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13th Company
Post originally by Keith Mc at 2003-08-05 04:22:49
Converted from Phorums BB System
I'd just like to say a few words in Defence of the 13th Comapny Army list.
It is a difficult army to use but a casual skim of the list can lead people to under estimate its abilities.
Firstly they have a few abilities that the reviewer (and his space wolf playing friends) overlooked.
1) Free move. Before the game starts they make a free move towards the enemy. This means that they have one turn less of foot slogging than it appears at first glance.
2) The entire army always starts on the board. This can be useful/powerful and can allow you to gang up on the enemy who only gets to arrive piece-meal in some scenarios.
3) Wulfen get Fleet-of-Paw... This means that they can move 6" before the game, 6" in their first move phase, 1"-6" in the shooting Phase, with a 6" assault. Thats an effective max 1st turn assault of 24". They can then tie down the closest enemy in HTH and block lines of fire to the rest of the army coming up behind them.
4) They get an extra dice in difficult terrain. This means they can move up behind terrain then suddenly charge through it with better chances of making hth.
5) Long fangs get special weapons. Combined with the Rune Priests Gate power, 4 Melta Guns can make for a very good tank hunting squad (especially when they can split their fire between two targets)
6) They still get the Space Wolf Benefits of the Counter Charge and not caring if they are outnumbered.
7) Mark of the Wulfen. D3 extra attacks. Characters with up to 9 attacks on the Charge? Veteran Sgts with up to 8?
8) All squads (except Wulfen and possibly Long Fangs) have Krak and Frag grenades included in their price.
I'm not saying they are an easy army to use or that they will win every game, but the 13th Company has several distinct advantages and I have found that they can more than hold their own.
Just my 2 cents,
Keith Mc
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