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Good allies for White Scars; BA, DA or SW?  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
Quick-fingered Warlord Moderatus






So for my Guardians of the Covenant White scars, I'm wondering what kind of allies would be best. I already tried DA, but aside from a librarian on a bike providing only one squad a buff, they don't do a lot. Even the Darkshroud just strait up dies sometimes even with a 2+ cover save!

So, for around 270pts, i was thinking of trying out different allies. Made some ideas for a list

DA original allies:

Spoiler:
Librarian on a bike w/ power field Generator: this guy zipped around with a grav command squad providing an invuln save and Presience to that unit. it was pretty good, but the squad always dies in my game anyays.

Tactical squad w/ plasma cannon: always died as they camp an objective. not enough omph i guess.

Darkshroud: Tried to give bikers a 3+ jink, but this thing always seems to be targeted and taken down to easily.A lot of stuff ignores cover anyways...


SW ideal allies:

Spoiler:
Rune priest on a bike: was going to take Divination for the Grav squad, but they already have a bunch of kick ass powers. How many points is the bike anyways? also, this guy can help negate nasty powers.

Grey hunter squad w/ two flamers: Fwoosh goes the guy trying to get my objective!

Maybe second Runepriest if I have enough points?



BA ideal allies:
Spoiler:

Librarian on a bike with presience or other nice powers (see a pattern?)

BA assault marines to try and get Objectives on ruins.


so what do you think?

413th Lucius Exterminaton Legion- 4,000pts

Atalurnos Fleetbreaker's Akhelian Corps- 2500pts
 
   
Made in us
Locked in the Tower of Amareo




If you ally with BA, consider Mephiston as a boogey man for enemy troops.
   
Made in gb
Steady Space Marine Vet Sergeant





United Kingdom

There was a thread in the army list section here.

I really liked it, and think it could be really effective. You might want to look into it

   
Made in us
Drafted Man-at-Arms





Personally, I like the idea of DA allies.

A divination Libby with PFG can help add punch and a little survivability as well as fearless to a grav command squad. However, my favorite part may be using the Libby to unlock a ravenwing command squad to accompany either a tooled up combat character or khan (should you decide to go that route). Unfortunately a chapter master sounds ideal, but then we would lose access to the command squad. Skilled rider would stack with the white scars chapter tactics to give a +2 to jink for whichever character accompanies them. This could be impressive if you manage to have a dark shroud that can survive nearby, but as you mention in your post that is kind of a stretch. Additionally this melee character would gain scout even without khan.

Another possibility would be to use ravenwing as your main force with samael and white scars as allies. This, however, seems slightly less optimal, because you lose out on some options like khan as a warlord, multiple stormtalons, and multiple thunderfire cannons. The benefit however could be adding samael and his skilled rider and scout to a grav command squad. Additionally, having scoring attack bikes combat squad off could be seen as useful.

There seem to be a lot of interesting possibilities and I guess only time will tell what tends to work or fail. I'd be interested to hear from anyone with more experience playing these so far.
   
Made in us
Dakka Veteran





The one problem I have with allying Libbies from SW and BA is the 5th edition tax you pay for them.

I mean, the base libby costs 35 more, the epistolary costs 60 more, and the bike costs 15 more. Basically, an epistolary on a bike in 5th was gonna set you back nearly 200 points, while doing that in 6th is just north of 100.

For that reason, I'd probably stick with DA, just to avoid paying so much extra.

Troops wise, a tactical squad with a special and combi-special aren't bad in a DP. If it's just a 5 man squad, the cost isn't bad, but with two special weapons you've got a good chance to put out some serious damage on something.

Scouts with snipers work well too, their ability to pin is useful, and rending means they might get lucky against MCs now and then. The big thing with scouts for bikers is that they can potentially pin things shooting at your bikers, while your bikers are making their way towards their opponent.

I'd probably avoid the darkshroud, like you said. Pretty much all the DA flying stuff dies quickly to anyone with any serious preparedness.
   
Made in us
Quick-fingered Warlord Moderatus






I have to say, the more I think about SW, the more i like it.

is it true you can take two per HQ slot?

413th Lucius Exterminaton Legion- 4,000pts

Atalurnos Fleetbreaker's Akhelian Corps- 2500pts
 
   
Made in us
Dakka Veteran





 Tiger9gamer wrote:
I have to say, the more I think about SW, the more i like it.

is it true you can take two per HQ slot?


Yes. You can, and in a primary detachment you can have up to 4, which is pretty sweet.

I'm wondering if they'll keep that in the 6th ed. codex. Cheaper HQs+being able to take 4 per slot = awesome HQ centric lists.
   
Made in ie
Devestating Grey Knight Dreadknight





Limerick

I found the same thing about the Darkshroud. If it gets to move then it is fine with its 2+ cover, but then when it doesn't and you go second it doesn't survive first contact. Not sure if I'll keep DA allies just for something that works only half of the time, as I am really tempted by the Jaws/Grav combo.

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Nosebiter wrote:
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Made in us
Quick-fingered Warlord Moderatus






So tried out my allies of 2 Rune priests, one with divination and the other with JoWW and living lightning.

The jaw priest killed two nobs off a squad that was threatening my flank, and the combined fire made them flee off the board. also he glanced a truck and killed it.


I liked this combo a lot. Particularly with JoWW.

Also, does a runepriest have to take two powers from the rulebook?

Also, does the counter attack thing work if they joined a biker squad?

This message was edited 1 time. Last update was at 2013/10/05 23:33:16


413th Lucius Exterminaton Legion- 4,000pts

Atalurnos Fleetbreaker's Akhelian Corps- 2500pts
 
   
Made in us
Executing Exarch





McKenzie, TN

I am really liking the RW command squad with a EW SS/TH Chapter Master to tank wounds for the unit. They give a great deal of punch and plasma for a relatively low price + grenade shenanigans.

The libby with PFG is useful but I would think about giving him an auspex to reduce the cover save of the unit the grav guns will eliminate by -1.

I personally like to start an ADL in the midfield to give my bikers a 4+ cover save against alpha strikes. If you put a quadd gun on it you could plop the TAC marines (have to move them up to it) or (better) a scout squad behind it.
   
Made in us
Drafted Man-at-Arms





I like that chapter master set up too. However he does come with a drawback as I have to question how you are unlocking the grav command aquad to put the auspex PFG libby into? Seems a little steep to be paying for a total of 3 HQ's & 2 command squads in a single list especially since the chapter master is quite expensive enough to begin with.
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

Well, I'd take the DA detachment. A Darkshroud provides great synergy.

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