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Inspired by a recent trip to Lexicanum, and this little nugget about the Marauders chapter I found there: "Recognized for their marksmanship skill, Marauders often set ambushes for their enemies before hammering them with massed firepower, sweeping down to finish off the ragged survivors."

 

This got me thinking (dangerous, I know) which successor tactics would enable this style of play and what can the Scars supplement do to complement that play style? Encirclement of course comes to mind, but what shooty options make best use of it? Any vehicles come to mind as being very dangerous coming off a board edge?

 

I've had odd, off-meta thoughts of Centurion Devastators (that's right, not a typo) advancing up the board with Long Range Marksmen and Rapid Assault, popping Hunters' Fusillade to make their Grav-Cannons Assault 4 with no to hit penalty - add in Gravitic Amplification and you've got a scary piece of work that's actually pretty mobile and, with Ride Hard, Ride Fast (-1 to be hit) very, very durable.

 

I also envision lots of Auto-Bolt Rifle Intercessors literally running around.

 

Thoughts?

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I would be more inclined to go with Combat knife Reivers, despite the focus on shooting, to best take advantage of the Super Doctrine; drop them in turn 3 to finish of priority targets with 41 attacks, maybe with a Chaplain nearby to give rerolls to wound. Cheap and fairly killy.
Two things, when you encircle you set up at least 9” away, with ling range marksman you are in range auto hitting. You are also getting real close, if your opponent charges you shoot twice since you don’t move in your opponents turn and auto-hit with 2d6 shots each. With deployment/speed shenanigans with White Scars and RavenGuard flamers can get a lot of great mileage. Edited by CCE1981
If you encircle though, that counts as having moved, no? So no double shooting during your turn and I'm more likely to charge them in rather than let them be charged. Also in case you're screened out from your priority target wouldn't the range of the boltstorms be preferable?
  • 2 months later...

Ild probably go for Artillery to support this style. Whirlwinds an T-Fires are great to use Dev doctrine without over committing to heavy Weapons too much.

 

Phobos units for the rest, but especially Infiltrators. Outflank 10 Intercessors to

shoot and benefit from the super doctrine.

 

Deny the Enemy their movement as opposed to increasing your own.

  • 1 month later...

The Centurion Missile Launcher is actually an Assault d3, for what it's worth. A bit spendy, but the unit doesn't lose a big chunk of it's shot output if it's counting all it's weapons as Assault.

 

The interaction of Rapid Assault and Hunter's Fusilade is a little wonky, WS vehicles get more accurate as they go faster. You can use that combo and The Big Guns Never Tire to have two high-value units moving and shooting at full effectiveness at the same time.

 

WS doesn't really have a lot in the way of shooting strats, what you'd really be doing I think is building a ranged-heavy army and then using the WS strats to make up the difference when you do wind up in melee.

Edited by TheNewman

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