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Made in us
Noise Marine Terminator with Sonic Blaster





Moon Township, PA

Hey all,

I was going through the extras of my space marines and wanted to put together a White Scar army. So, I would like to develop a list to build to and then develop a cost effective strategy to putting together.

As it stands, I have 8 standard bikes, 2 attacks bikes, and 1 Land Speeder.

So, my intent was to buy the ravenwing battleforce kit and the white scar commander in order to make a Khan character.

This would give me:

Khan on Moondraken

5x bikes (1 Attack Bike, 2 melta guns, combi-melta sgt)
5x bikes (1 Attack Bike, 2 melta guns, power weapon sgt)
5x bikes (1 Attack Bike, 2 melta guns, power fist sgt)
2x Land speeders (melta'd out)

So, at this point, I plan to be about $150 invested. The next purchase would then be an assault terminator pack and a Land Raider Redeemer (mainly because I already have a LR and Crusader).

My question at this point is, would this be effective (it doesn't have to be uber-competitive, but at least functional)? What should I be looking at to close this out to 2,000 points? (I also have a chaplain on a bike, but not sure if this is the route I want to go). Given what I have above, what makes the most sense to purchase in order to be a decent list?

Any input is appreciated.

Thanks.

 
   
Made in ca
Resolute Ultramarine Honor Guard






Vancouver, BC

Don't Bike Squads that are taken as troop options have to have a full 10man (9 model) squad?

 warboss wrote:
Is there a permanent stickied thread for Chaos players to complain every time someone/anyone gets models or rules besides them? If not, there should be.
 
   
Made in gb
Tunneling Trygon






Crazyterran wrote:Don't Bike Squads that are taken as troop options have to have a full 10man (9 model) squad?


No, that's only to combat squad them. Bike squads of at least 5 are troops with Khan.

I wouldn't run fists and power weapons on bike squads - you don't want them in CC.

If you go for a Land raider and TH/SS termie list then you need a counts as Vulkan in the 2nd HQ slot to make TH/flamers and meltas twin-linked. Go for the Crusader version and save the money for more bikes ... Attack bike squads in the FA slot are good.

"We didn't underestimate them but they were a lot better than we thought."
Sir Bobby Robson 
   
Made in au
Hurr! Ogryn Bone 'Ead!







Command squad with apothecary, chaplain, one thunder hammer n storm shield, rest have duel lightning claws - all on bikes. May be a 200 - 300 pt HQ but it will kick some teeth in. Make sure you find a way to boost their initative if codex allows it

ur army will be tough as nails an as fast as devils by the look of it so far, maybe more attack bikes are needed or if you dont want attack bikes, more bike squads.

Assault marines would be cool, and can capture objectives where bikers cant. Your opponent can easily beat you by putting objectives in buildings on the second level and stuff...

Assault marines with melta bombs, meltas and lightning claws if allowed, if not then some powerfists

This message was edited 4 times. Last update was at 2012/02/27 10:07:29


W/L/D
5/2/0 2500
5/1/2 2500 http://www.dakkadakka.com/wiki/en/XIV%20Legion%207th%20Company

2nd edition: Blood Angels
3rd edition: Imperial Guard
4th edition: Iron Warriors
5th edition: Death Guard
6th & 7th edition: taking a break - power creeep (lethality of game) became too hot to handle 
   
Made in gb
Tunneling Trygon






Assault marines aren't troops in the vanilla codex ...

"We didn't underestimate them but they were a lot better than we thought."
Sir Bobby Robson 
   
Made in us
Noise Marine Terminator with Sonic Blaster





Moon Township, PA

ruminator wrote:
If you go for a Land raider and TH/SS termie list then you need a counts as Vulkan in the 2nd HQ slot to make TH/flamers and meltas twin-linked. Go for the Crusader version and save the money for more bikes ... Attack bike squads in the FA slot are good.


Can you do that?

I thought if I took Khan and Vulkan, I could only choose one or the other's special abilities to replace combat tactics?

And, I am pretty set on the redeemer because I already have LR and Crusader variants painted to Raven Guard, so I would like a different version. And, I want this all to be painted and matched, so while I could swap out with RG models, if needed, I would still have a cohesive looking army.

I was also thinking about adding a command squad and adding storm shields to several of them. But this would be a huge point sink, so not totally sure on this one.

Lastly, I was thinking about adding one tac squad in a rhino or razorback. This would mainly be for helping with upper level objectives, as mentioned earlier.

Lastly, I see the mention for more attack bikes. I will have 3 at this point. The plan was to add one to each bike squad. Would it make more sense to just go all bikes in the troops section and run an attack bike squadron as itself? Also, now that I am thinking about it, could the attack bike squadrons be taken as troop choices?

 
   
Made in gb
Tunneling Trygon






You do only get Vulkan's ability and not Khan's outflank, but then again I wouldn't want to outflank my bikes anyway. Just start on the board and turboboost to where you want to go ... He still has hit and run and furious charge for his own unit, which is good for a command squad on bikes but otherwise just run him as a captain on a bike with a relic blade and artificer. Or if you can plan it right, he can leave bike squad and join the termies just as they hit assault - hit & run TH/SS termies FTW!

Attack bikes I would run in each bike squad as well as 3 in a FA slot. They are a great firebase.

LR Redeemer is a great choice, I was just suggesting putting the money into bikes instead as you already had a Crusader.


"We didn't underestimate them but they were a lot better than we thought."
Sir Bobby Robson 
   
Made in au
Hurr! Ogryn Bone 'Ead!







Ruminator - you caught me out ! lol i was thinking blood angles - thank you for picking it up

W/L/D
5/2/0 2500
5/1/2 2500 http://www.dakkadakka.com/wiki/en/XIV%20Legion%207th%20Company

2nd edition: Blood Angels
3rd edition: Imperial Guard
4th edition: Iron Warriors
5th edition: Death Guard
6th & 7th edition: taking a break - power creeep (lethality of game) became too hot to handle 
   
Made in us
Noise Marine Terminator with Sonic Blaster





Moon Township, PA

Hey, I was doing some fluff homework on the White Scars. I picked up some things, can anyone comment to or add:

1. No dreadnoughts. No devastators. Period. Ever.
2. Lots of land speeders, bikes. Tanks... not so much.
3. No heavy weapons in your tac squads.
4. Assault marines = more gooder also.
5. If you go drop pod, everyone goes drop pod. Not sure about this one, but we'll go with it.

So, while wanting to keep in line with the fluff, but not completely hamstringing myself, what are my options?

Also, after going through my "extra" marines, I discovered I had quite a bit more laying around than I initially thought. I am trying to put to use.

Assault Terminators - will have 5. 2 TH/SS, 3 LCs. Plan to paint white and red, stick in an outflanking Land Raider and wreck face. This seems to fall in line with White Scar overall strategy.

Chaplain - have one on bike, one in terminator armor, one with a jump pack. Don't really have any identifying marks on the termie and jump pack, so plan to keep them neutral for use with either of my SM armies. Bike will become a white scar chaplain so he may speak the litanies of hate in Mongolian.
Vanguard Vets & Sternguard Vets - have 5 of each. I think I am going to keep the Sternguard with my Raven Guard. As for the Vanguard, they could fit in with either. But, the question I have is will I ever really use?

Assault Marines - have one squad. No issues. Fit fluff.

Land speeder Storm + 5 scouts with shotguns - seem to fit in perfectly.

Techmarine - I have one techmarine on foot. On the surface, I would think they would obviously need one to help with maintenance, etc. But, I think this comes down to will I ever really field this guy? Plus, I have 4 or 5 servitors I have dubbed the cobweb squad, for obvious reasons. Was also thinking about making a MotF with a conversion beamer on a bike. Not sure about fluff here, but it seems the only list where it might fit. Just a random thought, not sold on it.

Scouts with sniper rifles - OK. I am struggling with this one. Sitting still with a rifle and picking enemies out from a distance does not seem to mesh with the White Scar mentality. Should I just not even bother with these guys? Or, would they represent the advance team getting eyes on the objective prior to the battle? Maybe they are serving in time out for being bad marines and this is the WS equivalent of the Breakfast Club?

Now that I have a better idea of my inventory, what needs to be added / purchased?

HAVE:
12 bikes (don't worry about special weapons, they will be handled)
2 Attack bikes w/ MM
1 Land speeder
1 Land Speeder storm
5 Assault scouts
9 Scouts with sniper rifles
11 Assault Marines
10 man tactical squad
5 Assault Terminators
5 Vanguard Vets
1 Chaplain w/ JP
1 Chaplain w Terminator Armor
1 Chaplain w/ bike

PLAN TO PURCHASE
Ravenwing Kit (6 bikes, 1 Attack Bike, 1 LS)
1 Land Raider Redeemer
1 Razorback
1 Khan type model (White Scar commander converted?)

With the above, what would be the ideal 2,000 White Scar list that is effective, yet still holds to the fluff? Is there anything else I should be picking up?


 
   
Made in us
Been Around the Block




Also in the desert

Here's a White Scars blog I like: http://whitescars-army.blogspot.com/

It may answer a few questions, or provide additional inspiration. You may want to consider running a Librarian on a bike, though I'm unsure about the White Scars Fluff regarding psykers.

As far as purchases go, the Command Squad box offers up some pretty decent bits. I used the bits from mine for conversions, adding special weapons models, etc. The Company Champion bits alone could make a pretty decent Captain on a bike when paired with bike legs from the Ravenwing box: use the chest, head, shoulder pads and power sword bits from the Champion and add the robed bike legs bits from the Ravenwing box (and of course a bike) along with a left "bike arm." You'll also have plenty of additional unique bits, plus you can make an Apothecary if you decide to run a command squad on bikes.

The desired effect is what you get when you improve your interplanetary funksmanship.

http://thebluethumb.blogspot.com/ 
   
 
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