as an elite to represent your Grey Slayers.

 

In the old Eye of Terror Codex, they would have pieces of armour still in the traitor colors too.

ok so the general consensus i'm getting is:

mark of the wulfen ALL ROUND!

little to no armor units or transports

mixed CSM and SW bits with the chaos bits painted in traitor colors

 

does anyone have an idea of how i could work wulfen squads in? or is it just unfeasible now with the new C:SW?

In my list i ran a group of 10 or so Wolf Scouts that i use my old Wulfen models for. The story is that they work much like Legion of the Damned, as the rest of my force is normal Space Wolves, and this unit of 'wulfen' come in to assist, painted a bit different from the rest of the army too, using the darker grey. So that said, if you wanted something to act as your 'wulfen' i like anything that can flank. Scouts are ideal for me, because the 4+ save feels right for a Wulfen as the models have a fair bit of the armor missing. Im also thinking of a group of Grey Hunters with a WP to flank and painting them up to match the Wulfen grey coloring, they would act as Grey Slayers, over all to act as an unexpected support to my traditional SWs that are hopelessly outnumbered.

 

Never played with the list, but it sure sounds pretty in my head.. a force of Space Wolves from one of the great companies standing firm and prepared for death vs a foe that outnumbers them, only to see hear the howls of wolves in the distance, and the scream of foes as the 13th company falls upon the flanks of the advancing enemy.

 

Feels very theatrical to me.

 

But for a PURE 13th army, as the original rules went, they had no armor at all, bikes were it. To get the feel of how the 13th play style worked you could consider using a few squads in Drop Pods, and model the pods as a sort of portal/rift to simulate the Gate that the Rune Priests cast. You dont likely want to field 1-2 squads of Scouts to act as Wulfen, so if you felt the need to have them you could use the rules for Blood Claws, as i think the stats and rules fit rather perfectly, unit size too. Your only heavy support would be Long Fangs, too.

Death Company make perfect Wulfen.

 

WS5, S5 on the charge, Rage and Furious Charge AND FnP. Oh and better than the old Wulfen you can give them special weapons and bolters. Win win

 

Dangit, don't tempt me!! I was already loving Death Company don't try to wolf them up! :)

ok so i think an allied attachment of DC for wulfen, now any ideas on how to model them? i've found it hard (nigh impossible) to find the original models anymore, and those i have found (mostly on ebay) have been way over what their original cost was

 

EDIT: while checking out the "How do YOU model Mark of the Wulfen" thread i found a link that answered the modeling question, puppetswar sells Heads and Arms and seeing that each set comes with enough for 10 models (if i put 1 werewolf arm and one CCW arm on each wulfen) i could easily make a squad of 10 to go with the army, and for only $25 (with shipping) i'd say that's more reasonable than anything on ebay

well after some :ahem: searching i have located my Eye of Terror codex (sitting unassumingly on my codex shelf) and i think i've figured out what i'm going to use for the counts-as in C:SW, as i shall show you:

 

All units/models that can must select the mark of the wulfen (to represent the Sons of Fenris that have given in fully to the wolf)

 

HQ choices:

Special Characters -> NOT ALLOWED (as none of these heroes would have been in the 13th company)

all other choices will be as they are (seeing that wolf lords, wolf priests, rune priests, and WGBL would all conceivably be in the 13th company)

 

Elite Choices:

Wolf Guard Pack -> Storm Claws Pack (as they are both the superior fighters of their respective companies)

(Venerable) Dreadnought -> NOT ALLOWED (as far as i know the SW would have left their revered dead in the Fang)

Iron Priest -> ALLOWED (need someone to maintain equipment!)

Wolf Scouts -> NOT ALLOWED (i wouldn't bring the future of my chapter into certain death within the realm of chaos)

Lone Wolf -> ALLOWED (the philosophy of the Lone Wolf should still hold up in the 13th company)

 

Troop Choices:

Grey Hunters Pack -> Grey Slayers Pack (pretty straight forward)

Blood Claws Pack -> Wulfen Pack (figured they were the best option for this as Blood Claws have a set of abilities that are reminiscent of savage werewolf marines)

 

Fast Attack:

Thunderwolf Cavalry -> ??? (this i'm not sure of, these are new units so they weren't in previous editions, need some feedback as to whether i should include them)

Swiftclaw Biker Pack -> Storm Claw Biker Pack (again, straight forward)

Skyclaw Assault Pack -> NOT ALLOWED (not 100% sure, normal SW don't use JP, they only give them to Blood Claws and as 13th company was all veterans going into the Eye i'd think no)

Land Speeder Squadron -> NOT ALLOWED (no vehicles, wouldn't waste them on suicide mission, also uncertain modern Land Speeders existed as such drring the Heresy)

Fenrisian Wolf Pack -> ALLOWED (once more, straight forward)

 

Heavy Support:

Long Fangs Pack -> ALLOWED (they brought them in!)

all other vehicles -> NOT ALLOWED (didn't bring them, wouldn't loot them)

 

 

so lemme know what you guys think!

well after some :ahem: searching i have located my Eye of Terror codex (sitting unassumingly on my codex shelf) and i think i've figured out what i'm going to use for the counts-as in C:SW, as i shall show you:

 

All units/models that can must select the mark of the wulfen (to represent the Sons of Fenris that have given in fully to the wolf)

 

HQ choices:

Special Characters -> NOT ALLOWED (as none of these heroes would have been in the 13th company)

all other choices will be as they are (seeing that wolf lords, wolf priests, rune priests, and WGBL would all conceivably be in the 13th company)

 

Elite Choices:

Wolf Guard Pack -> Storm Claws Pack (as they are both the superior fighters of their respective companies)

(Venerable) Dreadnought -> NOT ALLOWED (as far as i know the SW would have left their revered dead in the Fang)

Iron Priest -> ALLOWED (need someone to maintain equipment!)

Wolf Scouts -> NOT ALLOWED (i wouldn't bring the future of my chapter into certain death within the realm of chaos)

Lone Wolf -> ALLOWED (the philosophy of the Lone Wolf should still hold up in the 13th company)

 

...

 

so lemme know what you guys think!

 

Well, I think that you should get some info about our Wolf Scouts since you think they´re just whelps :tu:

Kind of a big update:

well i have begun the production of the marines

 

here are the boxes i bought:

http://i44.photobucket.com/albums/f12/Comm_Nagrom/Space%20Wolves%2013th%20Company/DSCN1540.jpg

 

with these boxes i plan to make 30 grey hunters (6 with plasmaguns), 5 Wulfen (using some conversion bits i found online), 5 Wolf Guard (uncertain of the exact armaments), 1 Wolf Lord (thinking about going Twin Wolf Claws, Jump pack, and Belt of russ) made with some extra Terminator bits i have to make him appear larger, and 1 Wolf Guard battle leader (MotW, Storm Shield, Bolter), as for that i have the progress pics to show you what i've been busy doing

 

First is the army as a whole, the bottom of the pic is the torsos and the top are the legs:

http://i44.photobucket.com/albums/f12/Comm_Nagrom/Space%20Wolves%2013th%20Company/DSCN1541.jpg

 

Next we have my first Wolf Guard (he just has Mark of the Wulfen to go with the "Wulfen" squad):

http://i44.photobucket.com/albums/f12/Comm_Nagrom/Space%20Wolves%2013th%20Company/DSCN1542.jpg

 

Next i've got the beginnings of the first Grey Hunter Squad:

http://i44.photobucket.com/albums/f12/Comm_Nagrom/Space%20Wolves%2013th%20Company/DSCN1543.jpg

http://i44.photobucket.com/albums/f12/Comm_Nagrom/Space%20Wolves%2013th%20Company/DSCN1544.jpg

http://i44.photobucket.com/albums/f12/Comm_Nagrom/Space%20Wolves%2013th%20Company/DSCN1545.jpg

http://i44.photobucket.com/albums/f12/Comm_Nagrom/Space%20Wolves%2013th%20Company/DSCN1546.jpg

http://i44.photobucket.com/albums/f12/Comm_Nagrom/Space%20Wolves%2013th%20Company/DSCN1547.jpg

if you look closely you may notice that the models have two separate legs, as i cut one leg of each a CSM and SW and swapped them

 

and finally a close up of the first set of legs i really spent some time on, the crazy Wulfen "leader" stomping on a CSM helmet:

http://i44.photobucket.com/albums/f12/Comm_Nagrom/Space%20Wolves%2013th%20Company/DSCN1548.jpg

Eventually he will get a Powerfist (because its the one weapon i could justify giving to wulfen, its basically a giant club mounted on your arm anyway, even without the powerfield)

 

as always C&C is welcome and appreciated!

5 Wolf Guard (uncertain of the exact armaments),

 

Magnets.

 

was thinking about it, seemed like the best choice for them, i know 2 will have jump packs/wolf claws to accompany the wolf lord (because why not) but i haven't figured out the 2 others armaments, so magnets will really help here

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