With all the recent posts about 13th Company, I though I should add them to the list of chapters.
So Gather round young pups, and learn of the company lost to time.
1) Insane Close Combat abilities.
2) Wolf Packs.
3) Fantastic Conversion Opportunities.
4) Scouts special rule
5) Small Army, so light on the wallet, and quick to paint.
1) Basic Marine is the most expensive marine points wise (except Grey Knights)
2) No Vehicles (other then Bikes)
3) No allies
4) No Drop Pods.
5) Need lots of cover.
Its not that bad, really.
Firstly, your guys will beat anything in CC. Blood Angles, World Eaters, Nids. They all die. Your basic Marine is the equivalent of a Wolf Guard.
Secondly, your guys are very fast, for a footslogging army. Try playing them on a Cityfight board, full of terrain and you will see what I mean.
Lets look at some of the characters.
Wolf Lord. Anything that can pump out 9 Strength 5 Power Weapon attacks needs to be feared. This guy can destroy units single handedly.
Rune Priest. This guy adds the mobility you need. His special deep striking power means you can hop around the board like mad.
Wolf Priest. Excellent guy to go with Wulfen or Storm Claws.
Now the units.
Wulfen. Some would say these are the signature units, and I would tend to agree. A full strength squad can pump out 60 attacks on the charge! Just make sure they don't run after tanks, which is why you should always have them with a Wolf Priest.
Storm Claws. I love these guys. You can have 16 Powerfist attacks coming from these guys! Only a C'tan would have a chance of surviving that.
Gray Slayers. As the basic unit of the 13th Company, these guys could be a lot worse. But luckily for us, they rock. They can just about kick anyones butt. You need as many of these as you can get.
Fenrisian Wolves. These guys are excellent. They just rock. Dirt Cheap wolves, charging off into the distance. Have these tie up squads, so your marines don't get shot to pieces.
Storm Claw Bikers. Great Fun, but expensive. If you have a Wolf Lord on a bike, grab some of these, but other wise, keep them for the big games.
Long Fangs. Almost essential, as the only source of long range fire these guys are important. Make sure you kit them out for tank busting/marine busting.
Basically, the 13th Company are the Space Wolves taken to the nth degree. Absolutely mad in Close Combat, but lacking the means to get there quickly. But take them, and watch as your opponents get annihilated.
For more details on the 13th Company, check this