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		<title><![CDATA[Latest posts for the thread "My 13th Company Space Wolves are a legal army again!"]]></title>
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				<title>My 13th Company Space Wolves are a legal army again!</title>
				<description><![CDATA[ So, in 2003 with the old 3rd edition Eye of Terror codex I built a 13th Company Space Wolves army in the pre-heresy color scheme completely separate from my normal Space Wolves and now with the new Wulfen rules I'm finally able to play that army once again.<br /> <br /> For those curious on what units become what, the old Grey Slayers naturally work as Grey Hunters. The Storm Claws as an elite choice work just fine as a unit of Wolf Guard, and all the other units match their regular Space Wolf counter-parts. The army uses zero vehicles and is totally fluff driven and fits just fine as a Space Wolves Unleashed detachment as described in the Space Wolves codex.<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Sun, 21 Feb 2016 14:56:34]]> GMT</pubDate>
				<author><![CDATA[ Wolflord Patrick]]></author>
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				<title>My 13th Company Space Wolves are a legal army again!</title>
				<description><![CDATA[ Debate whether it does work. I played them like yourself years ago and they were always an acquired taste.You used to be able to use the gate, bouncing around and hosing down the bad guys with melta guns etc. Zero vehicles will cause you a real headache, no drop pods or battle taxi's. Against most opponents with armour or a solid gun line you will have to weather the shooting storm. Bikes worked well, but the lack of mobility really hampered your ability to get to grips with the enemy. I'd like to see a separate list purely for the 13th Coy with a few perks to make up for the restrictions. If it were put together right it could really put some new life into the 13th. Suggestion being 1x Unit of wulfen are mandatory. Some nice psychic powers. Let them have thunder wolves and possibly some termy wolf guard as well, they kind of fit?]]></description>
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				<pubDate><![CDATA[Sun, 28 Feb 2016 12:11:59]]> GMT</pubDate>
				<author><![CDATA[ Baldysteve]]></author>
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				<title>Re:My 13th Company Space Wolves are a legal army again!</title>
				<description><![CDATA[ You can take Santic Daemonology and fish for Gate.  While it's not automatic,  with <span class="glossaryitem" onmouseover='gp(70);'>iirc</span> 6! <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>'s allowed by the codex's unique <span class="glossaryitem" onmouseover='gp(187);'>FOC</span> detachment,  you should be able to land one or two copies of it.<br /> And as a bonus,  you get some nice anti-Daemon abilities,  while also potentially having access to other amazing powers such as Hammerhand and Cleansing Flame,  which is a frankly amazing <span class="glossaryitem" onmouseover='gp(630);'>FMC</span> killer.]]></description>
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				<pubDate><![CDATA[Sun, 28 Feb 2016 14:25:12]]> GMT</pubDate>
				<author><![CDATA[ Experiment 626]]></author>
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				<title>My 13th Company Space Wolves are a legal army again!</title>
				<description><![CDATA[ Yep you could give that a try, but you're still at a gross disadvantage with the lack of transports or heavy armour. The whole fluff of the Army was rapid moving rip your face off beasts with a little heavy support from some very long fangs. The idea of including wulfen in a standard <span class="glossaryitem" onmouseover='gp(124);'>SW</span> Army is a nice twist but it seems to miss the point that all these wolf dudes have been fighting in the warp for sometime (warp effect aside) and now they've all turned to wulfen. Pretty bonkers if you ask me. I think without a separate codex any pure 13th coy Army is a tough sell. Sadly I have an Army of 50x plus models that are now pretty useless.]]></description>
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				<pubDate><![CDATA[Sun, 28 Feb 2016 17:29:17]]> GMT</pubDate>
				<author><![CDATA[ Baldysteve]]></author>
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				<title>My 13th Company Space Wolves are a legal army again!</title>
				<description><![CDATA[ Yeah, for the most part I'm just glad they are playable again. I'd play them with friends in a somewhat fluffy campaign game, but there's no way I think that army is even competitive with today's <span class="glossaryitem" onmouseover='gp(3);'>40k</span> scene.]]></description>
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				<pubDate><![CDATA[Mon, 29 Feb 2016 02:24:17]]> GMT</pubDate>
				<author><![CDATA[ Wolflord Patrick]]></author>
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				<title>My 13th Company Space Wolves are a legal army again!</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/a92243be6d459345165be7ac103b2270.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/680760/8489987.page"><b>Wolflord Patrick wrote:</b></a><br/>Yeah, for the most part I'm just glad they are playable again. I'd play them with friends in a somewhat fluffy campaign game, but there's no way I think that army is even competitive with today's <span class="glossaryitem" onmouseover='gp(3);'>40k</span> scene.</div></blockquote><br /> <br /> Considering how how many far less niche armies are in that same boat, I wouldn't really argue that as a tough selling point.]]></description>
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				<pubDate><![CDATA[Mon, 29 Feb 2016 02:42:41]]> GMT</pubDate>
				<author><![CDATA[ morganfreeman]]></author>
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