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Help against 13th company
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Old 24 Feb 2006, 20:25   #1 (permalink)
Kroot Warrior
 
Join Date: Dec 2005
Posts: 5
Default Help against 13th company

So I'm fairly new at these forums and don't post much because i don't have much to say. Anyways, I am having a real problem my beating my friend who uses 13th company in most sized games. He used to play just normal space wolves and that wasn't too much of a problem for me but his 13th company is a whole new story.

His list usually revolves around using his weird mutant wolf things to run straight at me. This can often times tie up my FW that are played with a DF escort. Also a huge problem i have is him using his rune priest to teleport in some guys with plasma pistols or something with ap 2 or lower and completely own my broadsides. He also uses several scout squads using the behind enemy lines or infiltrating rules. These guys also carry plasma pistols or something with high strength and usually decimate my devilfishes if they havent move yet or broadsides.

I'm just sorta curious if there is anything i can do to prevent him from beating me down badly early game and disorienting me. BTW i play a hybrid list. I am mainly looking for a helpful strategy or some slight change to my playing style, but I'm not looking for a huge army change just for this one army i am having a problem with. I hope i have given you enough info for you to help and if not id be happy to provide more info. Thanks
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Old 24 Feb 2006, 20:37   #2 (permalink)
Shas'El
 
Join Date: Mar 2005
Location: Fifth circle of hell
Posts: 3,150
Default Re: Help against 13th company

Quote:
Originally Posted by ThumpinBassBeat
So I'm fairly new at these forums and don't post much because i don't have much to say. Anyways, I am having a real problem my beating my friend who uses 13th company in most sized games. He used to play just normal space wolves and that wasn't too much of a problem for me but his 13th company is a whole new story.

His list usually revolves around using his weird mutant wolf things to run straight at me. This can often times tie up my FW that are played with a DF escort. Also a huge problem i have is him using his rune priest to teleport in some guys with plasma pistols or something with ap 2 or lower and completely own my broadsides. He also uses several scout squads using the behind enemy lines or infiltrating rules. These guys also carry plasma pistols or something with high strength and usually decimate my devilfishes if they havent move yet or broadsides.

I'm just sorta curious if there is anything i can do to prevent him from beating me down badly early game and disorienting me. BTW i play a hybrid list. I am mainly looking for a helpful strategy or some slight change to my playing style, but I'm not looking for a huge army change just for this one army i am having a problem with. I hope i have given you enough info for you to help and if not id be happy to provide more info. Thanks
you do realise 13th co can't actually take scouts..... and in any case, only one scout squad can use BEL.

his list by definition is illegal.

and in fairness, the wulfen, AT BEST, get an 18" charge zone, with their 6" animal range, (and thats including the 6" charge if they're within 6" of you. stick to mobile squads. put down fire into them from long range (ion cannons!) and then pull away.

if "the gate" is bothering you, hug the back end of the board, and hope he scatters off. personally though, id rely on hammerheads. but thats just me.
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"What warriors of men can stand beside the Space Wolves! The Sons of Fenris they are, hardened in the forge of their harsh world, eager for battle and honour. They are the grey warriors, ashen like the wolf, whose greatest joy is to hear the clamour of steel amidst the din of war. None can step before them, they are the first, proud in their strength and jealous of their renown. Through the storms of the warp they come, upon the very tides of terror, but of such dangers they are uncaring. They are the Space Wolves, the Undefeated, the bane of the Emperor's foes."
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Old 24 Feb 2006, 20:43   #3 (permalink)
Shas'El
 
Join Date: Dec 2004
Location: Edmonton, AB, Canada
Posts: 2,232
Default Re: Help against 13th company

I'm really sorry to say this, but his list looks really illegal...scouts in a 13th Company? No. Also what are his scouts armed with? I'm thinking maybe some type of heavy weapon that his is using wrong (moving and shooting with a Heavy Weapon is a no-no) and not a Plasma Pistol.

Go get a read of his codex and his special rules and such, and point things out to him...his list is used improperly by my point of view. :P
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Old 24 Feb 2006, 20:59   #4 (permalink)
Shas'La
 
Join Date: Oct 2004
Posts: 443
Default Re: Help against 13th company

These things happen. I had an Imperial Guard player tell me he could use his Hunter-Killer missiles around terrain and could use them every turn, in addition to his other weapons. Not everyone has a decent grasp of the rules.
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Old 24 Feb 2006, 21:04   #5 (permalink)
Kroot Shaper
 
Join Date: Feb 2006
Posts: 46
Default Re: Help against 13th company

There are no scouts in the 13th co list but pretty much every thing in a 13th company list get the 6" scout move at the beginning of the game (except for the long fangs and characters mounted on bikes). Also as for the wolfs, focus as much fire power on them, they are one of the big advantages that the 13th co has. Those wolves are very dangerous since they are basically fast moving space marines with bad armor and no bolters. Any good 13th co commander will take a bunch of them to up their troop count because the basic troop of the 13th co is so expensive. Beware of a combo of wolfs and bikers... I personally use this tactic to make my enemy choose one squad to try and kill letting the other get into hand to hand next turn.


He's probably using melti-guns in his long fangs squad and those can be dangerous since they can move and shoot at different targets (thus being able to use the gate and fire in the same turn) .
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