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post #1 of 11 (permalink) Old 09-06-10, 08:38 AM Thread Starter
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Default True 13th Coy 2000

hello everybody, this is one of my first lists I've posted on this site and I would like some help on it. I run a 13th coy and try to stay as true to it as possible being a fluffy competitive player but it seems I'm stuck.

so without further ado my list

HQ

Wolf Priest Total 160
Plasma Pistol 15
Runic Armour 25
Wolf Tail 5
Wolf Tooth Necklace 10
Saga of the Hunter 10

Rune Priest Total 150
LL
JotWW

Rune Priest 150
JotWW
MH



Elites
6x Wolf Guard Total 273
Mark of the Wulfen
1 With Frost Weapon and Plasma Weapon
2 Wolf Guard with dual Wolf Claws
2 Wolf Guard with Frost Weapon and Bolt Pistol

Troops

2 10x Grey Hunters Total 215 each
Mark of the Wulfen
2 Meltaguns
Wolf Standard
Rhino

3 9x Grey Hunters Total 200 each
Mark of the Wulfen
1 Meltagun
Wolf Standard
Rhino

Heavy Support

2 6x Long Fangs Total 155 each
1 Lascannon
4 Missile Launchers

TOTAL: ?

The Undefeated 13th (SW) - W 3, L 0, D 2

The Swarm (Nids) - W 33, L 14, D 0

Da Waugh Squad (Orks) - W 5, L 9, D 2

The Gunline/Gundam Wing (Tau) - Under Construction

Last edited by hippypancake; 09-06-10 at 08:58 AM.
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post #2 of 11 (permalink) Old 09-06-10, 08:45 AM
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Don't include the names, it's a bit of a annoyance to sift through. Did you just give a WG MOTW and a frost weapon? I hate wolf priests, I can do more with a second RP or a WL, but whatever. The rp has a lot of crap he won't need. Drop everything on him. You don't have much ranged support, razorback lists will eat you alive.
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post #3 of 11 (permalink) Old 09-06-10, 08:53 AM Thread Starter
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sorry it was a copy and paste from the word page I had written a while back

I gave the MotW a frost weapon?....fml I mistyped that it's fixed now

I use a wolf priest as an enhancer I personally think he is one of the scariest things to put with a cc oriented squad with his preferred enemy and I gave him the hunter saga to get him outflanking and getting into combat much faster

I'm guessing you're talking about the second rp? I was thinking that as well but had points left over

what about now?

The Undefeated 13th (SW) - W 3, L 0, D 2

The Swarm (Nids) - W 33, L 14, D 0

Da Waugh Squad (Orks) - W 5, L 9, D 2

The Gunline/Gundam Wing (Tau) - Under Construction
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post #4 of 11 (permalink) Old 09-06-10, 08:56 AM
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Dump the extra points on both RP. Try and get some more ML LF in there.
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post #5 of 11 (permalink) Old 09-06-10, 08:59 AM Thread Starter
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,,,as such?

The Undefeated 13th (SW) - W 3, L 0, D 2

The Swarm (Nids) - W 33, L 14, D 0

Da Waugh Squad (Orks) - W 5, L 9, D 2

The Gunline/Gundam Wing (Tau) - Under Construction
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post #6 of 11 (permalink) Old 09-06-10, 09:01 AM
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100 points from those rp and drop some troops maybe. You don't need 47 marines running about. Drop one, two if you can, and ML LF squads with razorbacks.
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post #7 of 11 (permalink) Old 09-06-10, 09:05 AM Thread Starter
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Quote:
Originally Posted by gen.ahab View Post
100 points from those rp and drop some troops maybe. You don't need 47 marines running about. Drop one, two if you can, and ML LF squads with razorbacks.
That is usually my tactic running a horde-like marine army. Also I've never really understood a reason of giving Long Fangs RB since they usually deploy in a spot and stay there (also would RB count as technology that 13th coy doesn't have?)

thanks for the help mate

The Undefeated 13th (SW) - W 3, L 0, D 2

The Swarm (Nids) - W 33, L 14, D 0

Da Waugh Squad (Orks) - W 5, L 9, D 2

The Gunline/Gundam Wing (Tau) - Under Construction
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post #8 of 11 (permalink) Old 09-06-10, 11:51 PM
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I would re work some of the points around to get a couple of power fists in those lists, walkers can be scary, I know you have mark of the wulfen but you can't always be lucky, I would also suggest since your not using transports to get some wolves into that list and use them as a meat shield/ tie up enmies heavy weapons or other troops to help your units get into the fight.

I would say no to having a razorback when they had a 13th co list, they had no transports, but I'm not to sure if they would have any, I wouldn't expect them too

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Last edited by Imperial Dragon; 09-06-10 at 11:54 PM.
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post #9 of 11 (permalink) Old 09-07-10, 04:25 PM
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Not enough mech IMO... Perhaps this is the "fluffy" part... but the transports you do have will get stranded across the board pretty quickly and you don't have much to return the favor.

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post #10 of 11 (permalink) Old 09-07-10, 06:39 PM
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I don't know, feels to mech to me; aren't the thirteenth company noted for the lack of armour in their ranks at this time? All those transports would serve to counter this fluffwise. Maybe consider the unthinkable, drop all the vehicles, and use the points to get more long range firepower.

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