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  1. Thought it appropriate to start something re: experiences and ideas for 10th for us. Played indexhammer vs Nids using 9th Ed points on Friday and it went very well (Opponent conceded turn 3). List: Captain (FnP Enhancement) w/ 10 Assault Intercessors Chaplain w/ 10 Assault Intercessors Lt (Bolter Discipine) w/ 5 Hellblasters Judiciar w/ 5 Bladeguard 6 Intercessors 2x3 Inceptors (1 each kind) 2x3 Outriders 1x5 Reivers 1x3 Eradicators 2x1 Thunderstrike speeders Everything worked pretty dang well! Individual T10+ melee Monsters are just not that frightening to thunderstrikes/eradicators, turns out. Turn 2 I put Oath on 2 Carnies to kill them in melee w/ Bladeguard, and smoked a Trygon with the thunderstrikes + Eradicator combo. Bladeguard + Judiciar are world-enders for sure; just gonna be walking them on to centre with Assault Intercessors both sides for most of the edition, I figure. Maybe just slightly behind a wall of Infernus bois. Outriders are tuned way down. Bit frustrating, but I do like the option to go beyond 3 in a squad... I'll be satisfied with them as trading/blocking units while Intercessor mobs do the real heavy lifting though. Devastating shooting from mounted chaplain is a bold choice, but I really never did like the ATV for looks, and it's about a third more expensive than it needs to be to tempt me, unfortunately. Prolly never not take the 2x3, but that's enough alongside the Inceptors and speeders to equate to Scars (Successor) for me. Inceptors are pretty decent; was a bit disappoint on dropping so many shots, but they seem nifty as long as they stay somewhat cheap. Sustained 2 is cool, and Dmg 3 plasma on anything Oathed is gonna do something. Lt + hellblasters would probably work well on a 10-man, but I rolled 2x1s out of 4 the first time they fired so... yea. Next army (assuming points are relatively stable?) I'm gonna bail on hellblasters for Infernus as soon as those are painted, but keeping the Lt for the Captain's unit. Free armour of contempt is clutch for Captain's unit, but adding the Lt should turn up their DPS pretty good. Other thoughts: Combat Doctrines all kinda scream White Scars to me just as much as Ultramarines. Movement shenanigans has always been a Scars staple, so I'm plenty happy to just play with the Gladius rules and abundant nifty characters. Honestly never thought I'd be this intrigued by a Primaris Lt. lol. Old bikes look pretty interesting tbh; glad they kept their captain option even though this army is Primaris only for me (my OGmarine army is Salamanders). Anyhow - interested to hear how first games with Scars go - For the Khan! Cheers, The Good Doctor.
  2. Just to give myself a break from my Heresy Blood Angels I thought I'd try out a White Scars theme for this guy. I might do a few more. I don't usually do battle damage but thought it broke up the white a little.
  3. I'm looking into starting a White Scars army and have hit a bit of a snag. From looking on the Games Workshop webstore, this Blood Angels Chaplain seems to be the only one with a Jump Pack available: Has anyone converted one of these guys into a White Scars Chaplain before? If so, how did it go?
  4. A question for you Scars lore masters. Does anyone have an idea when and why the White Scars started sporting trophy skulls? It doesn't appear to be something they did during the Horus Heresy as far as I can tell from the books and artwork but is prevalent with some of the 40k models going back a few editions (the previous Kor'sarro Khan model, for example.). So, can anyone shed any light on this?
  5. An acrylic artwork I made, and a dice tray I made for the Great Khan/White Scars. I really like how these came out what do you all think?
  6. Sometimes they seem to have red rimmed pauldrons and sometimes not. Can't figure out when to have this and when not too. I thought it was Sgts, but that doesn't seem to be the case all the time.
  7. I'm considering getting a small patrol of White Scars. I want to field a completely primaris marine army, but really love the look of Qin Xa from FW and the Legion Praetor. How do the FW models for White Scars stack up with primaris marines? Thanks for your help, I did a search and didn't find anything specific.
  8. Well, I decided to make a small White Scars army. This is a great chapter, I'm surprised there's not more activity on the forums but I understand they are not one of the more popular or widely known chapters. I'm preparing a 500 point army for an upcoming slow growth league our group will be playing. Here is one of my first, a White Scars Assault Intercessor. I'll likely go heavy infantry. I'll work through some units and then post my first list. The league will grow to 2000 points which means I've got a lot of work ahead of me.
  9. I'm curious about the Wrath of Heaven relic bike; whether anyone actually uses it, under what circumstance, whether it's been worth it over a different relic, whether you've converted a model to represent it, etc. And of course the most important question: will we get to keep it when the 9th ed Suppliment comes out. ...which, granted, is a purely speculative matter.
  10. I decided to start a little project and eventually tackle painting him. Might be the start to a future new army, or my entrance into the Crusade rules system? I'm gonna use a little Vallejo putty in that gun arm elbow.
  11. I am looking for inspiration to create a Sagyar Mazan unit. How would you color the unit to make it visually different? I play White Scars Successor Chapter, fluff wise at least, I create lists from the various Supplements to play different lists.
  12. Hey everyone! We ran the Horde of Jaghatai against the dusty boys in this weeks battle report. Feel free to check it out. Cheers https://youtu.be/Sl8XEXWJkuI
  13. Dear Fraters I am in the process of waging a crusader campain, and I have som trouble deciding what to go with when the PL is increasing. Initially we stared on 25 PL and will eventually go up to 50 PL. What I am currious about is my army combusition and what I should include for the 50 PL army. I have the following in the 25 PL army: ++ Patrol Detachment 0CP (Imperium - Adeptus Astartes - White Scars) [25 PL, 3CP, 555pts] ++ + Configuration + **Chapter Selector**: White Scars Battle Size [3CP]: 1. Combat Patrol (0-50 Total PL / 0-500 Points) Detachment Command Cost Unit Filter: Hide Imperial Agents, Hide Legends Units + HQ + Primaris Captain [5 PL, 95pts]: Bellicos Bolt Rifle, Hunter's Instincts, Master-crafted power sword, Warlord . Master-crafted auto bolt rifle + Troops + Infiltrator Squad [6 PL, 130pts]: Helix gauntlet . 4x Infiltrator: 4x Bolt pistol, 4x Frag & Krak grenades, 4x Marksman bolt carbine . Infiltrator Sergeant Tactical Squad [5 PL, 135pts] . 3x Space Marine: 3x Bolt pistol, 3x Boltgun, 3x Frag & Krak grenades . Space Marine Sergeant: Combi-melta, Thunder hammer . Space Marine w/Heavy Weapon: Multi-melta + Elites + Terminator Assault Squad [9 PL, 195pts] . Assault Terminator Sergeant . . Thunder Hammer & Storm Shield: Thunder hammer . 2x Assault Terminator w/THSS: 2x Storm shield, 2x Thunder hammer . 2x Assault Terminator w/x2LC: 2x Lightning Claw (Pair) ++ Total: [25 PL, 3CP, 555pts] ++ Created with BattleScribe I have considered replacing the Terminator Assult Squad with a "regular" Terminator squad and add the following units, to the 50 PL roster: Stratagem: Khan's Champion [-1CP] Stratagem: Relics of the Chapter [-1CP]: Number of Extra Relics + Elites + Terminator Squad [9 PL, 220pts]: Teleport Homer . Terminator Sergeant . 3x Terminator w/ Chainfist: 3x Chainfist, 3x Storm bolter . Terminator w/ Heavy Weapon: Chainfist . . Cyclone Missile Launcher and Storm Bolter: Cyclone missile launcher Vanguard Veteran Squad [7 PL, 164pts]: Jump Pack . Vanguard Veteran: Lightning Claw, Storm shield . Vanguard Veteran: Lightning Claw, Storm shield . Vanguard Veteran: 2x Lightning Claw . Vanguard Veteran: Storm shield, Thunder hammer . Vanguard Veteran Sergeant: Master-Crafted Weapon, Relic blade, Storm shield + Fast Attack + Outrider Squad [6 PL, 150pts]: Outrider Sgt . 2x Outrider: 2x Astartes Chainsword, 2x Frag & Krak grenades, 2x Heavy Bolt Pistol, 2x Twin Bolt rifle + Heavy Support + Eliminator Squad [4 PL, 75pts]: Bolt sniper rifle . Eliminator Sergeant: Instigator Bolt Carbine . 2x Eliminators: 2x Bolt pistol, 2x Camo cloak, 2x Frag & Krak grenades This leave me with 8 PL which I would like to use on a Chapter Master... The question is which one and what should he be armed with? My thoughts lies on the following: Chapter Master in Terminator Armour [8 PL, -1CP, 150pts]: Angel Artifice, Chainfist, Chapter Command: Chapter Master, Chogorian Storm, Combi-melta, Stratagem: Tempered by Wisdom, The Imperium's Sword, Warlord Captain on Bike [8 PL, -1CP, 170pts]: Angel Artifice, Chapter Command: Chapter Master, Chogorian Storm, Combi-melta, Stratagem: Tempered by Wisdom, The Imperium's Sword, Thunder hammer, Warlord Captain on Bike [8 PL, -1CP, 170pts]: Chapter Command: Chapter Master, Chogorian Storm, Storm shield, Stratagem: Tempered by Wisdom, The Imperium's Sword, Thunder hammer, Warlord, Wrath of the Heavens Chapter Master [8 PL, -1CP, 165pts]: Angel Artifice, Chapter Command: Chapter Master, Chogorian Storm, Combi-melta, Jump Pack, Relic blade, Stratagem: Tempered by Wisdom, The Imperium's Sword, Warlord I have also considered a Primaris Gravis Captain, but he is not very fast/do not have Deep Strike... What are your thoughts?
  14. Kor'sarro Khan runs the Gauntlet Of Glory, facing 5 of the greatest Warhammer 40k characters in a duel to win the ultimate prize. Can the Captain of the 3rd Company of the White Scars do it? Find out by watching this video.
  15. Company Champion upgraded to Chapter Champion Warlord Traits: Martial Exemplar and Chogorian Storm Relic: Scimitar of the Great Khan 70 pts, 7-9 attacks on the Charge, re-rolling charges, AP-3(-4 in Assault) for every 6 to wound you do 4 damage, 5 in Assault Doctrine, and if you go against a Character you can re-roll all wound rolls and fights first. Obviously he isn’t killing anything that can only take limited wounds. Remember this is without anything else buffing him. Thoughts on this guy?
  16. Hey guys, I was hoping you might be able to help me out I'm working on the background for a white Scars successor chapter from the 4th founding and am trying to flesh out the history of the founing members. I'm thinking of using the Master of Steeds as the founding chapter master but I'm having a bit of trouble figuring out his general battle history. given that The War of the Beasts happens in 544.M32 I think the likelyhood of him being a Veteran of the Seige of Terra or even the Great Scouring unlikely or even having been around When the Great Khan vanished. Do you guys have any idea of what the White Scars were doing in between these periods or have any ideas for the battle history of this captain who I'm Calling Nachin Khan, I will be having him and the other founding members be veterans of the War of the Beast.
  17. First off I have limited time, but I since I took some pictures I thought I could just run down my last game quickly. Unfortunately I do not have my models entirely painted, and had to proxy some of the Aggressors, but the list looked something like this: -Khan -LT. -Libby -Chappy on Bike - Apothecary - Incursors / - Assault Intercessors - 5 Aggressors - 5 Bladeguard - Warsuit - 3 Outriders - 2 ATV's (MM) - Thunderstrike (?) Speeder - Eliminators with Lasfusil - Repulsor (!) - 3 Eradicators (vanilla) We played Secure missing artifacts. I couldn't tell you the entirety of the Votann list, but I know he 'held back' as he was not using Berzker type units, and had only 2 of their Terminator equivalents. Still the whole army (as usual) felt like an 'anti marine' force. (Tons of AP-2, S5+ , 2 D) I should apologize here because as usual I completely forgot to take a picture of the entire table top from top down. Anyway, we played the angled deployment of Secure Missing Artefacts. The White Scars went first. We play with fairly heavy terrain so in theory about 75-80% of an army can be hidden, if not at least in some protective terrain. My Secondaries were the White Scars one (Have to kill something after charging it... much harder than the Wolves one.) Oath, and Engage on All Fronts. Some of my deployment: Below: My corner hiding the Repulsor/Speeder. Below: My mid table obscurring ruin is packing a lot of models. I didn't want turn 1, since the fire lanes were so tight and armies hidden. I did get a little aggressive with my Warsuit, so at least he would be able to shoot, but other than Litanies, there was little else to do. My T1 I move out to middle with the bikers, and I 'tease' the Incursors (Behind crates at center off picture). The shooting I do with the Warsuit is through a building at his troops. This does put the Warsuit in danger, and the minus 1 damage, and Void armour makes shooting the troops in cover nearly useless, but I wanted to see if it was worth baiting him out. Essentially I advanced the rest of the army. His Turn 1 does see him come in and nearly shoot up the Warsuit, but the 'termie' equivalents take the bait and run up destroy the Warsuit. Bit Turn 1 moment is probably the Incursors at mid that "blew smoke" and hit Transhuman on Turn 1 for 2 CP that definitely saved them. I find against Votann that Transhuman feels virtually useless so I prefer to use it early (before I have 2-3 "Grudge" tokens on units.) I felt lucky to have 4 Incursors still alive. Turn 2 I manage to get full Primary scoring, but I'm pushing it and have to engage the Votann or risk getting blown off the board. Turn 2: Above: I reinforce mid with the ATV's and take melta shots at his heavy tank. Which did very little. My Speeder would also pop some lascannons into it, but at the end I maybe took it down to half wounds. The mid was well reinforced. The Aggressors advance to where the Warsuit had just been destroyed. The Aggressors shot everything at his troops deeper in a ruin, but with cover + Void armour the damage was a joke. The Bladeguard followed the Aggressors into an assault on the 'termie equivalent' to jointly kill ALL but 1 model which did not break to moral and I tri-pointed the model to prevent him from shooting my aggressors/bladeguard. VERY lucky on this move. Above, another huge moment. I advanced the Outriders after bringing one back from the dead, and assaulted his heavy tank, and caused him some real issues here. (This is beside the ruin that all of the Aggressors/Bladeguard are in. This caused him some serious scoring issues. A bigger move I made was in the lower right side of the table: The Assault Intercessors (7 with hammer) got out, advanced for 1, I CP rerolled it for a 6. Moved 12" (Plus the disembark) and my Chaplain got off the aura adding to advance/charges and he was sitting there with the Eradicators waiting for the Assault Intercessors. I made that charge as well deep into his zone tying up 3 of his bikers, and a 10 man squad, stealing his objective. The problem was I couldn't damage his army. No rerolls of damage/to wound allowed. BUT in this Assault Intercessor move I managed to kill enough that I could entirely wrap him with the consolidation move preventing him from falling back. This lead to another crazy situation where he just failed moral but only 2 models were left, preventing him from shooting this squad as well. So although I couldn't score the White Scars secondary, the good news is I robbed him of primaries, and he was a little taken back by how aggressive my army was (I did give him a full break down and he's played my White Scars before. There were no 'gotcha' moments. I think he just didn't see a way that I would make 5 Assaults in turn 2. His scoring was bleak. He took some secondary where his guys could pan for gold or something silly and he scored it. I think he got 1 on the primary, and I would score Oaths, and 4 quarters this turn. His Turn 2 he brought in a special character on the side that my Bladeguard/Aggressors were. He is a brutal character with a 3+D3 hammer! He also brought in his second 'termie' unit on my flank where the Eliminators were exposed. This would be tricky. He failed his character assault, my Bladeguard/Aggressors mopped up the 'termie' unit, but I can't score it because the White Scars secondary is only if I charged that turn. Ugh. On the lower right his bikers and troops were dying to my Eradicators. He shot up my Speeder and that was gone. I also lost an ATV, and a half. (I Know I can't bring one back but I thought of healing the last one to 8 wounds but instead I opted to bring a missing Bladeguard back from the dead.) My Turn 3 above: The Bladeguard (after finishing off a unit ) would charge into this unit with the Khan in tow giving them +1 to wound. These guys just came in from reserves and are notoriously tough to get rid of: T5, 2 wounds, but they hit hard, and are -1 Damage on top of Void armour!. I got lucky, the Bladeguard smoked them to a man, but BARELY. I mean right to the wound they all died. I finally get some points for White Scars secondary! (The turn 3 bladeguard charging ability meant the +1 damage white scars ability made my Bladeguard 3 damage, reduced to 2 damage, just enough to kill a model.) The big one was in the center. I don't have a shot of it, but I advanced the Aggressors towards his hammer character that just arrived and I shot it nearly to death with the boltstorm gauntlets (Kind of funny since he has 2+/4+ and ALL damage is reduced to 1 on him so I didn't think I'd do a thing. ) So aggressors HAD to kill this guy on the charge, because I'm sure on the counter charge that character would outright kill the whole squad. But the Aggressors BARELY got lucky enough to kill him. It was T3, so although my Aggressors should have been 3 damage a fist, it was reduced to 1 and he failed just enough saves, netting me more White Scars points. Then the Chaplain would assist above (not shown... I took the picture too soon) and kill off the last biker to get another White Scars secondary, capping me at 5 for the turn.) This took him off the objective entirely. We scored his turn 3, and then realized he would not be able to catch up. There was just no way. He had only 1 secondary point every turn to my nearly full scoring. My models started disappearing very FAST, but I had maxed most of my secondaries, and his T4 he would get rid of the Aggressors but they had tied up his tank, and HQ's again. So he just couldn't score. So I can't remember the final score but after 4 it was official and it was a good 40 point differential, maybe more. Conclusion: - White Scars are in tough. This was hard, and at first I didn't take pictures because even my Chaos struggles VERY hard against this. I honestly think I made some crazy yolo charges that panned out. Also his units not quite dying (while very annoying) prevented him from destroying my most aggressive units. Still, this army, until turn 3 really can't damage much yet isn't resilient enough to hang around long. - Stuff that worked: Khan ( fun but hate that he's on foot.. please GW, give us a bike model already), Bladeguard, but they work for everyone. -1 to hit power from the Psyker. VERY Big in this game at key moments. Chaplain - the true force that makes this whole thing work. Assault Intercessors. You know I keep wanting to pull them out, but they just are my favourite troop to be honest.... Incursors always do nothing, but usually score. That's their role in life, and I can't pull them either. - Stuff that kind of works: Repulsor. I can't believe it but after the big points reduction I've probably used it in 3 or 4 games now and it still stinks. Lascannons kind of stink, and having this unit I think my opponent smartly ignored it. It did nothing all game (maybe 2-3 wounds off a vehicle.) Aggressors. LOVE the idea of putting these in White Scars and advancing every turn but the shooting is almost a complete waste on anything above a guardsman and most of my opponents play tougher armies. The Thunderstrike speeder. It's fun, it's fast, it's made of paper and doesn't last. It almost always trades down. - Stuff that stinks: ATV's. Still horrid. GW needs to do a LOT here to make this unit not stink. Outriders. Still such a mediocre unit. I've used these things a zillion times, I still think classic bikes are better. They REALLY need unique weaponry and more than chainsword options. I still love the Scars, but every time I win with them it feels like total luck. Nevertheless a win is a win and it was fun to take them out again. Thanks for checking it out.
  18. So although a pretty quite area of the forum, and probably one of the worst marines in competitive play, I'd like to think this may be one of the most fun changes the army has seen in a while. I do think the AoE Detachment change gives the ability to make much cooler lists. I love the changes to the new Primaris Speeders, as well as Outriders, and especially ATV's. Aggressors and White Scars are a nice combo too. The thing I thought was going to happen that didn't was give a greater ability to access the Assault Doctrine which I think is critical for the army. (Getting to the fight early doesn't help if you hit like rubber). The rumour was apparently wrong, although the order of Doctrine changes does get a little more flexible again. Transports work better too, and those Plasma Inceptors being assault weapons look fairly potent as well. Any thoughts or ideas for your White Scars?
  19. Hi folks, I'm only back in the hobby a couple of years after a long absence. When I got back in to things I was just painting individual models or small squads here and there, just things I liked the look of from various factions. With the Indomitus release I decided, having fallen in love with the White Scars chapter, to paint the entire force as being from Chogoris. As I'm new on the forum I thought it'd be fun to keep a log of the progress. Assault Intercessor Squad #1 The first Space Marines I tackled from the box. I love these sculpts as it's so refreshing to see lots of Space Marine poses where they are just barreling toward the enemy. Outrider Squad It wouldn't be the White Scars without some bikers. The gap filling on these guys isn't great and I fretted a lot over some of the details on these guys but overall I'm happy with how they turned out. Primaris Lieutenant - Added 05/12/2020 Glad to have this guy done. I painted him in various sub-assemblies without which I think it would've been downright impossible given the pose and the angle of things like the shield and sword. Primaris Eradicators, Chaplain and Assault Intercessor Squad # 2 - Added 04/02/2021
  20. Sort of an army plog to track progress and remain motivated. Starting off with an army group shot, basecoat laid down and waiting for paint. Converted 'Glaiveguard' using some old Chapterhouse stormshields and GK force halberds. Greenstuff staches, and an old fantasy banner. Alternate Invader ATVs, small armoured buggies by Mortian (with some GW accessories). Alternate Invader ATVs basecoated. In need of gunner/seat inserts for the rear using converted Reivers.
  21. In the latest Warcom article, https://www.warhammer-community.com/2021/01/27/field-an-all-bike-army-with-new-rules-and-stratagems-for-the-ravenwing/ , they teased how they could “...practically hear the White Scars howling from here.” Is this a suggestion that when the White Scars Supplement roles out that White Scars will get something similar to the Ravenwing?
  22. Hey guys, This area is super quiet lately. I'd like to talk about the green elephant in the room; Death Guard. I've still been working on my White Scars, however since the DG codex came out I've been trying to adapt my White Scars lists to deal with the idea that I'm facing an army that literally shuts off the super doctrine inherently. Also DG are extremely good up close, and have a ton of negatives presented to you once you're in engagement range. I am facing Death Guard sometime this week. So I haven't had a chance to play DG before this, and thought I'd ask if anyone has any experience against them and what they would recommend?
  23. So I decided like some others have that I like the FW white scars transfers better than the GW ones. the thing I also noticed is the GW squad markings for the right shoulder pad is almost pink compared to the deep red FW transfers. So I considered using the cool glyphs for marking the squads out but I don’t know which is which...or if these squad markings glyphs have any actual meaning or are random. Does anyone know? I tried researching this but can’t seem to find something that deciphers the transfer markings.
  24. Heya, With the Release of the Intercession team rules PDF I decided to Finally get round to putting together my White Scars Killteam. I only have 4 done so far but plan on finishing the Sarge and a last trooper shortly, then the love /hate relationship of painting white will commence (admittedly white is like 10 times easier nowadays with all the new GW paint range...well, I guess we will see won't we... ) First 4 - 2x Assault guys one is the grenadier, the standard Grenade launcher guy and an Auto toting standard guy - I quite liked making this guy as the White Scar upgrade pack had the Chainsword arm that practically fit perfectly onto where the Ultra pad arm went... shaving off the Ultra pad was not needed question for frater that might know (i may ask in the Killteam forum as well) The Sgt is getting a Pwr weapon butI'm not sure whether to give him an Auto Bolt riflr or the standard bolt rifle?... any ideas ?!?... More soon... Cheers, M
  25. Its been a few months and I've managed to get a basic Scars force together. I'm working on some of the bits from Indomitus set and Intercessors to help flesh it out a bit more but waiting for the updated Codex is keeping me from making too many important decisions about where to go next. I'm leaning into a mixed force rather than a bike centered one. How are y'all feeling about power fists lately? I know we should be showing some love for the power sword to channel the spirit of the legion...but lately I'm back to embracing the hidden power fist of days gone by. Here is my Chaplain headshotting my son's Captain with an overcharged Plasma Pistol; which honestly is a visual that keeps me going on this wild painting ride.
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