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Made in gb
Irked Necron Immortal




gravesend kent

HQ

khan 150pts
moondraken

command squad 355pts
bikes
5 grav guns

troops

5 bikes 205pt
vet sergeant
melta bomb
2 melta guns
combi melta
attack bike with multi melta


5 bikes 205pt
vet sergeant
melta bomb
2 melta guns
combi melta
attack bike with multi melta

5 bikes
vet sergeant
melta bomb
2 melta guns
combi melta

scouts 230pts
bolt pistol and chainsword
camo cloaks
melta bomb
land speeder storm with heavy flamer

scouts 230pts
bolt pistol and chainsword
camo cloaks
melta bomb
land speeder storm with heavy flamer

Elites

sternguard vets 205pts
2 combi melta
2 combi plasma
melta gun
drop pod

khan goes with the command squad as they are on bikes they can move and still fire 3 grav shots each the scouts in storms are there to capture objectives the bikes cant up in ruins aswell as ones in my half of the board the vets go after MC's and light/heavy vehicles so what could be changed or would make the list better?

6th ed w/l/d
=3000pts 39/19/2
The Mavelance Dynasty=4000pts 28/42/6

short stories:
http://www.dakkadakka.com/dakkaforum/posts/list/558468.page
http://www.dakkadakka.com/dakkaforum/posts/list/0/558967.page#6170866
http://www.dakkadakka.com/dakkaforum/posts/list/559971.page 
   
Made in nl
Regular Dakkanaut




I'd try and make the command squad a little more survivable because at the moment any chance some gets they will blast it off the table then that's goodbye 500pts and all it is is 5 t5 guys and khan. I'd add 2 storm shields make them a lot tougher to crack and then I'd try and take more grab and less melta. Meltas put you within 12 inches which means what your shooting at if infantry only needs a 6" charge next turn. I'd run the command with gravs and 2 bike squads with grav then one melta squad
   
Made in gb
Neophyte Undergoing Surgeries




Reading

I agree with bobmgee - adding an apothecary into the command squad makes it more survivable.

I would drop the vet sergeants and take regular sarges, unless you plan on giving them a power weapon. This would also give you enough points to take grav/plas (use magnets) on your bikes


 
   
Made in gb
Steady Space Marine Vet Sergeant





United Kingdom

First things first, your points are off. The scouts at 230pts is wrong, I think you ment 130? And the Command Squad is wrong too. It should be 240. It looks like typos, as the correct numbers totals 1500.

As for the list, I think it's passable as it is. There are, however, a few things i'd do differently.

The idea of the scouts grabbing top floor objectives is good. But realistically, there isn't going to be many top floor objectives (if any). After all, you get to place around half of the objectives so if you place objectives outside, near a multi-floor ruin, that should deny the ability to place objectives inside the building. I'd keep one of the scout squads, but the other one could be dropped.

I'd also question the attack bikes. You could run 4 bikes + attack bike, saving you 21pts on a normal bike or 5 bikes saving you 55 points on the attack bike. I would probably go with option 2. I mean, with your fast moves and hit and run, you'd manage alright with getting up close. Besides, even if your melta's whiff (which, lets face it, they do), you have meltabombs, so the closer you get the easier the charge is.

Sternguard seem a little out of place in this list. I understand how compelling a melta suicide DP unit is, but the plasma is wated. Plasma and Melta have very different targets. Identify these targets and decide which you want to kill. If you go with melta, i'd consider 2 meltaguns and 1 combi-melta. By definition, this suicide squad is going to die, so having MGs that can be shot more than once forces the enemy to deal with them, and seeing as they cost the same why not just go for it? For that rare occassion they survive a round of fire.

How do you deal with anti-air? The dreaded hell-turkey will ruin your day. Maybe a Stormtalon could be included if a unit of scouts were removed.

Anyway, thats how I see it, I look forward to seeing where you go with the list

Zambro

This message was edited 1 time. Last update was at 2013/09/26 19:07:27


   
Made in gb
Irked Necron Immortal




gravesend kent

thanks yea i meant 155pts for each scout squad not 230 and ive seen people when they play white scars through objectives high up to prvent bikes getting them so they are there to get them but yea may take just one get a hunter for AA but im taking the vets for those good bolter rounds so taking combi allows me to keep them

6th ed w/l/d
=3000pts 39/19/2
The Mavelance Dynasty=4000pts 28/42/6

short stories:
http://www.dakkadakka.com/dakkaforum/posts/list/558468.page
http://www.dakkadakka.com/dakkaforum/posts/list/0/558967.page#6170866
http://www.dakkadakka.com/dakkaforum/posts/list/559971.page 
   
Made in gb
Steady Space Marine Vet Sergeant





United Kingdom

 necronspurs2012 wrote:
thanks yea i meant 155pts for each scout squad not 230 and ive seen people when they play white scars through objectives high up to prvent bikes getting them so they are there to get them but yea may take just one get a hunter for AA but im taking the vets for those good bolter rounds so taking combi allows me to keep them


Not sure where your getting the number 155 for the scouts? I work it out to be 130. 55 for unit. 2ppm for cloaks (10). 5 for meltabombs. LSS for 60 and heavy flamer for free. Making it 130. I just checked, it's 155 points in the old codex. You should really look at getting the newest one

I'm not sold on the Hunter for anti-air. A single shot at S7 armour bane seems a little risky. albeit you get a 1/3 chance to hit again if you miss, but it still might not do much.

And keeping the bolters on the sternguard would be a decent idea. Just maybe remove the combi-plasmas? It'll save you 20 points. If your melta is shooting something, then you're wasting plasma. May as well save a few points.

Zambro

   
 
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