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Made in se
Fresh-Faced New User




Hi, this is the list I'm currently building by, and I would like some tips on how to improve it to make it tip top.

HQ:

Kor'sarro on bike. 205 pts.

Troops:

Tactical Squad. 10 Marines, Flamer, Heavy Bolter. Serg w/ Combi-Flamer, Power Weapon. 195 pts.
Rhino /w Extra Armour. 50 pts.

Tactical Squad. 10 Marines, Plasmagun, Heavy Bolter. Serg w/ Combi-plasma, Power Weapon. 205 pts.
Rhino /w Extra Armour. 50 pts.

Scout Squad. 5 Scouts, rocket launcher. 85 pts.

Bike Squad. 4 Bikers, 2 Flamers, Serg w/ Power Fist. Attack Bike w/ Heavy Bolter. 190 pts.

Bike Squad. 4 Bikers, 2 Meltaguns, Serg w/ Combi-melta. Attack Bike w/ Multimelta. 195 pts.

Fast Attack:

Attack Bike Squad. 2 Bikes w/ Multimeltas. 100 pts.

Assault Squad. 10 Marines, 2 Flamers. Sergeant w/ Power Weapon. 225 pts.

1500 pts.

I'm quite pleased with it atm but am always open for suggestions, please back them up with experience or theory though
I'd also greatly appreciate suggestions for addons.
Thanks,
/Bjornas

This message was edited 3 times. Last update was at 2009/01/12 15:42:12


 
   
Made in se
Fresh-Faced New User




hi
   
Made in us
[DCM]
Dankhold Troggoth






Shadeglass Maze

White SCARS!!!!!!!!!!

Hey, it's a comment, right? I love any white scars list, so kudos for doing it!

You don't think you'll miss smoke on the rhinos? I know you'll have to find a few points somewhere, but imho it's always worth it for when you're stuck out in the open... granted I haven't played much since 3rd ed (just getting back into the hobby) so this is from experience... and theory about the new rules? But I played in a game a few weekends ago when all the opponent had was one rhino left, he popped smoke, and we fired everything at it and couldn't kill it. The marines hiding inside had to be killed for us to win... so he won because of popping smoke. Gives you a 50/50 chance of ignoring a hit... not bad for 3 points (if it still is that) right?

Other than that... I like the list don't know if you're going to win but it will be fun to move and play!
   
Made in us
Regular Dakkanaut



Westchester, NY

I play Scars, and would suggest dropping scouts and assault marines. You have enough mobility without the jump packs. With the 325 pts left over I would suggest 3 LSTyphoons configured with or without MMs. The typhoons add so much fire power as to be unreal. You can have tank busters with the MMs, and move 12" and fire all weapons with your Missiles being fired as frags, a defensive weapon. The extra pts could go to melta bombs and smoke launchers.

Good luck, RB

This message was edited 2 times. Last update was at 2008/11/23 14:46:55


Grey Knights--7000 W14 L13 D1
Beasts of Chaos--4000
"We own the Night" 
   
Made in se
Fresh-Faced New User




RiTides Nids wrote:White SCARS!!!!!!!!!!

Hey, it's a comment, right? I love any white scars list, so kudos for doing it!

You don't think you'll miss smoke on the rhinos? I know you'll have to find a few points somewhere, but imho it's always worth it for when you're stuck out in the open... granted I haven't played much since 3rd ed (just getting back into the hobby) so this is from experience... and theory about the new rules? But I played in a game a few weekends ago when all the opponent had was one rhino left, he popped smoke, and we fired everything at it and couldn't kill it. The marines hiding inside had to be killed for us to win... so he won because of popping smoke. Gives you a 50/50 chance of ignoring a hit... not bad for 3 points (if it still is that) right?

Other than that... I like the list don't know if you're going to win but it will be fun to move and play!


Smoke Launchers are included by standard nowadays

RB wrote:I play Scars, and would suggest dropping scouts and assault marines. You have enough mobility without the jump packs. With the 325 pts left over I would suggest 3 LSTyphoons configured with or without MMs. The typhoons add so much fire power as to be unreal. You can have tank busters with the MMs, and move 12" and fire all weapons with your Missiles being fired as frags, a defensive weapon. The extra pts could go to melta bombs and smoke launchers.

Good luck, RB


The problem with those two units is that I've already bought and assembled+converted most of them, so they're kinda staying as far as 1500 goes hehe. But for bigger battles I'll definately consider LSTs, now that I think of it. The scouts will play an objective-camping role aswell, so they have their duties.
   
Made in se
Fresh-Faced New User




Made some small changes:

HQ:

Kor'sarro on bike. 205 pts.

Troops:

Tactical Squad. 10 Marines, Flamer, Heavy Bolter. Serg w/ Power Weapon. 185 pts. ~changed, combi-flamer removed
Rhino /w Extra Armour. 50 pts.

Tactical Squad. 10 Marines, Plasmagun, Heavy Bolter. Serg w/ Combi-plasma, Power Weapon. 205 pts.
Rhino /w Extra Armour. 50 pts.

Scout Squad. 5 Scouts, rocket launcher. 85 pts.

Bike Squad. 4 Bikers, 1 Flamer, Serg w/ Power Fist. Attack Bike w/ Heavy Bolter. 185 pts. ~changed, 1 flamer gone (will add one when I go 1750+ though)

Bike Squad. 4 Bikers, 2 Meltaguns, Serg w/ Power Fist. Attack Bike w/ Multimelta. 210 pts. ~changed, PF added

Fast Attack:

Attack Bike Squad. 2 Bikes w/ Multimeltas. 100 pts.

Assault Squad. 10 Marines, 2 Flamers. Sergeant w/ Power Weapon. 225 pts.

1500 pts.

What do you think? I'm split about whether I should dump one of the Assault Squad's flamers instead, but I think they need it better than Khan's unit.
I'm also not sure about which Tactical Squad I should drop the combi-weapon from. In the list I dropped it from the flamer-squad but I'm not entirely sure about it. Comments?

Cheers,
/Bjornas

This message was edited 2 times. Last update was at 2009/01/12 15:41:12


 
   
Made in us
Regular Dakkanaut





I would also up the size of your bike squads. 5 model squads are just too squishy. I often run a 5 model squad (because of tight points) and it never really performs well. It does great for taking out a vehicle with the MM on the AB, or contesting an objective late game (if it survived that long), or tying up a big shooty unit (like Tau broadsides).

This message was edited 1 time. Last update was at 2009/01/14 04:23:40


 
   
Made in us
Regular Dakkanaut




Ditto on biker squad sizes. I used to play my squads at min size for troops, but after experimenting with them at max size I can safely say that I dont think I will be going back to small squads anymore. if you want a small squad to bust tanks and do nothing else, take attackbikes. troop biker units have the advantage of being able to have 10 wounds, and with T5 and a 3+ cover at-will, I think you will be pleasantly surprised at their resilience, and added ability in CC if you try switching to this format.
   
Made in se
Fresh-Faced New User




Good point(s). Do you think minsized squads are ok in this army at 1500 though? It might be difficult pointswise to expand the squads without removing any other units. When I expand to 1750 and above I'll most certainly add 1-2 bikes to each squad. For 1750 I'm also considering 2x LS Typhoons (as suggested above), how do you think that would work in this army?

Cheers,
/Bjornas

This message was edited 1 time. Last update was at 2009/01/14 15:47:36


 
   
Made in gb
Ultramarine Land Raider Pilot on Cruise Control







all bikes!!!

with cap'n on bike you have bikes a troopers
   
Made in ca
Inspiring Icon Bearer




Canada

What I don't understand is why you don't have a biker command squad in there? Those guys are DEAD hard, not to mention throwing in furious assault. t5, FNP, good weapon options and tonnes of power weapons...whats not to like?

Other than that, I'd also recommend dropping the scouts + assault squad, as they don't benefit at all from the outflank ability should you choose to use that option. I know you've already bought+converted them, but it's not too hard to use them in an enlarged or apoc sized army. At 1500 points you really need everything to jive perfectly in a marine army, otherwise they will end up getting piecemealed.

I'd go with another pair of MM attack bikes and a command squad myself. Assault terminators can be fun too, when Khan lets them outflank in their LRC
   
Made in se
Fresh-Faced New User




PirateRobotNinjaofDeath wrote:What I don't understand is why you don't have a biker command squad in there? Those guys are DEAD hard, not to mention throwing in furious assault. t5, FNP, good weapon options and tonnes of power weapons...whats not to like?

Other than that, I'd also recommend dropping the scouts + assault squad, as they don't benefit at all from the outflank ability should you choose to use that option. I know you've already bought+converted them, but it's not too hard to use them in an enlarged or apoc sized army. At 1500 points you really need everything to jive perfectly in a marine army, otherwise they will end up getting piecemealed.

I'd go with another pair of MM attack bikes and a command squad myself. Assault terminators can be fun too, when Khan lets them outflank in their LRC


Regarding the command squad: I believe that the current squad setup is enough to win combat without the opponent fleeing. From my point of view it's better to win in the opponent's Assault phase, which will be harder if there's a command squad of doom involved. It also gives me more uses for Hit&Run, since I can disengage in his last turn and go for an unclaimed objective.

Why don't Assault Squads benefit from outflanking?

The scouts aren't intended to use the outflank ability, they're either baits or objectivecappers. I do consider them the least effective unit in the list though, but I'll have to play some before I think about ditching them.
   
Made in se
Fresh-Faced New User




Reworked the list:

HQ:

Captain w/ Bike, Relic Blade. 165 pts.

Troops:

Tactical Squad. Heavy Bolter, Melta Gun, Serg w/ Combi-Melta, Power Weapon. 200 pts.
Rhino w/ Extra Armour. 50 pts.

Tactical Squad. Heavy Bolter, Flamer, Serg w/ Combi-flamer, Power Weapon. 195 pts.
Rhino w/ Extra Armour. 50 pts.

Bike Squad. 4 Bikes, 2 Meltaguns, Serg w/ Power Fist. Attack Bike w/ Multimelta. 210 pts.

Bike Squad. 4 Bikes, 2 Plasma Guns, Serg w/ Power Fist. Attack Bike w/ Heavy Bolter. 210 pts. ~Captain here

Scout Squad. 5 Scouts, Rocket Launcher, camo-cloaks. 100 pts.

Fast Attack:

2 Attack Bikes /w Multimeltas. 100 pts.

Assault Squad. 2 Flamers, Power Weapon. 225 pts.

1500 pts.

Comments?
   
Made in us
Regular Dakkanaut




Assault squads and scouts benefit from Khan's outflank. They have combat tactics special rule, therefore are able to use Khan's ability.

I would definitely hop on the GET BIGGER BIKE SQUADS bandwagon here. anything less than full strength is not worth taking in a serious list. with T5 and 3+ cover-at-will, you need the 10 wounds to make the units strong enough to carry the game, and justify their higher point's cost. Even better; when you need to cap more than 2 objectives, you have the option to combatsquad the bikes down for twice as many smaller turn 5 capping units.

Unless you have a serious reservation against special characters, I strongly recommend Khan. both for the army-specific ability and for the abilities he gives his unit. Command bikers are dead-hard, espeically with khan, and this army is going to be short on hard-hitting CC units as it is.

in a tournament this last weekend I took:
Khan
bike command with p-wep, champ, 2X Lclaws+2Xstormshields
10 TH/SS termies
3 X fullsize bike squads
and 2X individually ran typhoon speeders.

it did exceptionally well. The termies backed by the khan unit were able to take on all the really hard opposing units, while the bikes were more than able to control objectives, as well as proved to be extremely resilient KPs.
   
Made in se
Fresh-Faced New User




0ldsk00l wrote:Assault squads and scouts benefit from Khan's outflank. They have combat tactics special rule, therefore are able to use Khan's ability.

I would definitely hop on the GET BIGGER BIKE SQUADS bandwagon here. anything less than full strength is not worth taking in a serious list. with T5 and 3+ cover-at-will, you need the 10 wounds to make the units strong enough to carry the game, and justify their higher point's cost. Even better; when you need to cap more than 2 objectives, you have the option to combatsquad the bikes down for twice as many smaller turn 5 capping units.

Unless you have a serious reservation against special characters, I strongly recommend Khan. both for the army-specific ability and for the abilities he gives his unit. Command bikers are dead-hard, espeically with khan, and this army is going to be short on hard-hitting CC units as it is.

in a tournament this last weekend I took:
Khan
bike command with p-wep, champ, 2X Lclaws+2Xstormshields
10 TH/SS termies
3 X fullsize bike squads
and 2X individually ran typhoon speeders.

it did exceptionally well. The termies backed by the khan unit were able to take on all the really hard opposing units, while the bikes were more than able to control objectives, as well as proved to be extremely resilient KPs.


@Assault Squad/Scouts: Maybe 'benefit' was a poor choice of a word by me, I was refering to the statement that they weren't good with outflanking. I have since gotten that sorted out, however.

I will add to the bikesquads when I expand the army, but remember I'm running tactical squads aswell here. I'm not relying on the bikers to cap my objectives, they play a cc/tankbusting role in this list.

I'm not too keen on Khan since my army isn't entirely made up of bikes. A tac squad turning up at the wrong side of the table won't be able to make up for it in the same way as a bike squad would. I have tried him out in this list and while I won, I wasn't at all that impressed with how outflanking the entire army worked (ofcourse, one doesn't have to). The problem with a command Squad is I don't have the points for it. Ditching the Scouts would solve that, but they've played a key role in the 4 games I've had with this list so I'm not sure. I'm also afraid that a command squad will be kind of all eggs in one basket, especially with Khan in it. I don't think my list is optimal for using Khan in it.

What do you think of this reasoning?

Planned expansion:
1750: 2 Typhoons, 2 bikes, small random stuff.
1850: Max out plasma bike squad, possibly a third attack bike.
   
Made in se
Fresh-Faced New User




Hi, it's been a while since I made this topic but I've done major changes to the list and would love some comments on it. Here goes:

Captain on Bike w/ Relic Blade, Bike. 165 pts.
-Command Squad on bikes, 345 pts.
1x Company Champion
1x Power Fist
2x Lightning Claw
3x Storm Shield
2x Meltaguns
1x Meltabombs
Apothecary

Tactical Squad. Heavy Bolter, Flamer, Vet w/ combi-melta, melta-bombs. ~HB is silly but that's the current wysiwyg model I'm afraid :/
Rhino w/ EA. 235 pts.

Tactical Squad. Multimelta, Flamer, Vet w/ combi-melta, melta-bombs.
Rhino w/ EA. 235 pts.

Bike Squad. 4 Bikes, 2 Meltaguns, Vet w/ Power Fist.
Attack Bike w/ MM. 210 pts.

5 Scouts. Bolters, camo-cloaks, Rocket Launcher. 100 pts.

Land Speeder w/ Multimelta, Heavy Flamer. 70 pts.
Land Speeder w/ Multimelta, Heavy Flamer. 70 pts.
Land Speeder w/ Multimelta, Heavy Flamer. 70 pts.

Thoughts?
/Bjornas
   
Made in us
Boosting Space Marine Biker






Sidney (Home of Nothing), OH. USA

You do know that if you give your captain hellfire rounds, his bike mounted TL bolters wound on a 2+? I run my bike mounted command squad with as many meltaguns as possible, also. NOTHING says lovin' like watching your opponents face when you inform him his LR (which he didn't think you could hurt with your puny bike squad) just took 4 melta shots at half range! PF in the bike squad is also a little overkill, but if you have the points, spend 'em!

WarPaint Miniature Studios is currently accepting select commissions! PM if interested!

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Made in us
Rotting Sorcerer of Nurgle





Don't overestimate the defensive qualities of the command squad.
Don't bite more than they can ctew...actually, I think they are too killy. You don't want a 1 round assault but 2...So I think they are a bit too blinged out.

Tacs are ok.

Biker squad meh. Small squads shouldn't need a fist. In addition I think it's a waste to not get more bikers.

Scouts are not great IMO, and don't offer very much to you.

Speeders: inflates kill points....and IMO Attack bike squads are awesome.

This is a little story about four people named Everybody, Somebody, Anybody, and Nobody.
There was an important job to be done and Everybody was sure that Somebody would do it.
Anybody could have done it, but Nobody did it.
Somebody got angry about that because it was Everybody's job.
Everybody thought that Anybody could do it, but Nobody realized that Everybody wouldn't do it.
It ended up that Everybody blamed Somebody when Nobody did what Anybody could have done.
 
   
 
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