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Made in us
Pyro Pilot of a Triach Stalker





The Eternity Gate

If anyone has their 6th edition white scars bike army still they should be in a very good position. Biker armies got a really good boost with these rules.

New Khan seems DoA without a bike.

01001000 01100001 01101001 01101100 00100000 01101111 01110101 01110010 00100000 01001110 01100101 01100011 01110010 01101111 01101110 00100000 01101111 01110110 01100101 01110010 01101100 01101111 01110010 01100100 01110011 00100001  
   
Made in nl
Crazed Spirit of the Defiler




Pandabeer wrote:
 Daedalus81 wrote:
 Xenomancers wrote:
turn 3 assault would be useless.


Turn 1 advance.
Turn 2 clear.
Turn 3 drop & charge.

Bikes might not all be there, but clearing out terrain that lets you place jump packs on turn 2 for a turn 3 jump can work.



Hmm... 19 point Vanguard Vets with Chainswords, Storm Shields and jump packs with 4 AP-1 D2 attacks each


Wait, scratch that. 21 point VV with Combibolter and Storm Shield that on T2 get 40 S4 AP-1 shots and on every turn afterward get 30 S4 AP-1 D2 punches

The more I think about this the more I like it
   
Made in us
Longtime Dakkanaut




I think that people would have been freaking out on this preview if it had came out before the Ultra Preview.
   
Made in ca
Steadfast Ultramarine Sergeant






I agree
Also why is nobody saying anything about D4 thunder hammers?
   
Made in us
Decrepit Dakkanaut




Pandabeer wrote:
Pandabeer wrote:
 Daedalus81 wrote:
 Xenomancers wrote:
turn 3 assault would be useless.


Turn 1 advance.
Turn 2 clear.
Turn 3 drop & charge.

Bikes might not all be there, but clearing out terrain that lets you place jump packs on turn 2 for a turn 3 jump can work.



Hmm... 19 point Vanguard Vets with Chainswords, Storm Shields and jump packs with 4 AP-1 D2 attacks each


Wait, scratch that. 21 point VV with Combibolter and Storm Shield that on T2 get 40 S4 AP-1 shots and on every turn afterward get 30 S4 AP-1 D2 punches

The more I think about this the more I like it

Vanguard don't get Storm Bolters

CaptainStabby wrote:
If Tyberos falls and needs to catch himself it's because the ground needed killing.

 jy2 wrote:
BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

 vipoid wrote:
Indeed - what sort of bastard would want to use their codex?

 MarsNZ wrote:
ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
 
   
Made in nl
Crazed Spirit of the Defiler




Slayer-Fan123 wrote:
Pandabeer wrote:
Pandabeer wrote:
 Daedalus81 wrote:
 Xenomancers wrote:
turn 3 assault would be useless.


Turn 1 advance.
Turn 2 clear.
Turn 3 drop & charge.

Bikes might not all be there, but clearing out terrain that lets you place jump packs on turn 2 for a turn 3 jump can work.



Hmm... 19 point Vanguard Vets with Chainswords, Storm Shields and jump packs with 4 AP-1 D2 attacks each


Wait, scratch that. 21 point VV with Combibolter and Storm Shield that on T2 get 40 S4 AP-1 shots and on every turn afterward get 30 S4 AP-1 D2 punches

The more I think about this the more I like it

Vanguard don't get Storm Bolters


Not? Hmm, well that sucks. I'm still used to Wolf Guard that can mix and match as they please.
   
Made in us
Decrepit Dakkanaut





 fraser1191 wrote:
I agree
Also why is nobody saying anything about D4 thunder hammers?


Because they still cost a ton of points and take a lot of effort to get into melee on turn 3 only.
   
Made in us
Steadfast Ultramarine Sergeant






 Daedalus81 wrote:
 fraser1191 wrote:
I agree
Also why is nobody saying anything about D4 thunder hammers?


Because they still cost a ton of points and take a lot of effort to get into melee on turn 3 only.


I feel like the doctrines having to go in order is wrong. GW said you start with the devastator doctrine but there's no way it's that rigid unless you're like UM or something

There's definitely going to be a stratagem to jump ahead or outright change to the one you want other wise chapters that have a bonus for devastator doctrine have a clear and obvious advantage


Automatically Appended Next Post:
I guess that's why iron hands and imperial fists are going to be ahead maybe?

This message was edited 1 time. Last update was at 2019/08/09 21:34:12


 
   
Made in fr
Inquisitorial Keeper of the Xenobanks





France

I do prefer WS rules. With the +1A I can see a real marines assault army, which was needed to my opinion. I prefer that to the UM gunline I have been playing for too long already. It's nice to have a shooting army capable to do assault too !

   
Made in us
Regular Dakkanaut




That’s my understanding why IH and IF are speculated to be the best. Not that their power will be any stronger, but that you get it on turn 1 instead of 2 or 3.
   
Made in gb
Longtime Dakkanaut




bort wrote:
That’s my understanding why IH and IF are speculated to be the best. Not that their power will be any stronger, but that you get it on turn 1 instead of 2 or 3.

The problem with the assualt doctrine bonuses is how much of your list will be intact to benifit from it by turn 3.
It not unusual for 8th edition to be clealry ahead as they have blow away most of their opponents army.
   
Made in us
Longtime Dakkanaut





Ice_can wrote:
bort wrote:
That’s my understanding why IH and IF are speculated to be the best. Not that their power will be any stronger, but that you get it on turn 1 instead of 2 or 3.

The problem with the assualt doctrine bonuses is how much of your list will be intact to benifit from it by turn 3.
It not unusual for 8th edition to be clealry ahead as they have blow away most of their opponents army.


That's a valid concern, around here games ending half-way through turn 2 is the norm rather than the exception.

   
Made in us
Never Forget Isstvan!






This is what white scars have needed for a while. It wasn't perfect but its a good start.

The extra attack on the charge makes up for the loss of hammer of wrath on the bikes from previous editions and makes them feel back on track.


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Made in us
Longtime Dakkanaut





Since it doesn't seem to have been posted here yet:

https://youtu.be/cS5K004krwI

I'm a lot more excited about the possibilities if he's reading all that correctly.

This message was edited 1 time. Last update was at 2019/08/11 01:54:19


   
Made in us
Decrepit Dakkanaut





 Eihnlazer wrote:
This is what white scars have needed for a while. It wasn't perfect but its a good start.

The extra attack on the charge makes up for the loss of hammer of wrath on the bikes from previous editions and makes them feel back on track.



Bikes can CP to jink for a 3++ if they advanced. That's a big win for keeping bikes around.
   
Made in us
Resolute Ultramarine Honor Guard





 G00fySmiley wrote:
I will be sad if we do not get primaris bikes with the whit scars, I was convinced that was the codex that would introduce them.


I would have been surprised. We may get Jetbikes, probably they'll be called hoverbikes and share an aesthetic with the Re/Im-Pulsor. But they're a ways away. There were zero leaks for it, and Kor'sarro isn't optioned onto one, and he would have been. I think you're looking at 9th at the earliest. Closer to 9.5 or 10th. There aren't any High Mobility High Assault Primaris Units they will probably come out all at once, with a Kor'sarro on hoverbike, and a Jumpy Primaris Shrike.

My WHFB armies were Bretonians and Tomb Kings. 
   
Made in ca
Commander of the Mysterious 2nd Legion





expecting bikes with the WS supplement was silly. bikes ius something that would be in the core codex.

Opinions are not facts please don't confuse the two 
   
Made in nl
Crazed Spirit of the Defiler




Just thought of something nice: Take a TH/SS smash captain and give him the Imperium's Sword warlord trait, the Hungry for Battle successor chapter tactic and the Plume of the Plainsrunner relic (with the stratagem). 6A with Thunder Hammer on the charge and a rerollable 7" charge from deepstrike
   
 
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