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		<title><![CDATA[Latest posts for the thread "13th Company [1500]"]]></title>
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				<title>13th Company [1500]</title>
				<description><![CDATA[ Hey guys, first post!<br /> <br /> Well then, i've finally found a sizeable group of gaming friends persuading back into the fold after a several year hiatus. So, eager to get playing I dug out my <span class="glossaryitem" onmouseover='gp(33);'>EoT</span> 13th company models from the cellar, largely intact! woohoo!<br /> <br /> I , full of optimism head down to the <span class="glossaryitem" onmouseover='gp(38);'>FLGS</span> and grab the new wolves dex and a box of marines and over several coffees came up with a list:<br /> <br /> Rune Priest; <br /> saga of the beast slayer, chooser of the slain<br /> <span class="glossaryitem" onmouseover='gp(332);'>TDA</span>                                                    140<br /> <br /> Wolf Priest, saga of the wolfkin              115<br /> <br /> Elites<br /> 7 wolf Guard, 2 powerfists, frost axe.        186<br /> <br /> Lone Wolf, <span class="glossaryitem" onmouseover='gp(332);'>TDA</span>, <span class="glossaryitem" onmouseover='gp(221);'>SS</span>, <span class="glossaryitem" onmouseover='gp(224);'>TH</span>,                        85<br /> <br /> Troops<br /> 7 Grey Hunters, meltagun, power weapon<br /> +wolf guard, powerfist, combi-melta           168<br /> <br /> 7 Grey Hunters, meltagun, power weapon<br /> +wolf guard, powerfist, combi-melta           168<br /> <br /> 7 Grey Hunters, flamer, power weapon<br /> +wolf guard, fist                             158<br />  <br /> Fast<br /> 3 Thunder Wolves, powerfist, melta bombs      180            <br /> 10 Wolves                                      80<br /> 10 Wolves                                      80<br /> <br /> Heavy support<br /> 5 missile launchers,                          140<br /> <br /> This, other than the Thunder wolves is models I already have, i do have a reasonable disposable income and can make adjustments, but considering the amount i already have painted and my love for the fluff I would like to keep a strong 13th co theme.  <img src="/s/i/a/6a405c7ad6b14a2cc72cf427b84cd8a2.gif" border="0"><br /> ]]></description>
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				<pubDate><![CDATA[Mon, 12 Oct 2009 20:11:37]]> GMT</pubDate>
				<author><![CDATA[ FenrisUK]]></author>
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				<title>13th Company [1500]</title>
				<description><![CDATA[ I too love the flavor of the 13th, but a tank-heavy list would worry me.  I might want another long fang group.  <br /> <br /> Also, placing melta and powerfists in every group may be a tad expensive and redundant.  Do you plan to shoot tanks or assault them?<br /> <br /> How are you attaching the priests?  Have you considering consolidating the troops to 2 10-man squads if they are going to be footslogging?<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Tue, 13 Oct 2009 23:23:12]]> GMT</pubDate>
				<author><![CDATA[ rashad]]></author>
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				<title>Re:13th Company [1500]</title>
				<description><![CDATA[ Hey, thanks for the reply.<br /> <br /> The rune priest will operate in support of the grey hunter squads, denying enemy mobility near objectives with MH and <span class="glossaryitem" onmouseover='gp(534);'>TW</span>,<br /> providing cover saves with <span class="glossaryitem" onmouseover='gp(382);'>SC</span> or sniping vehicles / <span class="glossaryitem" onmouseover='gp(93);'>MCs</span> with <span class="glossaryitem" onmouseover='gp(425);'>LL</span> and <span class="glossaryitem" onmouseover='gp(416);'>JoTWW</span>. I'm going to be playing friendly(ish)games so i can tailor the poweers I choose.<br /> <br /> The wolf priest runs with the wolf guard, my intention being to create a shock assault unit, versatile enough for all comers.<br /> <br /> I had thought of consolidating the hunters into 2 packs but is only 2 scoring units enough? I do really appreciate that i need more ranged <span class="glossaryitem" onmouseover='gp(482);'>AT</span>, especially for dealing fast vehicles that will run rings around my melta squads.<br /> <br /> The fists in the melta squads are probably false of habit. im still very much in a 3rd ed mindset i guess. (swap em, or keep them as insurance Vs walker / <span class="glossaryitem" onmouseover='gp(93);'>MC</span> tarpiting?)<br /> <br /> Food for thought. Thanks very much!]]></description>
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				<pubDate><![CDATA[Wed, 14 Oct 2009 19:05:01]]> GMT</pubDate>
				<author><![CDATA[ FenrisUK]]></author>
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				<title>13th Company [1500]</title>
				<description><![CDATA[ You would have two units to score, true, but they would be more durable.  You also already have 4+ units that can contest an enemy objective.<br /> <br /> The fists are a good question.  Might be better to use the frost axes for the versatility if you are worried about <span class="glossaryitem" onmouseover='gp(93);'>MC</span>'s, but power fists are increasingly rare in most lists.<br /> <br /> However, if you can get another long fang squad, their krak missles likely can do some real damage to any <span class="glossaryitem" onmouseover='gp(93);'>MC</span>'s.  (and anything else)<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Wed, 14 Oct 2009 19:33:07]]> GMT</pubDate>
				<author><![CDATA[ rashad]]></author>
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				<title>Re:13th Company [1500]</title>
				<description><![CDATA[ I've asked this on another thread, but I would like some more opinions if possible.<br /> <br /> I like your army (although no vehicles, which I found surprising ... not even a rhino).  BUT, no dreadnoughts again (they seem VERY rare in <span class="glossaryitem" onmouseover='gp(124);'>SW</span> armies.)  I've only played once with the <span class="glossaryitem" onmouseover='gp(695);'>SWs</span> so far (and only 750points) - but I had a Dread (against the tyranids) - and he rocked.  Great missile capability for the 1st couple of turns (he pretty much wiped a unit out) - then great holding power for those genestealers.  Plus he was a target for everyone, so they nicely ignored my other more squishy stuff.<br /> <br /> I presume that folks go for Long Fangs instead of Dreads.  Is this right?  Why would you go for these rather than Dreads?<br /> <br /> Very interested ......... <br /> <br /> (Also, as a new player, why are power fists increasingly rare?  They seem WAY better than the frost axes (which only give you +1Str) .... I know you go last in the round, which can be a baddie, but is there a reason I am missing?]]></description>
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				<pubDate><![CDATA[Thu, 15 Oct 2009 12:46:38]]> GMT</pubDate>
				<author><![CDATA[ Fletcher]]></author>
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				<title>13th Company [1500]</title>
				<description><![CDATA[ 13th company with no wulfen?]]></description>
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				<pubDate><![CDATA[Thu, 15 Oct 2009 13:19:27]]> GMT</pubDate>
				<author><![CDATA[ BAN]]></author>
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				<title>13th Company [1500]</title>
				<description><![CDATA[ <blockquote><div><cite>BAN wrote:</cite>13th company with no wulfen?</div></blockquote>He is using the new <span class="glossaryitem" onmouseover='gp(124);'>SW</span> codex. I am guessing he would be using Wulfen models as counts as Wolf Guard, or as Models with the Mark of the Wulfen.]]></description>
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				<pubDate><![CDATA[Thu, 15 Oct 2009 13:21:56]]> GMT</pubDate>
				<author><![CDATA[ Gwar!]]></author>
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				<title>13th Company [1500]</title>
				<description><![CDATA[ i just expected to see mark of the wulfen in the army list somewhere]]></description>
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				<pubDate><![CDATA[Thu, 15 Oct 2009 13:44:19]]> GMT</pubDate>
				<author><![CDATA[ BAN]]></author>
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				<title>Re:13th Company [1500]</title>
				<description><![CDATA[ Fletcher:<br /> The 13th company have been fighting in the warp for 10,000 years, they have no heavy armour or means of maintaining it. Much of their equipment is salvaged from fallen foes. I see your point, i love dreads, but they dont fit the army, and well one or two pieces of armour in an infantry list will have limited life expectancy. Also, i think codex marines do dreads better with <span class="glossaryitem" onmouseover='gp(384);'>motf</span> and iron clads.<br /> <br /> BAN:<br /> I only have a handfull of wulfen models, some like Gwar! said will be in the <span class="glossaryitem" onmouseover='gp(225);'>WG</span> squad and the other is going to become the basis for the powerfist guy in the <span class="glossaryitem" onmouseover='gp(504);'>TWC</span>. I know what you mean about the <span class="glossaryitem" onmouseover='gp(423);'>motw</span> but im unpersuaded of its efficiency. Besides, having them spread out across the army seems wrong when they should all be under the care of my wolf priest  <img src="/s/i/a/5c217f7a079a81c85feb45c988babf50.gif" border="0"><br /> <br /> Again cheers for any and all suggestions. Its interesting to see the divided opinion on p.fists. I certainly wouldn't pay 25pts for one on a <span class="glossaryitem" onmouseover='gp(390);'>GH</span> when they are fewer points on <span class="glossaryitem" onmouseover='gp(225);'>WG</span> who get an extra attack!<br /> I guess the idea that on <span class="glossaryitem" onmouseover='gp(225);'>WG</span> they are a &quot;bargain&quot; has made me think i should grab a load.. <br /> <br /> Also I wonder whether people think you can get by at 1500pts with two troops choices.  <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Thu, 15 Oct 2009 18:12:41]]> GMT</pubDate>
				<author><![CDATA[ FenrisUK]]></author>
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				<title>Re:13th Company [1500]</title>
				<description><![CDATA[ <blockquote><div><cite>FenrisUK wrote:</cite>Also I wonder whether people think you can get by at 1500pts with two troops choices.  <br /> <br /> </div></blockquote><br /> <br /> i wouldn't risk it.  i field two full "away" troops choices (10 man tact squads in rhino, now counts as greyhunters) and a 5 man tact "home" squad on foot and i feel short sometimes..  you have to remember that you'll eventually be playing a mission with over 4 objectives and you'll want something to claim them.]]></description>
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				<pubDate><![CDATA[Thu, 15 Oct 2009 19:18:05]]> GMT</pubDate>
				<author><![CDATA[ warboss]]></author>
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