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I've been doing a great deal of research on loyalist chapters. I want to construct a space marine army at the same time that I put together my primary army, which is Death Guard. As I narrow down my candidates, I find myself heavily considering Space Wolves. I used to play Blood Angels and Black Templars a few years ago, but was never very successful with them. Probably because I constructed my armies before I really knew a lot about them, therefore castracting myself tactically before I even got to play with them. So I am trying to flesh out things ahead of time.
I am really interested in Space Wolves, but the 13th Company in particular. Their great background is inspiring enough, and movies like the 13 Warrior and others like it do the rest. I like the Nordic warrior theme with the extra fluff that the 13th Company provides. A company of marines journeying the Eye of Terror, fighting with no resupply and having to adapt and overcome. Requisitioning equipment that loyal servants of the Emperor wouldn't normally resort to, but is the only option for survival and their "greater mission."
The real point of this post is that I don't know much about the technical aspects of the 13th. Any specifics that you guys could inform me of would help greatly. I have certain questions that may seem really dumb, but I've done a search on the forums, however couldn't find any really specific info on them. My local hobby shop does not have the Eye of Terror campaign guide for me to peruse, either. If I want to play them, I will just order it. I'm not trying to violate any forum rules, just trying to get some suggestions, as I hear these guys are some hard dudes...
- Does the 13th use Terminators?
- How about Wolf Priests and Wolf Lords? I saw Rune Priests are required but what of the other HQ's?
- I hear they can't support vehicles, so what tactics do they use to close with the enemy? Foot slogging can get dangerous!
- Can they stand with swarm-ish assault armies like 'Nids and Khorne?
Thanks for any help! I hope the sons of Russ will work for me! To the hells with the Codex Astartes, anyway!
Last edited by Captain America; August 14th, 2006 at 07:13.
- The 13th Company uses Terminators yes, but only as squad leaders or as a bodyguard for your HQ.Originally Posted by Captain America
- Wolf Priests and Wolf Lords are both there. Wolf Priests are often used to guide your Wulfen Packs so that they don't just attack the nearest enemy, and Wolf Lords are just bad ass, though they can be upgraded so that you can take Wulfen Packs as troops instead of Elites.
- There are no vehicles at all in the 13th Company army. No Rhinos, no Dreadnoughts, no Land Speeders, no nothing. You get Bikes, but that's it. As to how you close with the enemy? Footslog it, boy! Most 13th Company units come with the Scout special rule for free which can really help, but you're still going to have to do some walking.
- They CAN stand up to those armies, yes, but it's hard. 13th Company is a very difficult army to play, since their numbers are so few and they have such a difficult time reaching the enemy without being blown to bits. Anything that's very manuverable like Mech Tau or Mech Eldar will probably run rings around you and shoot you to bits, and there's very little that you can do to stop them. Tyranids will just swarm them, because 13th Company Marines die just as easily to enemy attacks as a normal Space Marine, so it'll hurt bad whenever you lose a model.
Wow, so how do people win with them? I am more concerned with having fun, but if I am always taking it in the teeth, things will get old quick! :sleep:
Well actually it depends. I'm not an expert on 13th company but they aren't that diffrent from the normal ones in terms of the basics. The 13th are nasty in CC, however, tyranids overall are probably better. Mechanized tau or eldar will be a challenge but you can beat them if you play it right. The tau will be tougher, but once you kill his hammerheads he'll be hurting bad. The big thing with the 13th is to remember keep things simple, you don't need all the upgrades most of the time. They are sweet though.
They sound pretty advanced, much like the Death Guard that I am working on, but they are still attractive enough to work on my tactics. I like the idea of an elite warband of Nordic warriors.
So what would anybody recommend I do about enemy armor for those highly mobile armies? How about tactics against static shooty armies practically made to drill advancing marines? I'll have Longfangs, for sure. It will be interesting learning to use them to maximum benefit. Maybe sometimes I'll even use two teams if I expect to be running into a situation requiring them.
Does the 13th use Terminators?The first part is true, they can have terminators as squad leaders, however, the second part is incorrect. They cannot have terminators as bodyguards. They do not have the option of taking Wolf Guard Bodyguard. They can have one member of the bodyguard as a terminator but that is only by upgrading the Storm Claw to a Wolf Guard pack leader. So, only one member of the bodyguard will be in terminator armour.The 13th Company uses Terminators yes, but only as squad leaders or as a bodyguard for your HQ.
The characters, Lord, Runey and Wolf Priest can also have terminator armour.The only requirement of the HQ choice is a Wolf Lord the others are 0 - 1 choice, where as the Wolf Lord is 1 choice, so he must go. There is also the requirement that for every xxx amount of points in your army you must include an HQ choice. This is different to the way the normal force organisation chart works for other armies.How about Wolf Priests and Wolf Lords? I saw Rune Priests are required but what of the other HQ's?
The rest looks just fine. I believe they are the best close combat army in 40K, but then again I am a novice.
If, I have got it wrong then please correct me.
Question for you now, where did you get the info about the 13th Company that you have read?
I was shown this place as a good sourse of information, don't know if you have read it but it does contain some nice fluff.
Space Wolves and 13th Company Information:yes:
Ah its really easy to win with the 13th. My friend plays 13th and he has steamrolled everyone he has faced so far. He likes to use 45 fenrisian wolves. They are marines with a 6up save. They get across the board in 1 turn with a good fleet roll. This is what you do with the wolves. You set up the full 12 in deployment. Move six, fleet(he usually rolls high ) and then you get a 12 inch charge due to the calvary rule. Just nasty, and they are cheap.
Just a little help.
Erik Moraki's Great Company 16/4/7
Borgut "SBD" GreatStrider's Ogres 6/1/2
An'Gorath's World Eaters 3/0/2
Sigurd GreatFang's Wulfen Host 7/4/3
I use the 13th company and i really enjy it.
The sheer amount of attacks they get is insane and thats just on grey slayers!
They do suffer from low model count (my 1500 list is 47 men and thats pure infantry (no bikes or wolves) and going for numbers) and a real lack of long range anti tank.
That said, they are really cheap for their abilities (the wulfen are badly undercosted really) and mark of wulfen for the 13th is really, really cool.
There is no point is using terminator armour (as said, only HQ's and wolf guard pack leaders can use it) since it badly slows the army down. BADLY.
They are a very fun army and will steam roll over most troops. They are insanely fast for an infantry force and in most non standard missions they are sickingly hard.
To be honest against mech armies you will have trouble, since bar long fangs (who cost a bomb) you are relying on melta to do damamge and getting that close to a leman russ (for example) is no easy task.
Skimmers give the 13th a hell of a job, especially tau skimmers, they are gits to stop.
That aside they eat infantry, anything that doesn't strike first usually dies horribly.
They are a great army and I love them.
Well, Space Wolves is an excellent army on it's own and the 13th company rules are not valid anymore. Nor are they RTT legal. They were made for one summer in the EoT Campaign. Basically, it's a waste of time and money. They're awesome yes, but really not worth the money. If you really don't care then they arte hella fun and definitly worth it if your opponents don't mind. your Wulfen can go, on the first turn, 18" then assault someone 6" away. It's awesomely insane. The only drawback is the largest Force you can use is 2250 due to the lack of HQ's. Now the packs of wolves are worse...marines with a 6+ save=priceless as fast as they move. First turn- 6in scout, 6 in norm, 1-6 in fleet, 12 in assault, thats 30" possible... Generally, 13th company is fun and only worth the time if your opponents don't mind you playing them.
They aren't Rogue Trader legal? Whatever for? Why would GW make them for only one summer? Have they done that with any other armies? I would like to play tournies with my armies, so this info is pretty important. If they only made them for one summer and aren't RTT legal, then why do they still sell the models?
Oh, and does sending a Wolf Priest with the Wulfen slow them down?
Last edited by Captain America; August 14th, 2006 at 23:04.