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Made in us
Freaky Flayed One




Detroit,MI

Hi , I'm starting a 13th company army after finishing my Tyranid army and I wanted to get some ideas on how best to use them or what are some of the more effective units/tactics for the army.

妖魔鬼怪快点跑 
   
Made in us
Fixture of Dakka





Denison, Iowa

I've toyed with 13th company some. here is what I have learned from my limited experience.

They can be an incredibly fun army to play with, but only if both you and your opponent are okay with loosing tons of models at once time. 13th company kills and are killed very quickly.

if you decide to make wolfen count as troops you are going to be EXTREMELY limited in your shooting faze. Also, the army will be more hit or miss. Some armies you will slaughter by the second turn, others you will be hard-pressed to put a dent on. If you are a good sport, this can also be one of the funner options.

If you want more than a 1500 point list, your HQ's will all ready be chosen for you.

Long Fangs are your only heavy support. They can split fire, which is nice, but be VERY careful with them. since they have no ablative wounds even a few bolter rounds (hell, even lasguns) can ruin their effectivness very quickly. That being said, they are your best bet for anti-tank duty.

the Fenrisian wolves are one the best units in the army.  they move quickly, decent stats, large squads, low points cost. If you are going to max-out on anything, make it these.

Wolfen shred things in close combat, even power armored marines. The trick is to get them there without beint shot to peices. Attach a character with healing balms, it helps some.

   
Made in us
Hoary Long Fang with Lascannon





Kalamazoo

A lord on a bike with a bodyguard of bikers is a very good option, if expensive. A 13th company army is a small elite unit that works best under 12' from your enemies. You will need one unit of bikes or teleporting rune priest with long fangs to deal with your enemies backfield. Give every squad a powerfist, and a wolf guard with mark of the wolfen.

Use your wolf squads and their 6+6 +d6 +12 potential first turn charge to shut down enemy shooting, then get your grey slayers stuck in. Don't get to spread out, keep your units close for mutual support. Your lack of long range firepower and manouverability makes every fight one of attrition.
   
Made in us
Fixture of Dakka





Denison, Iowa

One more thing to add. Omega level games will be your best friend. You get to ignore escalation, but your opponent won't. You can rush him on the first turn, overwhelming him with elite troops that will likely wipe out everything he has. Then you only have to deal with a couple units a turn as they come in. In this scenario it might be possible that you will outnumber your opponent on any given turn.
   
 
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