Quote: (hello_dave @ Sep. 25 2009, 11:42 )
I'm open to the lower save, if there's a good reason for it, but I think it'll be introducing confusion for confusions sake if not. edit: having looked through the warseer post the bikes are toughtness 4(5), which I think (from the dark days when I briefly played 3rd ed 40k) used to mean that they were 5 except against instant death thingys.
All I can think of that causes instance death to models is being dropped

Fairy snuff, twas merely an idea and if confusing screw it.
Quote:
As it seems the 13th company aren't in the codex, the logical place for them would be as a 'Wulfen' entry in the appendix. If people want and think there's scope for a separate 13th company list then great, but I don't really want to introduce anything else into this list now (I'd say we're currently on roughly parity with the Codex list in terms of units/options and I'd like to keep it that way).
The option they of course fill is the teleporting one. Without Warhounds is it to harsh to take away another deep strike option in the list (regular marines of course have air assaults, warhounds and terminators). Background wise they are an allied formation, so a separate army list not in the codex. As a separate list they are I think the most unsuited army in Epic to be an army. Dark Eldar raid cities, so Epic, 13th company raid hq's and similar. Hell they only have 6 unit types in their whole army!
Still yes stick them in the appendix. If the army is getting beat by well protected assets that only deep strikes can deal with maybe they can be brought in. (I would expect most players to use chaos troops with a few cuts as them 13th company guys, though of course you wish to use them as the main body of wolves

.)
I would suggest the following stats for the appendix.
Wulfen
Move 20cm, Save 4+, CC4+ +1EA ('Savage claws') FF-
Storm claws
Move 15cm, Save 4+, CC2+, FF5+
Grey Slayers
Move 15cm, Save 4+, CC3+, FF4+
And after going the wolves with a friend he suggested the following fenris wolf stats as an alternative
Move 15cm, Save none/6+ (they seem to be as tough as guardsmen overall) CC2+ FF-
Infiltrate
The move 20 being a handicap for an upgrade to a move 15 formation, which I can see.
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