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Made in us
Dakka Veteran






Hey mates. As it stands I am looking to go the rout of the Sons of the Khan for my SM Army and as it stands while I know a lot about their fluff and their background, I know little of them when it comes to this current edition. Am looking for any fellow Veteran White Scar players or opponents who have played against them in order to gain some insight into what is a good way to start building an Army of them and what units are the best utilized to make them live up to their potential. Not a competitive gamer overall, but I would like to be able to field and army that is both fun, sticks to their fluff, and one that can be competitive on the tabletop. From looking at them from a standpoint:

* Chapter Tactic White Scars - Lightning Assault: Units with this tactic advance +2" (Bikers end up advancing 8"), and can charge after falling back.
* Stratagem: Born In the Saddle (1 CP): One biker unit can advance, shoot, and charge in the same turn.
* Warlord Trait: Deadly Hunter: Each time he successfully charges, roll a D6. On a 4+, the enemy unit takes a mortal wound. And his Chapter Tactic allows him to charge after falling back, triggering the mortal wound again and again and again.
* Relic: Mantle of the Stormseer: Psykers only, he bearer adds +1 when attempting to manifest the Smite power.
* Special Character: Kor'sarro Khan, Adds +1 Strength to ALL White Scars units within 6 inches of him in the Fight Phase. Nothing fancy but works great with a Bike Squad of Company Vets kitted out for CC.

Overall, the White Scars and everything related to them basically screams that utilizing a fast army that hits hard in CC and one that can get in your opponents face turn 1. With that being the case, I am still open to advice and discussions on the Sons of the Khan so feel free to share your thoughts and I appreciate the help mates.
   
Made in us
Never Forget Isstvan!






Pure white scars is hard to go with. You can definitely utilize them in an outrider or supreme command detachment well however.


I love scars, they were my main army in 5th, but atm in 8th they are a bit weak. Bikes in general got weaker by loosing jink. The +1 wound doesnt make up for that loss (and old hammer of wrath).


For funsies i'd run a supreme command with Khan, a Libby, and a Chaplain on a bike with some company vets kitted out with them.

Take raven guard to back them up for some durable backfield shooting and scoring units and you got yourself a good army.

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Made in us
Preacher of the Emperor





Denver, CO, USA

Im definitely down to knock around ideas on how to run White Scars. I haven't played them much, and mine are in a state of disrepair. That'll be my next army, at least in part.

Things I'm interested in: shooty bikes vs. choppy bikes, Dev squad loadouts, bike Librarians and Chaplains, Scout bikes, Speeders. I haven't ever done Marines in a big way, so I'm open to suggestions.

   
Made in us
Preacher of the Emperor





Denver, CO, USA

So maybe the obvious first question is how to run bikes with White Scars CT. Minimum squads with special weapons can position for optimal shooting, especially with 3x melta. Bigger squads kitted for melee can enjoy the every turn charge. At least one big squad should be around to use the stratagem. And somebody needs to run with the Khan, although that might be best with a bike command. So what's the core loadout?

   
Made in us
Preacher of the Emperor





Denver, CO, USA

Does the advance + shoot strategem make a triple melta attack bike squad worth a look?

   
Made in us
Preacher of the Emperor





Denver, CO, USA

Okay, in an effort to boost this idea, here's a rough list. Roughly 2k, haven't looked at relics or much in the way of specific weapon loadout. Also somewhat constrained by my collection.

Battalion:
Khan on Bike
Scouts w/ ML
Sniper Scouts w/ HB
Shotgun Scouts
LS Storm w/ AC

Outrider
Chaplain w/ jump pack
Assault w/ JP & Plasma
3x MM Attack Bikes
Min Scout Bikes

Outrider
Librarian on Bike
Co Vets on Bikes (melee)
3x MinMax Bikes w/ Specials

   
Made in us
Longtime Dakkanaut




I have been looking at white scars pretty hard recently and what I see is that they are an awesome faction, but their current rules do not help bikers as much as other things like assault marines or tacticals.

The +2" to advance helps units that don't move fast or have access to assault weapons more than bikers.

The back out of combat but can still charge helps assault oriented units.

Bikers are neither of these. And that doesn't fit their fluff. Come on gw, did you guys really look at this before coming out with the sm codex or did you just want to get something out there first?

If we took bikes as "assault tie up units" who's job was to simply keep shooting options from being able to shoot, then back out during our turn so fire Support could fire then have us charge back in I can see it. It would take some finesse but it could be quite effective. But it's not the end all faction system that other chapters get.

Still, from a "I have no dog in this fight yet" I think it's tactically better than ravenwing jinx. Their big saving grace is access to so much plasma.

This message was edited 2 times. Last update was at 2018/02/04 05:48:03


 
   
Made in us
Chaplain with Hate to Spare





Sioux Falls, SD

White Scars Tactics now actually lend themselves better to Jump Pack units, since they basically operate freely even when falling back. So look into Assault Squads instead of Bike Squads. I know it butchers the fluff, but it is the case with Imperial Fists as well. GW screwed up good with some of the Chapter Tactics.

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