HoundsofDemos wrote:Even without a bike heavy list, White scars are still a good tactic, hit and run is a very powerful ability for marines. Most of our units don't want to be in combat but are decent at lasting the first round, so a 2/3s chance to run and shoot next turn is awesome
That is a good point. Most of the time I have used Skyhammer, I have utilized the IF Chapter Tactic, as not only get rerolls with Bolter Weapons when I run them with Hvy. Bolters awesome against Tyranids, Orks, etc., but getting Tank Hunter with Multi-Meltas is also a very nice thing to have. Plus it is point friendly compared to the Grav-Cannons. Hit& Run would benefit the Assault Marines a lot more, however only thing I am not sure about that is that the whole purpose of the Assault Squads is to get stuck in and to keep opponents/units busy to protect them from being shot up the following turn. Plus, Regular Assault Marines only have access to Flamers for special weapons. Had they been able to take Melta and Plasma gun like there Blood Angel Counter-Part, then I could see the Hit & Run being more effective, but I am new to them at this point.
Besides that, I am also considering using just regular Drop Pod units with my White Scars, such as
Tac Squads, to sow confusion and get some units right into my opponents face turn 1x. Plan not to run Dreadnoughts, as it goes against White Scars Fluff and I am already pushing it by planning to use Devastator Marines, as White Scars do not utilize a lot of Heavy Weapons. Basically, should I keep more of the Drop Pods I have or only keep enough to run a Skyhammer Annihilation Force here and there? That's basically the only thing I am still deciding on.