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This guy is part of your main assault force, he should be fairly resilient so he can earn his points. If you choose to take him on foot a storm claw bodyguard is a must, at the 1500 level my preference is the nasty 10 strong powerfist toting mark of wulfen armed storm claw squad.
This will give the lord a monster (if not a little ad hoc) command squad.
Giving him a bike is a good way of increasing his potential though he does get expensive quickly. A bike works best when you want to give the Belt of Russ to a Rune Priest (to keep him alive after using the gate).
Equipment- If its not needed elsewhere always give him the Belt of Russ, it is the most worthwhile item he can have, it will keep him alive for a very long time. The Wolf Tooth Necklace is a very good item if you use your HQ’s as character hunters, he will hit easier than most opponents and combines with a frost blade (+1S) he will wound more easily as well.
Mark of wulfen is also a great upgrade, it does enable the lord to get up to 9 attacks on the charge with some lucky dice rolling and hitting on a 3+ is very nice, however, being hit on a 3+ is not. With mark of wulfen the lord relies a lot on his initive to do damage, he needs to strike first or at the same time as what he is trying to kill or he will die rather easily.
Some Runic armour and Melta bombs are a good investment just to make him a bit more survivable and enables him to take on any tanks that come too close.
The combination I reccomend is- frost blade, wolf tooth necklace (vital against other HQ's and high WS units), belt of russ and runic armour if you have the points spare.
That loadout keeps him fairly cheap and he can nearly always earn his points back.
This guy need to be kept as cheap as possible, just give him a bolt pistol and that all he really needs.
Healing potions are balms are good but generally cost too much to be of use as the Wolf Priest is a support unit.
Use him to provide some muscle for the Grey Slayers or (a better option in my opinion) some power weapon aid for the Wulfen.
He gets more complicated than the other HQ’s due to his power “The Gate”. I personally feel he needs to be kept as cheap as possible as he will be going into the most dangerous situations.
As he can gate around getting the free move isn’t as important so giving him terminator armour is a good idea. I like to arm him with twin lightning claws so he is good against squads and stands a fair chance against enemy HQ’s.
When he uses “The Gate” it should mostly be with a Grey Slayer squad, Long Fangs don’t have the numbers and Storm claws lack the shooting (as most times after they have arrived the entire enemy army will shoot at them).
However, he is very expensive compared to the other HQ's so I generally do not consider him cost effective enough to have much use in games of 1500 points or less.
These guys are somewhat unpredictable but are a great unit. They are never worth fielding in a squad of five, they really need to be ten strong otherwise they lack durability.
The Wulfen should be one of your main assault units because of the damage they can do. I like to have the Wolf Priest join them so he can control their animal rage and provide some power weapon support.
Deployment is key for these guys as often they are the first to face the enemies guns. Use them to go after other close combat units as the Wulfen will win most of the time however, power weapon toting squads should be approached with caution. Combat is where they need to be otherwise they are wasting themselves.
Animal Rage is not to be underestimated, it is lethal against infiltrating troops as they will probably be within the effective 24” charge range (6” free move, 6” movement, 6” animal rage (if you are lucky) and a 6” charge).
Please note that they do not get the mark of the wulfen abilities as it is in the armoury, that is a different type of the mark.
These guys are your serious assault unit, more controllable than the Wulfen and easier to position.
First, as a bodyguard for the Wolf Lord- In this role I usually kit them out for serious damage pontential. A wolf guard pack leader with powerfist and an additional 2 powerfists on the squad members, they do not need to be 10 strong but I highly reccomend it.
With careful deployment and use of the scouts special rule they can get to combat in turn 3 at the latest and will generally destroy three quarters of what they face.
Also, because of how mark of the wulfen works, the lord with the squad gains the advantage of passing all morale checks but he does not suffer from hitting (and being hit) on 3+ in close combat.
As a standalone squad they can be kitted out pretty much however you want. I highly suggest a wolf guard pack leader with powerfist and mark of the wulfen (it really helps when they make combat). You may add either a plasma pistol / power weapon / powerfist or two but i like to keep them dedicated to one task.
If you use the Rune Priest to gate them around gate them in a defensive way, they lack the shooting power to land anywhere near open terrain. If the Rune Priest is in terminator armour it may not be a good idea to have him actually join the squad as they need maximum movement after combat.
These guy are the meat of your army and numbers are very important. In a 1500 point game I take no less than 20 of them, other wise your list is really low on numbers.
Although they are an assault unit they shouldn’t be geared too much towards close combat, they are best served being kept at ten strong with two special weapons, though plasma guns are a better choice meltaguns provide some nice (if not short ranged) anti-tank.
A wolf guard pack leader with powerfist is highly reccomended as it greatly increases their versatility and the chances of taking down the odd carnifex and whatnot.
Storm Claw bikers
These guys can be devastating, arm them with power weapons or meltaguns/plasma guns and they become a serious threat.
Give them a wolf guard pack leader (with powerfist) and two bikers with powerfists and you have a very effective combat unit. They need to always be five strong otherwise they are too small to survive any decent shooting.
The shotting version is much cheaper, but a squads lack of number really shows here. Two meltas/ plasma mean you have to get very close and with such an expensive squad is risky.
However, this does make them very good at rolling up flanks and tank hunting.
They make a very good bodyguard for biker lords and make them a powerful but expensive unit.
This is your harassment unit, they are there to tie up lone squads and the like.
They are as good as the Grey Slayers in close combat but lack the resilience of marines so they need to be used where return fire is minimal.
A pack or two of these should be all you need.
These guy are your heavy support.
How you arm them is very important as they get very expensive very quickly., I like to arm mine with two missile launcher and two heavy bolters- this makes them very versatile and keep their cost down.
Try to avoid giving them larcenous as they will easily cost over 200 points which is too much.
Do not arm them all with special weapons as it is not worth it, the squad is too small and too costly to go that close to enemy guns and powerful short range weapons.
They are better with heavy weapons because of their free move- they can get into position after the enemy has put down their main target (defilers, wraith lords etc).
That’s it! I hope this tactica will help you be on your way to mastering the 13th company.
I have a few general questions over 13th company that I think could help this tactica.
1. Can the gate be used on the wolf lord w/storm claw retinue?
2. Would a combi weapon for the grey slayer pack be useful for shooting or is it just not worth it?
3. You mentioned giving powerfists to storm claw wolf leaders. Would you advise giving mark of the wulfen to a storm claw wolf guard and giving him a power fist, allowing for up to 8 powerfist attacks on the charge, or is it too expensive?
Originally Posted by The Paint Monkey
No since the wolf lord is not on the list of units that can be gated.1. Can the gate be used on the wolf lord w/storm claw retinue?I say its not worth it. Since true grit only works with bolters (not combi bolters) and the special weapon is 1 use only it is generally not worth the cost.2. Would a combi weapon for the grey slayer pack be useful for shooting or is it just not worth it?I say yes, it greatly increses your ability to deal with wraithlords and the like in 1 turn of combat and while he will be expensive he nearly always earns his points back.3. You mentioned giving powerfists to storm claw wolf leaders. Would you advise giving mark of the wulfen to a storm claw wolf guard and giving him a power fist, allowing for up to 8 powerfist attacks on the charge, or is it too expensive?
Note I would avoid it on grey slayers because they can't afford to spend such points since they fill a mid range shooty / assault role.
I think maybe you are underestimating a squad of longfangs with meltas and a runepriest with a combimelta gateing around.
I once destroyed 2 tanks in one turn because my opponent only had themabout 12-18 inches apart from each other, I gated in between them and split fire destroying them both.
Though, if you are only going for one tank at a time then greyslayers do well in that regard.
"I am the architect of fate!"
True, but most tanks use their long range so getting close can be awfully risky.
Its devastating when it works, but you could also easily lose 350 ish points with no effort.
The main gripe I have with the tactic is the rune priest, he simply doesn't have enough wound to survive it if it goes wrong and he is damn expensive (this reminds us why librarians were never taken).