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![[Post New]](/s/i/i.gif) 2012/06/26 09:37:35
Subject: My 1750 White Scar's project list.
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Steady Space Marine Vet Sergeant
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Hey guys, i just started a P&M blog for my White Scars army, link is in my Sig.
Anyway, here is the list i will be building.
HQ:
Khan w/ Moondrakkan - 205
Troops:
Bike Squad w/ +5men, 2 Plasmaguns, Powerfist, Meltabombs, Attack Bike: Multi-Melta - 325
Bike Squad w/ +5men, 2 Plasmaguns, Powerfist, Meltabombs, Attack Bike: Multi-Melta - 325
Bike Squad w/ +5men, 2 Plasmaguns, Powerfist, Attack Bike: Multi-Melta - 320
Elites:
Dreadnought w/ 2 Twin Linked Autocannons - 125
Dreadnought w/ 2 Twin Linked Autocannons - 125
Heavy Support:
Predator w/ Autocannon, Lascannon - 120
Predator w/ Autocannon, Lascannon - 120
Predator w/ Autocannon, Heavy Bolters - 85
Total - 1750
C&C Welcome
Zambro
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![[Post New]](/s/i/i.gif) 2012/06/26 12:24:02
Subject: My 1750 White Scar's project list.
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Noise Marine Terminator with Sonic Blaster
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Per the fluff, Dreadnoughts are a no no in a White scars army (and despite the blasphemy that was in last month's WD). Now that I have that out of the way......
Your bike squads are too big. You only need 5 bikes to count as troops. The major advantage of bike squads is that you don't have to max out the squad in order to gain access to special weapons. I know you will say "But I am going to combat squad them." All you are doing is diluting yourself from potential attack bikes and plasma guns. If you shave off 3 bikes per squad, that is another squad of attack bikes and plasma you can add. Total number of bikes drop by 3, but you pick up more firepower.
With that being said, I prefer plasma over melta. Meltaguns require you to be within 12". That is a place you do not want to be as that is assault range. You want your bikes shootin' and scootin', not tied up in assault. However, the powerfists and meltabombs are actually useful for those times when you do get sucked into close combat.
I am not sure how I feel about the dreads though (fluff aside). The major strength of a White Scars list is mobility and your dreads are like an achor. I use TML Land speeders to stay with the fluff. But, the long range of dreads would actually fill a similar role and be a little more durable. I am not as much a fan of the storm talon (yet), but I suspect one the new rules come out, my opinion will change dramatically.
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![[Post New]](/s/i/i.gif) 2012/06/26 14:41:00
Subject: My 1750 White Scar's project list.
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Steady Space Marine Vet Sergeant
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Yeah, dreadnoughts were a bit of a dilema. I knew they would be / are awesome, but i wasn't sure if i should commit fluff heresy. I find that the dreadnoughts and preds provide a strong anchor for the army. With all of my bikes coming in from reserves, the enemy has to decide whether or not to attack the back edge (dreads and preds) or prep for outflank. Either way, the other will cause huge casulties.
I appreciate what you say about the bikers, and i did consider it for a moment. But, if i were to reduce the size of each bike squad by 3, and add another squad with more firepower. I get 4 squads, with alot of fire power and decent survivability. At the current setup, i can get 6 squads, with good fire power, half decent survivability, and they each have their own roles.
Your way, i would have 4 squads with MM and Plas, 7 men each (Unable to combat squad). Adept at dealing with Vehicles OR MEQ. I get to shoot 4 targets, 1 from each squad.
My way, i get 6 squads, 3 with MM, 3 with dual plas. That gives me 6 targets, against the 4 your way can offer. Also, my MM squads can shoot at a tank, and my Plas can still shoot at MEQ. Where as your way will have me lose 2 plas shots if i chose to use the MM on a tank.
I CAN bring more firepower with your method, but my method can take advantage of the smaller amout of fire power.
+1 to Plas over Melta in bike squads. Learnt that the frustrating way lol
Maybe the Preds and Dreads do impede my mobility, but i have had great success with it in my test games on Vassal. But i am buying the Ravenwing Battleforces, so i will have 4 Typhoons spare, i will probably give them a test game at some point.
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![[Post New]](/s/i/i.gif) 2012/06/26 16:44:33
Subject: My 1750 White Scar's project list.
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Noise Marine Terminator with Sonic Blaster
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Well, if you are looking for more options, you can always take Attack Bike Squadrons w/MM for your heavy anti-tank. Additionally, these are better suited for that suicide role of driving up and wasting a tank.
My recommendation is for squads of 5 -6 bikes. Yes, it forces you to waste plasme when shooting at AV14. Anything else and you have a shot to at least glance. I understand that you are splitting up your squads to increase variance of shots. But, by taking you analogy of wasting plasma shots, your method is wasting tons of bolter shots (each of your AB squadrons is wasting 4 bolters or 100 points of bikes).
If you want to boil it down:
4 squads of PF, ABw/MM, 2 PGs gives you more special weapon shots with 90 points left over for a TML landspeeder. So, in reality, I am one target short compared to your method. Nothing says you have to do it this way, but it has been my experience, you end up with a lot of bikes driving around doing nothing but waiting to get shot / absorb wounds.
As for the dreads and preds, they will make a decent anchor. As long as you are aware of the limitations, it is all good. My preference is for TML, but I am sacrificing armor for speed. Sometimes this works great in keeping me dancing out of range while picking people off with that 48" range. Sometimes it fails miserably when my speeders get blown out of the sky left and right. But, again, with the rumors of the new rules giving all speeders a 5+ save..... They may outshine armor later.
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![[Post New]](/s/i/i.gif) 2012/06/27 02:36:32
Subject: My 1750 White Scar's project list.
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The Marine Standing Behind Marneus Calgar
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Have you considered a command squad on bikes? 4xplasma, relentless on bikes, with an apothacary for FNP is a lot of firepower. Expensive, but could be worth it.
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![[Post New]](/s/i/i.gif) 2012/06/27 05:49:46
Subject: My 1750 White Scar's project list.
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Regular Dakkanaut
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You have a lot of good ranged fire power. But I found it helpful to have a dedicated CC command squad running with Khan utilizing furious charge and hit and run.
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![[Post New]](/s/i/i.gif) 2012/06/27 06:27:09
Subject: My 1750 White Scar's project list.
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Steady Space Marine Vet Sergeant
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@Neroman, No i haven't considered a CC Command Squad, but as Nevelon said, it is expensive.
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![[Post New]](/s/i/i.gif) 2012/06/27 06:47:26
Subject: My 1750 White Scar's project list.
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Regular Dakkanaut
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The command squad I run is 325 with 4 LC and SS. At T5, FNP 3+ Armor and Invul its very durable and can easily chew up most units.
Bikers besides the Sergeant with powerfist don't do very well in CC besides their high strength. They can last a long time depending on who hits them, but then your ranged firepower is tied up and not being utilized. Just my 2 cents.
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![[Post New]](/s/i/i.gif) 2012/06/27 12:09:51
Subject: My 1750 White Scar's project list.
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Noise Marine Terminator with Sonic Blaster
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A command squad would either completely remove one bike squad, or all of his heavy support, or some combination.
I agree that if you take a command squad, it should be kitted out as CC and paired up with Khan. (as you already have plenty of ranged firepower). Personally, I am not seeing the value of Khan in this list over a generic SM captain on a bike. Khan's outflank rule only benefits your three bike squads (who btw, cannot combat squad if coming in from reserves). Bikes are already quite mobile with a 24" turbo boost. I would much prefer combat tactics in this list. You take a few casualties from shooting, you fallback out of assault range, and then autoregroup.
For 195 points, you can have a Str 6 T 5 2+/3+ terminator on wheels (relic blade, artificer armor, storm shield) that is 10 points cheaper than Khan. If you ARE going to run Khan, you should take some units that would benefit from his outflanking ability. The default answer is a LRR with assault terminators, but a 5 man tac squad in a razorback with assault cannons or las/plas is a little cheaper and still packs some punch. Assault marines would not be too terribly bad either, but I would probably not take them in this case.
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![[Post New]](/s/i/i.gif) 2012/06/27 13:59:20
Subject: My 1750 White Scar's project list.
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Steady Space Marine Vet Sergeant
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@Green. My bikes CAN outflank in their combat squads. The Codex says combat squads can deploy in two seperate locations, and are treated as two different units. Surely that means they can outflank in their combat squads. What makes you say they cannot?
If they can't, then i think i will have to have a little look over the list again. I will either have to down grade to a Captain (with the loadout you suggested^) or do away with 3 bikers per squad and get another squad. That has definately thrown a spanner in the works.
I'm also trying to stay away from units on foot. Saying you have a SM Bike list, and then bringing out a TAC squad in a Rhino just makes you look silly.
@Neroman. I know exactly what you mean about the CC ability of bikers. But the Power Fist is there for MCs / Tanks. When i combat squad, i put the Multi-Melta and the Power Fist in the same squad. That way, if i fail to take out the tank with the MM, i can assault and have a chance to take it out with the PF.
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![[Post New]](/s/i/i.gif) 2012/06/27 14:05:22
Subject: My 1750 White Scar's project list.
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Noise Marine Terminator with Sonic Blaster
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I was under the impression that units in reserve could only deploy into combat squads if they were in a drop pod. If someone can show me in the brb where I am wrong, that would be epicly awesome for the next 2 days until the rules change.
I agree with being on foot. Just throwing options out for things that can outflank.
As for the powerfist, it is there for several reasons like you mentioned. The other is that when you do get tangled up in assault, and you will, it is nice to have something in the squad that can help break it free.
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![[Post New]](/s/i/i.gif) 2012/06/27 21:00:27
Subject: My 1750 White Scar's project list.
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Regular Dakkanaut
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For bikes if the squad is fully filled you can split into 2 groups of 5 wounds each. 5 bikes in one, Attack Bike and 3 bikes in the other. Anyone can combat squad upon arriving from reserves but that has to be done when they arrive (Should be in the January FAQ). If they outflank they can combat squad and can come on in 2 different areas on the table edge they arrive on. I've done this before when I need bolters and special weapons on one corner and anti tank on the other. Its effective gives you some flexibility in how to fight instead of a giant mob.
Also outflanking bike works wel, you can move and assault 18" from anytable edge. The Bike Captain kitted out also works very well with the Relic SS, however you can keep his 4+ save he has from his iron halo and save 15 points you spend on the SS.
The powerfist will do wonders in the bike squads. Mine took out the opposing SM captain with a punch to the face
I'm not saying drop the Powerfist, it just that it will be the only effective weapon in closecombat if you get assaulted.
Its always nice to have alittle something something there to drop bolter rounds into a ranged squad and finish them off in assault. The CC squad can also act as a deterrent to prevent your opponent from trying to tar pit your bikers.
These are just my thoughts on what I've found that worked while playing with my bikes. Just wanted to give you some options on other things to try.
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This message was edited 1 time. Last update was at 2012/06/27 21:01:19
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![[Post New]](/s/i/i.gif) 2012/06/27 21:12:59
Subject: My 1750 White Scar's project list.
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Steady Space Marine Vet Sergeant
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Thanks Neroman for clearing up that confusion with Outflanking and combat squads.
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