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Showing results for tags 'White Scars Chapter'.
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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.
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Way back in the day my first army was White Scars when the list rules were published in the Index Astartes. It was a bike and land speeder list back then. I sold it to pay for school life roughly 7 years ago. I slowly started to buy bikes back but in this edition of 40K I don't think a bike list is going to work. I still want to use them, but now in a different way. I have tons of bitz from years of building/painting armies, for myself and others. I came across 20 jump packs from an old Blood Angle army. So I'm thinking of using the new Primaris Reivers as Jump Pack Vanguard Veterans to assault with, using 6 Inceptors as floating heavy bolters, 2 or 3 Land Speers, and HQs with Jump Packs or on Bikes. What are you thoughts of using bikes squads with 3 bikes with 3 melta guns? They come out to 134 points a squad. In my mind they are used to hunt vehicles, monsters and tough armored units. They can function to help with hordes if needed, but assaulting Vets are better at that imo. I'll post a list and pics when I have them. Critique alway welcome.
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So I was building a list that revolved around 6 max size Aggressors, I really like the bolter profile, and noticed that they suffer no penalty when advancing. This made me think of White Scars. As you guys can add 2" to all advance rolls. This is pretty sweet imho and can help the Aggressors get into firing positions very quickly. I was wondering if any of you white scars players had any experience using Aggressors. Thanks in advance!
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Brother Astartes, the ETL is upon us once again. And once again we are united as a codex. Yet now our foes have multiplied ten fold with the inclusion of the foul xenos. But we shall not waver, for there can be no meeting of minds with such beings that exist in the dark places of the galaxy. There is simply a choice, defeat them... or be defeated by them. And defeat them we will. FOR ARE WE NOT SPACE MARINES? ARE WE NOT THE CHOSEN OF THE EMPEROR, HIS LOYAL SERVANTS UNTIL DEATH? TO THE DARKNESS WE BRING FIRE, TO THE IGNORANT WE BRING FAITH. THE EMPEROR'S WILL IS YOUR TORCH, WITH IT, DESTROY THE SHADOWS! THE TEMPLARS CALL YOU TO WAR, WILL YOU ANSWER?
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I've decided that I would like to start a small Scar force around 750pts. To start. Where should I begin?
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With the new Codex's and all the changes to Space Marines in general, I feel this is a good opportunity to revisit an old classic discussion/debate when it comes to our Fast Attack options and the old question: "How do you plan to equip you Bike Squads and Land Speeders? As for me, I am currently planning the following: * Bike Squad: -w/Sgt with PW/TH/PF, Bike w/Bolters - 2x Plasma Guns, Bikes w/Bolters - 5x Chainswords, Bikes w/Bolters - Attack Bike w/Hvy. Bolter Basically I want my Bikes to be able to capitalize on their CC potential while being able to dish out as many shots in the Shooting Phase before getting stuck in. * Land Speeder Squadron: -w/ 3x Multi-Melta, Hvy. Flamer -or 3x Hvy. Bolter, Assault Cannon -or 3x Hvy. Bolter, Typhoon Missile Launcher Am torn on what loadout would be effective for the Land Speeders in 8th Edition and the new Codex, however these are the 3x variants that where the most popular/common in past editions and I could see each playing a role in your army. * Attack Bike Squadron: -w/3x Multi-Meltas, Bikes w/Bolters This is really the only way I can see Attack Bike Squads being taken at this point. With the addition of the Devestator Doctrine and the Attack Bike in the standard Bike Squads having the Hvy. Bolters, these guys would make perfect Anti-Tank units that could utilize their potential Turn 1 and adding some much needed hitting power Turn 1 to best utilize the Devestator Doctrine. That's how I see it but feel free to share your thoughts and opinions when it comes to these units. As well as how you plan to run yours mates
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Scout Bikers were one of the better units already in 7th and 8th edition and I think the new Codex just made them even more effective at multiple roles, on top of their "traditional" jobs as fast Objective Grabbers and mobile screening units for the rest of your army: --- 1) Tying up Gun Lines -- With the ability to move 16" and automatically advance another 6" natively, and then use a nearby JP Librarian/Stormseer to grant them an additional 2" to their Advance and Charge distances via "Ride the Winds" power, that means that White Scar Scout Bikers can move/advance 24" and then still charge per the Chapter Tactics. Adding the extra +2" from "Ride the Winds" and the ability roll 3D6 for the charge, thanks to the new White Scars exclusive stratagem, that means on average rolling you are making the maximum 12" charge distance, for a total threat range of 36" on turn 1. If there is a big danger of Overwatch with the unit they are charging/trying to tie up (like a Helbaster squad or a big Mob of Lootaz or a squad of AdMech Plasma Destroyers), then you can use a squad of Suppressors to inflict a single casualty and shut the Overwatch down entirely. So, basically, that means you should be able to cross the board entirely and get stuck in with the enemy frontline units turn 1 in almost any deployment scenario! On top of this, with the new "Skilled Rider" Space Marine Stratagem, the WS Scout Bikers get a 3++ against shooting if the advance, meaning that, combined with their native T5 and 2W, they can survive quite handily even out of combat and potentially tie up enemy shooty units for multiple turns (or just duck out of combat and charge again, if required). I think this tactic is particularly noteworthy when dealing with heavy firepower focused armies, as it allows your Scout Bikers to "tag" critical shooting units right away and keep them from shooting, in turn protecting the rest of your army while it maneuvers, seizes objectives, shoots, sets up assaults, etc. etc. --- 2) Killing Horde Screens -- With the ability to have up to nine models, all with TLed Bolters on their Bikes and Astartes Shotguns (plus the Sergeant can take an additional Storm Bolter), if a squad of 9 White Scar Scout Bikers gets within 12" (which is easy to do with their native 22" move/advance and the use of the Stratagem "Born in the Saddle") of an enemy screening unit (i.e. massed Gaunts, Chaos Cultists, AM Conscripts, Tau Fire Warriors, Genestealer Cult Neophyte blobs, 30 man Ork Boy Mobz, etc.), then they can hit them with 58 x S4 AP0 shots in a single shooting phase! Even without any supporting from buffing characters, against a T3 enemy that averages 25-26 wounds which, depending on the opponent's armor save, can wipe out most squads quite handily, especially after they have to take a Morale test following massed casualties. If you add in a nearby Kahn on Bike and a JP Chaplain to cast Litanies on them for +1 to Wound, then the WS Scout Bikes put out 37-38 wounds against T3 hordes. If you have the Tactical Doctrine active (i.e. Turn 2+), then their shooting goes up to AP-1, making them even more deadly against all kinds of infantry. Finally, with all the buffs of AP-1 from tactical Doctrine and +1 to Wound from a nearby Chaplain, WS Scout Bikers can threaten even light vehicles, with a 9 man squad doing an average of 11-12 wounds against a standard T7 3+ save rhino equivalent vehicle. --- 3) Shock Assault Cavalry -- I have already mentioned their ability to efficiently cross the entire board and charge into combat as early as turn 1, but if you keep a WS Scout Bike squad alive until turn 3 ("Skilled Rider" helps with this again), activate the Assault Doctrine, and support them with buffing characters, then they become not just a threat for tying up enemy fire bases, but a legitimately dangerous close combat unit to enemy infantry of all types. Without any support from nearby characters, a 9 man squad of WS Scout Bikers with Assault Doctrine active does 28 x S4 AP-1 D2 attacks on the charge. If you add in a nearby Banner of the Eagle relic for +1S on the charge, along with a Khan on Bike and JP Lieutenant for re-roll auras, then against a squad of enemy Primaris they average 21-22 hits, 16-17 wounds, 8-9 failed armor saves, and 8-9 dead Primaris Space Marines. Alternately, if you charged a squad of Tau Broadsides, you would cause about 12-13 unsaved wounds, killing an average of 4 battle suits. Finally, if these WS Scout Bikers charged a squad of massed Orks (pretty common in competitive scenes these days), they would an average of 16-17 casualties, not counting anything they had already done with all their shooting. --- As you can see, I think that White Scar Scout Bikers are exceptionally versatile with the recent Codex and Supplement releases and I am looking to find a role for them in most of my competitive armies.
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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.
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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.
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I guess it’s about time I make this thread. Obviously I’ve been around. I reluctantly sold my third Ultramarines army, and I don’t think I could do a fourth one. I’ve tested and toiled with a lot of ideas and Wolves (perhaps not surprisingly) was another big consideration, but a few things swayed me to the White Scars. I will edit this first post to point to the newest efforts, or battle reports! - The Khan (Primaris) Completed. LINK - Completed a first squad of Incursors and a Phobos Lt: LINK
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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?
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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.
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- White Scars Chapter
- KorSarro Khan
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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
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- White Scars Chapter
- White Scars battle report
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Hey folks! Just got my hands on the new codex as of today and wanted to bring up something regarding army design for the White Scars. How best would you design a list around them to make use (or abuse) our new found hit-and-run tactics? The "fly" keyword will obviously be in high demand within our lists so Jump Packers all seem like decent options, our strategem and chapter tactic both greatly benefit bikes. With the bikes new found access to chainswords they have a decent damage output in Melee considering our ability to be mobile. What units would you use to best take advantage? and what troop slots would you use? Currently i have 30 tactical marines and stick melta guns and heavy bolters in every squad, though I will probably change this to add AT capacity into the list. Combi weapons for sargents? What weapon would you give a Tactical sargent? I was using power weapons but 2 attacks just isnt enough! tempted to just take a nice cheap power sword. What of bike slots? currently im using units of 8 with an attack bike with multi melta, squad leaders with power swords (this is open to change, tempted to go with fists or something else) What are the community thoughts in general?
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Scars unit/rank markings
Ganders posted a topic in + ADEPTUS ASTARTES / LOYALIST LEGIONES ASTARTES +
Is there a good resource for White Scars unit markings and rank/specialist helmet and armour markings? -
Hello fellow scar players! I'm wondering about White scars and they view on the new primaris marines? Because I got a bunch of primaris marines and would love to paint them up as White scars but I'm mostly intersting to keep the army as a pure primaris army. Would that work and is White scars a good chapter for primaris units?
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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?
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Raven Guard player here... just saying hello and that you guys have an awsome fluff/army. It was my second choice for a space marine army. What are you guys excited about for 8th? I think you guys are gonna rek face with reserve tricks and assaulty bikes. Speed+Close Combat Brutality. I might add some WS allies if the allied rules are good. Speed kills! https://youtu.be/ejTsOV91fSU?t=38
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OK, during the tournament, a few pics were taken, not the best, not a lot, not finished, but maybe you can have an idea of what I am doing, and you can give me some opinions/ideas: this is me, with some figures, and you can see the storm talon behind my shoulder http://4.bp.blogspot.com/-uQoBz6O7n7s/Uq0QuxQXUpI/AAAAAAAAAK0/ASWsehEmtlY/s1600/IMG_20131214_132911.jpg Zagatai Khan and the command squad http://1.bp.blogspot.com/-pkAb7nIPrRU/Uq0Qq3yMY9I/AAAAAAAAAKc/rTCPN8v_MAQ/s1600/IMG_20131214_132824.jpg I just notice that the decal is falling... the sarge need green eyes... http://3.bp.blogspot.com/-1ntPjHFxF8s/Uq0Qn6dB-tI/AAAAAAAAAKI/0c3sCFgitRo/s1600/IMG_20131214_132810.jpg
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What do you think about the new discipline? All in all, I really like it. I think it combos well with the other disciplines and allows for some interesting combos if you're going psyker heavy. Random thoughts: Spirits of Chogoris + Hallucination are a match made in heaven Ride the Winds is obviously great in many situations, particularly for an army that can advance and charge like White Scars. I think this is clearly the go-to power of the discipline, personally. Storm Wreathed is a solid support power. I like how it's aimed at the friendly unit, so it shuts down Tau and the new Ultramarine Stratagem "Defensive Focus". The Mortal Wounds are kinda eh, but it could be good against like Riptides and Storm Shields, etc. I need to think about Blasting Gale a little more, but it's clearly nasty against certain things like Da Jump, and anything that can advance and charge. I think the power will be useful combined with your speed and Bolter Discipline to keep units you don't want in combat out of range from being charged. All in all, I really like it. What do you think?