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Made in us
Been Around the Block




Greenville SC

 I'm interested in getting this army painted and on the table, but as we all know they are a bit challenged against a lot of the newer dex's. I'm wondering if anyone is using them these days and if so what sort of  strategy help you can give me? Any info at all would be appreciated!

 

 

Thanx,

 

Wookie

   
Made in us
Been Around the Block





Yeah, but IMHO the only way to play them is to use 3 x 15 Fenerasin Wovles. I played a guy in the Chicago GT who went 4-1 with them. They're one of the most cost effective units in the game, considering they're only 10 pts, assault with the same stats as an Assault Marine and they move incredibly fast. Deploy forward + free move + 6 move + Fleet of foot + 12 assault can lead to possible first or second turn charges. A unit that works well with Fen. Wolves is Wulfen, as they're very good at h2h, and moderatly fast moving. The three required HQ's should be: Wulfen Lord, Wolf Priest for moving with Wulfen, and Storm Priest (unsure of name). A possible good anti tank unit could be 4 mealtaguns in a Long Fangs pack teleported behind tanks with the Storm Priest.

-El1
   
Made in us
Longtime Dakkanaut





Well, at any point level above 1500 points, you will have exactly 1 Wolf Lord, Priest, and Rune Priest, and it is true, fenrisian wolves are incredibly good. Wulfen are pretty good at drawing a lot of fire because they tear stuff up if they get there, however, I think the best army list I've ever seen for 13th Company is probably a Wolf Lord on Bike with goodies and a Storm Claw biker retinue, 3x15 fenrisian Wolves, a rune priest with a grey hunter squad teleporting around and the wolf priest leading either a wulfen squad or more grey hunter squads. I'd stay away from Long Fangs and Storm Claws as the Fangs get really expensive and are pretty fragile whlie the Storm Claws again are expensive and pretty much do the same thing as wulfen, except worse.

 
   
Made in us
Been Around the Block




Greenville SC

Thanx for the input. I'm glad to hear someone did so well at a GT with them consdiering all the normal stuff you see in droves there. I also agree that Fenrisians are the best choice for points and have them maxed out on the list. I've used them before and sort of gave up on them for forgettable reasons.
I also used the Lord on a bike with the SC's and they are unbelievable at tearing units up once they get in. The problem I have is with shottie units and I imagine with the new Conehead codex that it's not getting any better (Haven't read it yet) the trick is to get across with your arse still intact (I'm a seven year orc player, so no problem understanding that strategy) I guess I'm trying to weigh the other squads and their overall effectiveness.
I was usuing Long Fangs with the gate having them armed with four plasma guns rapid firing. It works well, but then again they can easily be overtaken, or shot up. Maybe the meltas would be a better choice.
   
Made in us
Been Around the Block




Greenville SC

On another note, what does well when you're faced with a horde type army (Nids, Orks?) as I iagine the sheer numbers would be very hard to go against..........
   
Made in us
Maddening Mutant Boss of Chaos





Colorado

The guy you speak of from Chicago is Shane. He is a top notch player, and several of us in the Wrecking Crew play 13th company. And we all agree that 3 15 man wolf squads is were to start. The list tears up any horde army or infantry based list. Thats why it did so well at the GT. Its main weakness is mech lists. You need to pack a melta gun toting long fang unit with a Rune Priest packing a combi-melta so you can punk out up to three vehicles at once, and a Lasscannon toting Long Fang unit.

NoTurtlesAllowed.blogspot.com 
   
Made in us
Been Around the Block




Greenville SC

Hey Darkness,

 

 That's really cool that you all still give the wolves the table! I agree with everything you said about the maximum wolf squad as well as a squad of LF's with meltas. I'm curious what else you think is the most effective? I'd love to hear about any lists you've had success with at 2K points.

 

 I'm also curious about tactics, you say that you swamp horde armies pretty easily? I'm wondering how you play them aside from the normal scenerio objectives? Are there just some lists that you see as almost impossible to beat? I have had great success against Marine, Imperial forces, totaly got spanked by a "Big Bug" type list with cheesed out Tyrants and Fex's with maxed out gunnery.

 Either way, in my opinion it's one of the best looking armies on the table and the fluff is also inspiring so I'm going to get them painted up for Adepticon I think. Thanks to all who have written and please do keep feeding me meaty morsels?

 

 

Thnx,

 

Wookie

   
Made in us
Been Around the Block




Greenville SC

 I have a question concerning the wolves taken as wargear. I know that the wolves are allowed to keep up with the bikes in the older version of the rules, but now that turbo boost ha sbeen added, has that ability been taken away, or did it slip through the cracks of GW rules monkeys?

 

Thanx,

 

Wookie

   
Made in us
Fresh-Faced New User




I once had 3 units of 20 orks charge 16 wulfen and right when I had time to throw attacks back, I lost 40 models and he just lost 8. Wulfen can clear killzones vs non MEQ even demons with relative ease.

It is true that their main weakness is against mech lists. The 3 squads of wolves are great for a first turn charge unit provided with a good fleet roll but man I have never seen a longer first turn ever than playing against a 13th company.
   
Made in us
Been Around the Block




Greenville SC

 That story hurts a little since I'm an ork at heart, LOL! But kudos for the wulfen earning their points. I just found through this forum that fenrisian wolves can keep up with the turbo boost ability since it was never FAQ'd and states in the SW codex that they can stay with bike riders. This leaves a great oppt. to take your Wolf Lord, along with a Wolf Priest and have 8 wolves traveling with them. They're going to scoot across the board and the wolves are going to take the fire leaving the unit with 2-3 power fists in addition to other nastiness to start a path of D&D.

 I'm trying to come up with an 1,850 list and want to go ahead and max out the wolves since I have the models. I also think the HQ bike squad is a good idea, just not sure of the creamy inbetween choices. Any advice would be appreciated for an upcoming tourney, I think there will be a lot of drop pod armies as well as the new cone head list being represented in force.

 

 

Wookie

   
Made in us
Been Around the Block




Greenville SC

Just thought I'd post a summary on two battles I had at 1,850 with my 13th. The first game was against a IG army, heavy on H.Bolters along with three tanks. The game was pretty good, though at the end of the day I had 1,000 points left on the table to his 200 and I'd taken three of four tokens for the extra VP's given for the mission.

Game two was with the same guy, though he brought an all assault Blood Angels Army. The squad was maxed with jump pack marrines, no vehicles at all and only one heavy weapons squad. It was a Take and hold Alpha mission and I got my ass handed to me pretty bad. Biggest mistake was going after his HQ w/death Company?(Not up on Blood Angels) I charged in with Wolf Lord and S.Claws on bikes and the Lord died in the first round with a Fist hit (Fogot to give him the belt, ughh!!!!)
From that point I pulled everything I could back in hopes of rushing the objective for a tie, but couldn't keep my units above half, that and he had more scoring units being that 13th is soooo freaking expensive!

Are there just some armies that can't be beat with this list, excluding lucky rolls? I probably could have played the mission better, and more defensively, but it was a first and my second game in a long time with the list. Any input would be appreciated!!


Wookie
   
Made in us
Stalwart Veteran Guard Sergeant





West Chester, PA

Great topic Wook, I love 13th Co. but have had mixed results, but thanks to Darkness and some other good advice, I am thinking of giving them another go.

Good work


I heart SYR 8766

For all your bravado, if the US Army decided to invade, Wisconsin is it?, in force supported by a heavy bombing campaign for the month before, weeks of shelling from battleships on Lake Superior, and a full tank thrust (crushing the cows beneath the treads), I don't think that your .22 is going to make much of a difference really... Asmodai (my new hero)


At some point these sorts of decision-making skills lump you into the same camp as the Lehman Brothers, the White Star Line shipping company, and mothers who smoke during pregnancy.
---Sour Clams 
   
Made in us
Been Around the Block




Greenville SC

 Glad you have the same interest Scar. It's definitely one of the better "Fluff" armies out there and the models are truly impressive on the table. I've actually been using the chaos hounds as the wolves because they look more "Chaos Warp" than the plastics. I sort of like the "OLd Yeller" look in that they're growing horns when they shouldn't have them, so we better put them down after this fight look, LOL!

 

 I'm going to play the Blood ANgels player again soon. I'm going to try using Wulfen in the list where I haven't before and see how it works. I truly believe you have to know your Sh*t when playing this list. You have very effective units, but if you use them the wrong way you're done before you know it. The trick is to get units you have into combat without getting shot to Hell and so I'm going to go at it again and see what happens. I'll post when I do and would also love to hear from anyone else who'd like to share some additional tactics. Darkness seems to have a lot of info, wish he'd sit back down at the fire and give us more kibbles and bits for wisdom.

 

Peace,

 

Wookie

   
Made in us
Stalwart Veteran Guard Sergeant





West Chester, PA

I played in the NEWC tournament a few years ago with a 13th Co. list going 1-2. Got massacred by a rending parade from a Emp. Children army, lost a close game to Tau, where back to back rolls of "1" on my fleet moves for my wulfen brought me just short of his lines before getting blown to pieces and won a game in Escalation handily against DA. I finally got a 15 Wulfen full charge into his lines and it was not pretty.


I heart SYR 8766

For all your bravado, if the US Army decided to invade, Wisconsin is it?, in force supported by a heavy bombing campaign for the month before, weeks of shelling from battleships on Lake Superior, and a full tank thrust (crushing the cows beneath the treads), I don't think that your .22 is going to make much of a difference really... Asmodai (my new hero)


At some point these sorts of decision-making skills lump you into the same camp as the Lehman Brothers, the White Star Line shipping company, and mothers who smoke during pregnancy.
---Sour Clams 
   
Made in us
Been Around the Block




Greenville SC

 Well, I'm about to give up on them to be honest. I want to play a list that's going to give me a fair shot at any style army and the last two games have been horrible. I played a guy with a new Eldar list which at 1,850 contained 26 scatter laser guns. Walkers with two on each and three in the squad with guide being thrown on them meaning the peckerhead was getting a handful of dice thrown at me with rerolls of misses.............................needless to say there was fur lying all over the table by turn two. He knew to stay back, so he backed everything up against the table edge and made me work for it.

 

 The one cool thing about the first game was the HQ bike squad basically plowed through everything they touched. They earned around 600 points before biting it, but everything else had bit the big one so it was over and done with. This gave me the idea of a second bike squad. The second game went worse than the first, I got shot to Sh*t and was about ready to start stomping models by turn four (Dice rolls did contribute though)

 The only error I might have made was deploying the two bike squads on opposite ends of the table, thereby giving him a broader range of targets. If I'd had the two squads thundering down the flank it might have went  a little differently. I'm going to try the list a few more games and if I can't beat the coneheads I might send the fuzzies back into the warp.

 Any experienced players want to pipe in and throw some tactics at me? I know that a brilliant general could probably make this thing work, but I'm a lifetime Orkplayer for Christs sake, LOL!

 

 

Peace,

 

Wookie

   
Made in us
Fixture of Dakka





Denison, Iowa

Here is a helpful hint, insist that they game being played be Gamma level. That will help a lot. When  you  can set up you entire army 12-18 inches away from the enemy, then get a free turn of movement before the game begins, you can get people into first turn assualts. If you get the first turn it will be the easiest game in your life. Even if  you don't get first turn, your opponent will only have one turn of shooting to kill you.

My 2,000 point list has 70 models in it, although I have heard of having more than 100. Having a horde army that is close combat oriented start that close to you in a game will FREAK you out.

   
 
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