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![[Post New]](/s/i/i.gif) 2013/12/25 06:23:50
Subject: The Hunts Resumes
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One Canoptek Scarab in a Swarm
Mobile, AL
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Ever since the SM codex dropped, I have been working on a White Scars army with Dark Angel allies. Up for review today is my latest incarnation of the army concept. Over the next few days, I will post my original list.
HQ (White Scars Main Detachment):
1. Khan (with Moondrakkan) - 150 pts
2. Chapter Master - 265 pts (Artificer Armor, Thunder Hammer, The Shield Eternal, Bike, Auspex, Digital Weapons)
3. Command Squad - 210 pts (Apothecary, 4x Grav Guns, Bikes)
Troops (White Scars Main Detachment):
1. Bike Squad - 145 pts (2x Grav Guns; Sgt w/Combi-Grav)
2. Bike Squad - 145 pts (2x Grav Guns; Sgt w/Combi-Grav)
3. Bike Squad - 145 pts (2x Grav Guns; Sgt w/Combi-Grav)
4. Bike Squad - 145 pts (2x Grav Guns; Sgt w/Combi-Grav)
5. Bike Squad - 145 pts (2x Grav Guns; Sgt w/Combi-Grav)
HQ (Dark Angels Allied Contingent)
1. Librarian - 155 pts (Psyker Mastery Level 2, Bike, Force-Axe, Power Field Generator, Auspex)
2. Techmarine - 145 pts (Power-Axe, Servo-harness, Auspex, Power Field Generator)
Troops (Dark Angels Allied Contingent)
1. Scouts - 98 pts (7x Sniper Rifles, Camo Cloaks)
Fast Attack (Dark Angels Allied Contingent)
1. Ravenwing Black Knights - 252 pts (6x Black Knights; 2x Grenade Launchers)
Basic Outline:
1. Always take at least one power in Divination (i.e., Prescience); I personally love to take Telepathy as the second power so I can get Psychic Shriek.
2. Attach the DA Librarian and Khan to the White Scars Command Squad.
3. Attach the White Scars Chapter Master and DA Techmarine to the Ravenwing Black Knights squad.
4. Bolster the terrain the DA Scouts occupy with the DA Techmarine's Bolster Defences ability.
5. Maintain 3" coherency with the DA HQ's as they have Power Field Generators (learned to take the PFG after getting my ass handed to me by Tau).
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This message was edited 1 time. Last update was at 2013/12/25 06:24:57
When convention and science offer us no answers, might we not finally turn to the fantastic as a plausibility? |
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![[Post New]](/s/i/i.gif) 2013/12/25 11:40:00
Subject: The Hunts Resumes
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Huge Hierodule
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Hun, a std bike/grav gun army.
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was censored by the ministry of truth |
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![[Post New]](/s/i/i.gif) 2013/12/25 16:40:46
Subject: Re:The Hunts Resumes
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One Canoptek Scarab in a Swarm
Mobile, AL
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Yes, it is a "standard" bike army. Looking for more in-depth critiques as well.
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When convention and science offer us no answers, might we not finally turn to the fantastic as a plausibility? |
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![[Post New]](/s/i/i.gif) 2013/12/25 16:53:57
Subject: Re:The Hunts Resumes
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Ork-Hunting Inquisitorial Xenokiller
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IMO change the black knights to biker command squad ,It will save you enough points to toss some upgrades around or give your tech marine a bike .Also If possible give the tech marine different power weapon since he already has a powerfist
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![[Post New]](/s/i/i.gif) 2013/12/25 17:49:07
Subject: The Hunts Resumes
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Regular Dakkanaut
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Would you consider changing the squads weapons around? Even just two squads to melta would help vs vehicles. Plasma might also be worth putting on a squad for reliability aake.
Grav guns are really good, but I've never believed in spamming it because someday you're going to face tyranids or orks and be wounding everything on 6s
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![[Post New]](/s/i/i.gif) 2013/12/25 17:53:40
Subject: Re:The Hunts Resumes
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Ork-Hunting Inquisitorial Xenokiller
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Im not sure on the math but 6 grav shots might be better then 2 melta at taking out AV since grav glances on a 6 and immobilized. Plus you have the extra range
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![[Post New]](/s/i/i.gif) 2013/12/26 00:42:38
Subject: Re:The Hunts Resumes
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One Canoptek Scarab in a Swarm
Mobile, AL
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azgrim wrote:IMO change the black knights to biker command squad ,It will save you enough points to toss some upgrades around or give your tech marine a bike .Also If possible give the tech marine different power weapon since he already has a powerfist
Changing the Tech-marine's power axe to a power weapon is a good thought. As far as dropping the Black Knights squad to take a DA Command Squad, I am aiming to use the Black Knights as a 1-2 punch in the shooting phase and ensuing close combat phase (use the Rad Grenade's -1 toughness ability in conjunction with the White Scars Chapter Master).
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When convention and science offer us no answers, might we not finally turn to the fantastic as a plausibility? |
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![[Post New]](/s/i/i.gif) 2013/12/26 01:35:05
Subject: The Hunts Resumes
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Ultramarine Chaplain with Hate to Spare
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If you switch the BlackKnights to Rave wing Command you get the same unit for less points. Allowing for other upgrades like an apothecary.
With the Grav command and the black knights do you really need 15 more Ap2 weapons (i.e. 45 Ap2 shots). Grav is great and not bad against vehicles but without amps it is not greatly efficient at that job so perhaps throwing some melta into the squads would help more. Maybe 2-3 melta squads gaining you another 20-30 points too.
Other than that I assume its a typo and the techmarine does have a bike?
Looks very solid overall though.
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![[Post New]](/s/i/i.gif) 2013/12/26 03:00:53
Subject: The Hunts Resumes
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Storm Guard
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So I'm assuming the tech marine goes with the scouts? I didn't see a bike on him
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