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Made in us
Auspicious Daemonic Herald





Fighting a skilled white scars opponent tomorrow. I'm playing daemons with CSM and Renegade allies (so FW is in full effect). What would you suggest I bring and do to defeat the White Scars.
   
Made in au
Death-Dealing Devastator



Melbourne,Vic

Try to surround small units, maybe using cultist blobs, to limit the effectiveness of H&R. Given the Jinking buff, you want to be engaging in CC as much as you can get away with or forcing them to jink with AP3/AP2 shots so that they can't shoot back as effectively.
   
Made in ca
Monstrously Massive Big Mutant





Canada

From my experience in the past few games I've fought the White Scars, everything and anything Ignores cover mutilates them. My Noise Marines with Blast Masters quite effectively obliterated several squads. They are quite costly though, as Im sure you know.

On the Daemon side, we sadly don't have much to deal with the high volume of fire capabilities they bring to the table, however, Skull Cannons are hilarious at delivering and even tieing up models in CC due to their errata granting them ways to defend themselves in CC now. (AP3 to boot!) If you have FW models, for sure take a Fire Raptor Gunship + Reaper Autocannons + Maelefic Ammunition. Cheap, maneuverable and hard to take down with rending on your Reaper Autocannons,

If you want to CC them to death, Take a Juggerlord as per the usual wargear and throw in your Daemon Allies with 20 dogs + 2 Heralds on Bloodcrushers. Herald with Locus + Exalted Reward for Grimoire, the second Herald toting an Axe of Khorne for AP2 at Initiative and give him a Greater Reward for durability.


Life: An incomprehensible, endless circle of involuntary self-destruction.

12,000
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Made in kz
Perfect Shot Dark Angels Predator Pilot




Kazakhstan

Just Helldrake his bikes to death.

Dark Angels ~ 7350pts (about 5800 painted);
Ultramarines ~ 4700pts (about 2700 painted);
Imperial Knights ~ 1300pts (about 800 painted);
Skitarii and Mechanicum ~ 2000pts (about 1800 painted);
Assassins ~ 850pts;
Tyranids ~ 2000pts 
   
Made in gb
Stubborn Dark Angels Veteran Sergeant






Dogs with a juggerlord should work well, and help counter his board control, also whitescar str 8 shooting tends to be quite close range.

Heldrakes of course work wonders vs bikes, but its a balance between losing early game control against late game damage potential. If he has Khan he will be all over you, and your dakes still might not have arrived.

Soul grinders are always good, but I would give them some shooting weapons due to the inevitable gravspam. They are more resilient than most vehicles against it though, and quite dangerous for meltagun units to engage.
   
Made in us
Regular Dakkanaut




Obviously hard to find super-heavies on short notice, but if you're already using IA13, the best thing to have would be a Typhon. It's basically "remove one squad per turn" against bikes.

Beyond that, Khorne stuff. Bikes are about the only time Khorne Daemons are worth their price. Bloodcrushers tear through them. It's also the only match-up I'd ever want to summon Bloodletters in.
   
Made in us
Noise Marine Terminator with Sonic Blaster





Moon Township, PA

As stated above, blast masters and doom sirens would help immensely here. (Sonic blasters, while ignoring cover, still give them an armor save.... so the point is moot).

Despite what the internets said, I used to run 5 man squads of noise marines (with one blast master) inside a rhino with a havoc launcher. These would hug the back edge of the board and still be able to hit most targets. I would normally run 3 of these with one large blob of sonic blasters guarding mid board. Again, the internets told me this was silly. However, dropping 3 str 8 ap3 small blasts and 3 str 5 small blasts from 48" killed a lot of things. Basic premise was you destroy vehicles from range and then handle the advancing infantry with the sonic blasters.

Prior to the point increase, I would also have 3 defilers. They would hang around the blast masters dropping pie plates and providing a deterrent to getting close to my blast masters.

I've also toyed around with a Slaanesh sorceror to try and get the chaos spell that increases the toughness of sonic weapons. While awesome when it goes off (str 5 salvo weapons? yes please), it was never realiable.

I doubt you are going to be able to keep up with his bikes with anything out of the chaos codex, so your best bet is to have units that can strike from range bubble wrapped by units that can handle bikes in CC.

This message was edited 2 times. Last update was at 2015/01/14 12:45:47


 
   
Made in gb
Prophetic Blood Angel Librarian




3 units of 3 quad bolter rapiers kill an average of 8 bikers a turn between them. For 360pts. I cant think of anything barring a typhon that is that points efficient against bikes. Most Scars armies won't be able to cope with losing 16 biker models in 2 turns to just 360pts of your list. Also puts 4 wounds on smashfecker a turn.
They can cope with the heavy lifting until the helldrakes come in.
3 squads of 3 laser destroyer rapiers with militia training for 210pts with your R&H, should cope with any tanks.
Whilst 4 squads of spawn (3 OS with cov of tzeentch and 1 with mutant overlord) for 220pts should keep him busy.
Juggerlord with AoBF and sigil for 165pts to run with a unit of spawn would be a big threat too.
They all come to 955pts. Leaving you with 895pts to invest in the arch demagogue with cov of Tzeentch + mutant overlord, 2 helldrakes plus whatever troops you want, plus a bit left over, in a 1850pt list. If you go barebones troops of 2 cultists and 2 mutants, you're still looking at over 300pts to play with.
   
Made in us
Daemonic Dreadnought





Eye of Terror

Fire Raptor an option?

If so, take it and watch those bikes go down.

   
Made in us
Unrelenting Rubric Terminator of Tzeentch





Poly Ranger wrote:
3 units of 3 quad bolter rapiers kill an average of 8 bikers a turn between them. For 360pts. I cant think of anything barring a typhon that is that points efficient against bikes. Most Scars armies won't be able to cope with losing 16 biker models in 2 turns to just 360pts of your list. Also puts 4 wounds on smashfecker a turn.
They can cope with the heavy lifting until the helldrakes come in.
3 squads of 3 laser destroyer rapiers with militia training for 210pts with your R&H, should cope with any tanks.
Whilst 4 squads of spawn (3 OS with cov of tzeentch and 1 with mutant overlord) for 220pts should keep him busy.
Juggerlord with AoBF and sigil for 165pts to run with a unit of spawn would be a big threat too.
They all come to 955pts. Leaving you with 895pts to invest in the arch demagogue with cov of Tzeentch + mutant overlord, 2 helldrakes plus whatever troops you want, plus a bit left over, in a 1850pt list. If you go barebones troops of 2 cultists and 2 mutants, you're still looking at over 300pts to play with.


God you make me want IA:13 so bad. Forgeworld should give you commissions.

"Backfield? I have no backfield." 
   
Made in gb
Prophetic Blood Angel Librarian




Haha! It's just sooooo good!
   
 
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