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Made in us
Regular Dakkanaut





HQ:

Lord + bike, frost blade, runic armor, bolt pistol, wolf pelt, frag grenade, 5 Bike  retinue + 2 melta gun, wolf guard + power fist, pistol

Rune Priest, frost blade, storm shield, wolf pelt, frag grenade, bird

Wolf priest + healing potions, Bolt pistol, wolf pelt

Elites:

10 Wulfen

Troops:

6 Grey slayer, 2 melta gun

6 Grey Slayer, wolf guard, power weapon

Fast Attack:

5 Bikes + 2 melta, wolf guard + power weapon, pistol

5 Bikes + 2 melta, wolf guard + power weapon, pistol

15 Wolves

The bikers cost 36 points (4 more than a regular marine biker), but has scout, skilled rider, krak grenades (might come in handy against dreads), extra attack and +1 to LD.  A bargin for their cost.

Edit: taking the various suggestions the list is modified.  Comments welcome

Rune prist will try to gate the grey slayers with the melta guns.  The wolf priest will lead the wulfen pack backing up the wolf guard with grey slayers.  The 15 wolves will run interferance while the 3 bike squads hunt armor. 

Still relatively weak against most competitive builds, but the bikers are just such a steal at 36 points.

   
Made in us
Been Around the Block




I think that could actually work, but remember that your bikes don't get the scout move... they just get to deploy.  Also, the biker Wolf guard in the retinue is already going to get hit on 3's, so why not give him MotW?  You can easily get those points by taking your Wolf priest off the bike and having him guide the Wulfen (which he should be doing anyway).  Also, remember that the Space marines don't have the bike limitation for 2 ccw's, so go for those extra 1pt bolt pistols to give your Wolf guard an extra attack.  You might actually do better taking 1 - 15 Fenrisian Wolf squad, dropping the bikes, and spending the extra points on more MotW's or Runic charms or more Wulfen.  The 6" scout + 6" move + D6" fleet +12" charge gives them a 25"-30" charge range on turn one, and if you get the first turn and tie up a unit on turn 1, sometimes that's all the 13th company need to win a game.  I've actually beaten a Tau Army once, and I hit it's lines with 4... yes FOUR models left (well, technically I still had my Long fangs, but they weren't doin much), and those 4 models killed 6 squads and won me the game.

In the end though, you only have 39 models, which are all T4-5 marines.  Having played 13th company for about a year after release, I can say they really are a hit or miss army.  Omega missions are almost an automatic win, whereas alpha missions are almost always an automatic loss (I've been ahead in alpha missions by 750+ VP's and still lost because I had no scoring units left).  I'd definitely try out some wolves, but I think your list could work well.
   
Made in us
Regular Dakkanaut





Good points all. I really didn't care too much about the scout move for the bikes. The main important thing is the fact that they get to start on the table.
   
Made in us
Regular Dakkanaut




Don't you need at least 2 grey slayer squads for your troops choice. The wulfen are an elite choice.
   
Made in us
Lieutenant General





Florence, KY

Don't you need at least 2 grey slayer squads for your troops choice. The wulfen are an elite choice.

Wulfen become Troops if the Wolf Lord has the Mark of the Wulfen.

'It is a source of constant consternation that my opponents
cannot correlate their innate inferiority with their inevitable
defeat. It would seem that stupidity is as eternal as war.'

- Nemesor Zahndrekh of the Sautekh Dynasty
Overlord of the Crownworld of Gidrim
 
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

Never tried a Biker heavy 13th Co.
However, I opt for a footslogging WP accompanying one Wulfen pack.
I miss Fenresian Wolves in your list as they can tie up shooty squads in the first round.

Each of the 3 FA Biker squads needs a power fist, while you don't need a WGL in WL's retinue (but definitely a power fist).

Former moderator 40kOnline

Lanchester's square law - please obey in list building!

Illumini: "And thank you for not finishing your post with a "" I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."

Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss 
   
Made in us
Regular Dakkanaut





I don't know if I want a power fist. I find that savy players more often than not will be able to remove enough models from BtB to negate the power fist attack from taking place. Also, with such small squads, I don't feel comfortable having to strike last.

When I play my World Eaters bikers, more often than not I chose to use the power weapon on my champions, the power fist only come in to play if I'm going against armor. With the melta guns, I should'nt have to rely on the power fists to take out armor.
   
Made in us
Been Around the Block




It usually isn't "saavy" players that avoid keeping models in BTB with the fist... it's cheating players.  Many players remove CC casualties in order to avoid the fist, but in doing so they lose unit coherency even though, by the rules, models MUST be removed so as to remain in coherency if at all possible. 

Furthermore, with 5-man squads, if your Wolf guard is always in the center of the unit, it should be impossible for him to not get his attacks unless the other bikes wipe out ALL models in btb contact with the squad.  In this case, he probably wouldn't have done much more with the power weapon anyhow, so you might as well give him a fist to deal with T5+ enemies (or at least lightning claws).  5 + D3 Fist attacks on the charge is a thing of beauty!

   
 
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