Space Wolves 13th Company - Warhammer 40K Fantasy
 

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  1. #1
    Senior Member Ubernyaw's Avatar
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    Space Wolves 13th Company

    I was looking into possibly expanding my 40k collection to include another army. I play Imperial Guard now and love the "piss and vinegar" feel of some of the armies, but was looking to begin another army that can actually... you know... hurt people in close combat and doesn't require frequent executions to remind them they're supposed to fight. So, after having glared through the list I narrowed it down to either khrone berzerkers, grey knights, or one of the close combat oriented space marine chapters. Fluffwise I hate chaos, ruling out khrone, and I've already got a friend who plays GK and I find their fluff rather unexciting (the best, of the best, of the best, of the best.... *yawn*) leaving me reluctantly with space marines. (One of my favorite thing about IG is that almost nobody has them, compared to the fact that it seems everybody has ultramarines or blood angels). But I read through some of the codexes and index astartes entries, and saw the Space Wolves. Well, I liked that germanic "scream real loud and charge" kinda style. And then, when reading through the Eye of Terror codex I read that the 13th Company made a reappearance, charging through and bringing the fight to chaos. That sheer battle frenzy and dedication of the 13th just makes for awesome fluff.

    So, I decided that's what I'd probably like to buy. But before I go ahead here, I figured I'd ask for some advice. Have any of you played with or against the 13th company? Do you have any advice for getting started with such an army? thanks

    "And any man who comes through this fight mostly unharmed will be my sister! It'll be free frocks and jollies for ever, you'll see!"
    - Rome: Total War

    my armies
    9th Black Watch (Imperial Guard) 4000 points
    Red Corsairs of Khorne 2000 points
    Space Wolves 13th Company 2000 points

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  3. #2
    Son of LO Wolf_Pack's Avatar
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    First, you've got yourself one of the most specialised armies out there. No vehicules (including transports), alot of foot slogging, and 21 pts base troops. you have next to no ranged weapons, and you rely of your bolters and plasmaguns for fire support. And on top of that, you still respect the retenue rule fro the Space Wolves. And also limited troop choices. You get an obsolete ruleset from your caracters as well.

    Now the upside ^_^. You got the best unit champions inthe game. a Wolf Guard with a Power Fist and mark Of The Wulfen can hack is way through entire units alone, 7 powerfist atacks on 1 model is to small matter. Second to counter balance the 21 pt troops, you got the fenrisian wolves, you get all the space marine rules and the cavalry/beast status, and combined with the scout move gives you a first turn charge suicide unit.

    You got the runepriest with the gate, wich will make your opponent's think twice before sending units alone or exposing flanks and vehicules. You can make a full use of the true grit, and make sure every single bolter gets smoking before when you get within 12'' of an enemy.

    The mark of the wulfen makes you pass automatically any pining and morale checks, so this means your troops will stick around like glue. Allt he troops come with krak and frags, meaning you can charge a dreadnought and still hurt it without a wolf guard and hit anything on part if he tries to hide in cover.

    Against CC heavy lists such as deldar, nids and others, amke sure to stay back and shoot your bolters froma piece of terrain let them come and hit them first with your 3 attacks a model.
    Best Regards,
    Wolf_Pack

  4. #3
    Senior Member Ubernyaw's Avatar
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    thanks for that

    anyway, yeah, the excessive cc specialization might just pay off, because they're just that 1337 at it, at least that's what I'm hoping. Any advice for modeling? I know there's specific 13th models for sale on gw's site, but in store they don't sell such sets. I remember reading in the eye of terror codex that they recommended mixing csm and sm sets, has anybody else done this? and to what proportions?
    "And any man who comes through this fight mostly unharmed will be my sister! It'll be free frocks and jollies for ever, you'll see!"
    - Rome: Total War

    my armies
    9th Black Watch (Imperial Guard) 4000 points
    Red Corsairs of Khorne 2000 points
    Space Wolves 13th Company 2000 points

  5. #4
    Member bluetablepainting's Avatar
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    When I played Space Wolves, they were one of my favorite armies ever. They were very aggressive, very flexible, and had a great feel. Kitting out the heroes allows you to meet a variety of threats without buying and painting whole new units.

    There's a lot you can do with theme that will make your army different from others. Here's a recently completed, themed Space Wolf army called the Sons of Odin:

    http://www.bluetablepainting.com/vie...?galleryID=423

    I've always thought it would be cool to do one with black armor. This is as close as we've come:

    http://www.bluetablepainting.com/vie...?galleryID=213

    Shawn G.

  6. #5
    Son of LO Silver Wings's Avatar
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    Although you seem set on it I must strongly advise you against it.

    Space Wolves are much better than 13th Company, you get choice and flexibility.

    I have played 13th Co 4 times and massacared them on each occasion, seriosly charging forwards with 21pt only as hard as Tactical marines towards any kind of firepower is suicide. As for the Gate, well one plasma cannon sorted out that little threat.

    Wheras normal SW can take Transports, Vehicles, Terminators, Venerable Dreadnoughts and a whole host of other more flexible things, like firepower.
    Every time you read this sig: a fairie dies!

  7. #6
    Son of LO Wolf_Pack's Avatar
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    Quote Originally Posted by Wings of Doom
    Although you seem set on it I must strongly advise you against it.

    Space Wolves are much better than 13th Company, you get choice and flexibility.

    I have played 13th Co 4 times and massacared them on each occasion, seriosly charging forwards with 21pt only as hard as Tactical marines towards any kind of firepower is suicide. As for the Gate, well one plasma cannon sorted out that little threat.

    Wheras normal SW can take Transports, Vehicles, Terminators, Venerable Dreadnoughts and a whole host of other more flexible things, like firepower.
    You might of played an inexperienced 13th company player. I rarely got massacered, but that's another story.

    Their aren't very flexible, but if you play your cards right, you can possibly position yourself and use your Fenrisisan Wolves to go after heavy fire powered units such as devastators on turn one, locking them for a few combat rounds until the rest of the warband gets there. The wolves are paramoun o the success of the list, and still too few general include a sufficient amount. Terrain is also a factor, as many tables have too few, and this is a big problem for the 13th company, but conflicts usually see plenty of them, and this is where I have the most success (4-1-0 at Calgary)

    how can 1 plasma cannon shot kill a T4 model with 2 wounds?
    Best Regards,
    Wolf_Pack

  8. #7
    Son of LO Silver Wings's Avatar
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    Quote Originally Posted by Wolf_Pack
    how can 1 plasma cannon shot kill a T4 model with 2 wounds
    It doesnt just go for the Rune Priest, he tended to take 10 or so mates in the densest formation ever with him allowing the plasma cannon to kill 7 or so on a 2+. Then a lascannon finishes off the Priest.
    Every time you read this sig: a fairie dies!

  9. #8
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    Ive heard mixed reviews on the 13th Company. Most of the folks I know that have had sucess with them have played other CC heavy armies first before running the 13th. As noted the lack of ranged weaponry, along with point heavy units, and lack of transports mean that they take a really veteran hand to manage. They are a fun army, with a great amount of power, but they take a player that is a true veteran at managing space marines to play effectively.

    I would personally recommend the Space Wolves if you wanted a CC based army that has cool fluff and a much different feel from most Space Marines. Although they are Marines, and as such reap many of their benefits, they are also DIFFERENT from most other marines, Blood Angels and Dark Angels included. They dont get to take advantage of many of the new rules for Space Marines, such as the Chaplains Litanies of Hate or the Master's abilities, so they present a bit of a different challenge. At the same time, they have some of the best standard troops units in the game. Anyone who has seen a pack of 15 Blood Claws, 1 Wolf Guard Pack Leader, and a Wolf/Rune Priest going into a charge can testify to that (Potentially 16 power fist attacks, and 5 Frost Blade attacks....hehehehe). They're just fun. Ive played them for 3 years now, have toyed with other armies, but always find Im drawn back to the Wolves. They just suit me for some reason.

    Anyhoo, thats my advice on that. Hope it helps.

  10. #9
    Son of LO Pierced53's Avatar
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    I think as you play them more and more often, the better you'll become at using them to gain victory. Of course, this is with any army.

    Judge the army, not the player that used them against you. If you played an inexperienced 13th Company player, that was the player, not the army.:yes:

  11. #10
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    wheter you collect wolves or 13th, you want two boxes of grey slayers/hunters.
    I flirted breifly with 13th company and for reasons unbeknownst to myself never carried on.
    Grey slayers are your backbone well and truly. You want two of the same weapon in each squad don't take one of each.
    good luck and have fun
    Blackadder: Baldrick do you know what irony is?
    Baldrick: Yes sire, its like goldy and bronzy, but made out of iron

    Quote Originally Posted by Caluin
    It's no good to have a head able to take blow after blow if you go down with a single sucker punch to the gut.

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