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![[Post New]](/s/i/i.gif) 2019/11/23 02:11:12
Subject: White Scars
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Regular Dakkanaut
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So looking at the misted played chapters awhile ago it seems to me that the White Scars are the least played.
I never see them locally and online very rarely wonder why.
Also looking at GW website there upgrade kit is the only one still available to like the other new ones that are temporarily out of stock.
It’s strange to me as I do like them and I would have thought more people would collect them they have a good paint scheme and lore.
Hta are you’re thoughts on this?
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Welcome to clown town. |
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![[Post New]](/s/i/i.gif) 2019/11/23 02:39:54
Subject: White Scars
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Ultramarine Chaplain with Hate to Spare
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Historically theyre the the least 'known about' first founding chapter. Also painting white marines is really really hard.
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![[Post New]](/s/i/i.gif) 2019/11/23 02:46:19
Subject: White Scars
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Longtime Dakkanaut
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The people playing White Scars are mostly people who were fans of them before the codex update, anyone jumping into Marines now that they're the new hotness is looking at Iron Hands or Imperial Fist. Or Ultramarines or Ravenguard.
Personally I really like the toolbox that White Scars has available. They have a pseudo-deepstrike strat that's great on Centurions, the blanket advance and still charge rule is a thing of beauty on Veteran Bikers, I honestly think they got the best spread of relics* and possibly the best psyker discipline of any chapter, and their strats are pretty good overall. They encourage some lists that no other chapter would look at, and that's a good thing.
* Not necessarily the best individual relics, but the highest proportion of relics worth using.
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![[Post New]](/s/i/i.gif) 2019/11/23 03:15:29
Subject: Re:White Scars
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Commander of the Mysterious 2nd Legion
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A few reasons.
1: Painting white is hard.
2: they get a lot less Ink then some of the more well known chapters
3: transfers, upgrade packs etc for them where, until recently hard to come by.
4: Did I mention painting white is difficult?
5: Rule are also important, white scars have in 8th edition been one of the weaker chapters and this'll influence choice. You heard a lot more about white scars back in 6th/7th edition when bike lists where the best way to run Marines.
6: what little is known about them, hasn't felt all that deep. one note chapters have less of a draw (That said there is some fantastic stuff about the scars out there, the HH books featuring them are AMAZING)
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Opinions are not facts please don't confuse the two |
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![[Post New]](/s/i/i.gif) 2019/11/23 03:50:33
Subject: White Scars
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Dakka Veteran
Dudley, UK
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There's also the sense that their thematic schtick from ages past (Bikes! Speeders! Assault!) isn't well represented by the Primaris range, which combines poorly with extant anxieties around the old marine range and sustainability...
...Scars remains an awesome book, though.
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This message was edited 1 time. Last update was at 2019/11/23 03:52:02
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![[Post New]](/s/i/i.gif) 2019/11/23 14:22:55
Subject: White Scars
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Regular Dakkanaut
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Thanks for the replies. It’s a shame they aren’t seen more.
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Welcome to clown town. |
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![[Post New]](/s/i/i.gif) 2019/11/23 15:07:16
Subject: White Scars
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Fixture of Dakka
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3ed turn activation doctrin is not going to help any army be popular.
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If you have to kill, then kill in the best manner. If you slaughter, then slaughter in the best manner. Let one of you sharpen his knife so his animal feels no pain. |
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![[Post New]](/s/i/i.gif) 2019/11/23 16:23:28
Subject: Re:White Scars
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Longtime Dakkanaut
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Excuse to rant and explain taken...
I play White Scars, and all of the above posts are correct. Here is my list of reasons just to add on (some are absolutely repeats);
Their Chapter Tactic and Doctrine bonus has issues and it has to do with a contrast between its usefulness, 8th edition game design and the traditional white scars fluff. The ability to fall back and charge or advance and charge can be really really good...
The second half of the trait, though...bikes and speeders ignore heavy weapon penalty makes me laugh. Bikers CANNOT take heavy weapons, so really we're down to attack bikes and speeders. TWO UNITS in the entire codex benefit from a chapter trait? is that really a chapter trait? Just mail it in GW. Thought process: Oh, it needs to help bikers...so, this crap rule works! NO IT DOESN'T! BUT...that all ranted, for a throw in, it DOES help speeders and attack bikes...just please, something better. The old run people over Mortal wounds on a 6 when they charge as a trait (instead of a strat that is weaker than the basic marine codex assault marine one as a note another rant...) would have been far better.
First, I will mention the issue with the doctrine, because please remember it applies to my following arguments.
The doctrine doesn't help until turn 3. This game is designed to do massive damage in turns 1-2. Yes, most games turn 3 still matters for VP etc, but your units are 50% (or more off the table) so the assault doctrines universally are less effective than the others. So your doctrine ability sucks compared to others. Let me rant: Why GW did not give the White Scars similar Strats to Ultras (one unit uses doctrine turn 1, speed up doctrine etc) remains a mystery that shows poor design and not enough actual gameplay.
Advance and Charge, fall back and charge: Great for melee armies.
Unfortunately, White Scars fluff is for bikes and speeders, which do not fit the chapter tactic well. Bikers are worth their points because they have decent mid-range shooting (both for damage and range) AND can get long charges off. Unfortunately, to use the chapter tactic, you lose the shooting, and suddenly your unit is half as effective as it should be OR the tactic is wasted because you didn't need to advance to charge. This is partially mitigated by Stratagems that let them advance and shoot, then charge. Add to this that bikers are only okay in melee (hey I like 3 attacks on a charge, but your only decent AP is the sgt's choice, otherwise the best bike melee units are found in the indexes, something not appealing to new players). This gets compounded for new players who want to run primaris, who basically have zero units that fit the fluff/trait for White Scars.
In short, the chapter tactic is good, for assault marines, vanguard vets, ironclad dreadnaughts, etc (hey, I know I missed a few.). Units not generally in the fluff but certainly part of any army going for this style)
8th edition design.
8th edition design includes the need to draw in the CCG generation of players (wisely). Those players are used to card match ups, fast games, and have no loyalty to faction/unit/fluff. This is not an attack, but a generalization that is exactly that, a generalization that does apply. For this reason, 8th edition has maxed out lethality which means shooting from turn 1. Alpha strike has grown worse from an edition where it already decided games. So, this edition places a premium on first turn damage, very short game length, and units removed post haste. None of this supports White Scars style, traits, doctrine. Players see White Scars, and set-up gunline on table edge, because their primary goal will be to mitigate turn one charge. This is not an absolute, and I play objectives well and win many games because of this...but...it happens.
The same choice to draw in those players has pushed supporting the painting hobbying side of 40k to the backburner for GW (again, no judgement intended, it is a business). White Scars definitely fall under the category of army beloved by the hobby side of the game. Not the tournament, netlisting, most efficient unit or it's out side. Now, before people attack, yes I agree these can overlap completely and absolutely do, but the overlap contains a small % of players (of which I am one).
I have played a white scars army which mixes bikers (3 units) with assault marines types (1 vanguard, 1 assault) two dreads (ven and ironclad) and scouts for many editions and loved it. But, with the doctrine choice now, I run them as successors, and choose my own (so far I've tried Artisans because MSU loves that one) and Whirlwind of death to beef up melee. I also plan the bolterstorm reroll 1's.
In short, the basic Marine Codex makes you a better White Scars army (not knocking advance and charge, it is great) than the White scars codex. Successor lose the specific character, and Khan on bike (who is decent and spear decent, but...Thunder hammer or teeth of terra relic makes up for it IMO) and that is all. You get the warlord traits, relics (choice of any for 1 CP) and the cool psychic powers. Fluff is the only reason to play straight White Scars ( a reason I have forever and I talked about that above).
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Keeping the hobby side alive!
I never forget the Dakka unit scale is binary: Units are either OP or Garbage. |
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![[Post New]](/s/i/i.gif) 2019/11/23 17:05:04
Subject: White Scars
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Decrepit Dakkanaut
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Voltan wrote:Thanks for the replies. It’s a shame they aren’t seen more.
They're seen way more now than in the past, which was practically never.
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![[Post New]](/s/i/i.gif) 2019/11/23 17:17:10
Subject: Re:White Scars
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Regular Dakkanaut
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edwardmyst wrote:
Excuse to rant and explain taken...
I play White Scars, and all of the above posts are correct. Here is my list of reasons just to add on (some are absolutely repeats);
Their Chapter Tactic and Doctrine bonus has issues and it has to do with a contrast between its usefulness, 8th edition game design and the traditional white scars fluff. The ability to fall back and charge or advance and charge can be really really good...
The second half of the trait, though...bikes and speeders ignore heavy weapon penalty makes me laugh. Bikers CANNOT take heavy weapons, so really we're down to attack bikes and speeders. TWO UNITS in the entire codex benefit from a chapter trait? is that really a chapter trait? Just mail it in GW. Thought process: Oh, it needs to help bikers...so, this crap rule works! NO IT DOESN'T! BUT...that all ranted, for a throw in, it DOES help speeders and attack bikes...just please, something better. The old run people over Mortal wounds on a 6 when they charge as a trait (instead of a strat that is weaker than the basic marine codex assault marine one as a note another rant...) would have been far better.
First, I will mention the issue with the doctrine, because please remember it applies to my following arguments.
The doctrine doesn't help until turn 3. This game is designed to do massive damage in turns 1-2. Yes, most games turn 3 still matters for VP etc, but your units are 50% (or more off the table) so the assault doctrines universally are less effective than the others. So your doctrine ability sucks compared to others. Let me rant: Why GW did not give the White Scars similar Strats to Ultras (one unit uses doctrine turn 1, speed up doctrine etc) remains a mystery that shows poor design and not enough actual gameplay.
Advance and Charge, fall back and charge: Great for melee armies.
Unfortunately, White Scars fluff is for bikes and speeders, which do not fit the chapter tactic well. Bikers are worth their points because they have decent mid-range shooting (both for damage and range) AND can get long charges off. Unfortunately, to use the chapter tactic, you lose the shooting, and suddenly your unit is half as effective as it should be OR the tactic is wasted because you didn't need to advance to charge. This is partially mitigated by Stratagems that let them advance and shoot, then charge. Add to this that bikers are only okay in melee (hey I like 3 attacks on a charge, but your only decent AP is the sgt's choice, otherwise the best bike melee units are found in the indexes, something not appealing to new players). This gets compounded for new players who want to run primaris, who basically have zero units that fit the fluff/trait for White Scars.
In short, the chapter tactic is good, for assault marines, vanguard vets, ironclad dreadnaughts, etc (hey, I know I missed a few.). Units not generally in the fluff but certainly part of any army going for this style)
8th edition design.
8th edition design includes the need to draw in the CCG generation of players (wisely). Those players are used to card match ups, fast games, and have no loyalty to faction/unit/fluff. This is not an attack, but a generalization that is exactly that, a generalization that does apply. For this reason, 8th edition has maxed out lethality which means shooting from turn 1. Alpha strike has grown worse from an edition where it already decided games. So, this edition places a premium on first turn damage, very short game length, and units removed post haste. None of this supports White Scars style, traits, doctrine. Players see White Scars, and set-up gunline on table edge, because their primary goal will be to mitigate turn one charge. This is not an absolute, and I play objectives well and win many games because of this...but...it happens.
The same choice to draw in those players has pushed supporting the painting hobbying side of 40k to the backburner for GW (again, no judgement intended, it is a business). White Scars definitely fall under the category of army beloved by the hobby side of the game. Not the tournament, netlisting, most efficient unit or it's out side. Now, before people attack, yes I agree these can overlap completely and absolutely do, but the overlap contains a small % of players (of which I am one).
I have played a white scars army which mixes bikers (3 units) with assault marines types (1 vanguard, 1 assault) two dreads (ven and ironclad) and scouts for many editions and loved it. But, with the doctrine choice now, I run them as successors, and choose my own (so far I've tried Artisans because MSU loves that one) and Whirlwind of death to beef up melee. I also plan the bolterstorm reroll 1's.
In short, the basic Marine Codex makes you a better White Scars army (not knocking advance and charge, it is great) than the White scars codex. Successor lose the specific character, and Khan on bike (who is decent and spear decent, but...Thunder hammer or teeth of terra relic makes up for it IMO) and that is all. You get the warlord traits, relics (choice of any for 1 CP) and the cool psychic powers. Fluff is the only reason to play straight White Scars ( a reason I have forever and I talked about that above).
A great summary thank you.
Let’s just hope things change.
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Welcome to clown town. |
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![[Post New]](/s/i/i.gif) 2019/11/23 17:58:58
Subject: White Scars
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Longtime Dakkanaut
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That's quite a rant there edwardmyst and I agree with most of it, but there's a couple of things I feel obliged to point out.
- The second part of the White Scar chapter trait is that BIKER models can advance and fire assault weapons or move and fire heavy weapons without penalty. It does not effect Speeders, it would be a lot better if it did.
- You explicitly mentioned Bikes not being great in melee, and while that's true of regular bikers Company Vets on Bikes is another ball-game. A unit of those things with Thunderhammers can put out a silly amount of damage, and the full combo-wombo can have them advancing 21" and then charging on three dice with +3" to the charge roll and immunity to overwatch. That's 31" on average. Stormshields are probably a better investment but you could take Stormbolters on the unit and be putting 8 shots a model out on other targets before they charge in.
Not trying to counter your position, just making a couple of observations.
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![[Post New]](/s/i/i.gif) 2019/11/23 18:11:20
Subject: Re:White Scars
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Decrepit Dakkanaut
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edwardmyst wrote:
Excuse to rant and explain taken...
I play White Scars, and all of the above posts are correct. Here is my list of reasons just to add on (some are absolutely repeats);
Their Chapter Tactic and Doctrine bonus has issues and it has to do with a contrast between its usefulness, 8th edition game design and the traditional white scars fluff. The ability to fall back and charge or advance and charge can be really really good...
The second half of the trait, though...bikes and speeders ignore heavy weapon penalty makes me laugh. Bikers CANNOT take heavy weapons, so really we're down to attack bikes and speeders. TWO UNITS in the entire codex benefit from a chapter trait? is that really a chapter trait? Just mail it in GW. Thought process: Oh, it needs to help bikers...so, this crap rule works! NO IT DOESN'T! BUT...that all ranted, for a throw in, it DOES help speeders and attack bikes...just please, something better. The old run people over Mortal wounds on a 6 when they charge as a trait (instead of a strat that is weaker than the basic marine codex assault marine one as a note another rant...) would have been far better.
First, I will mention the issue with the doctrine, because please remember it applies to my following arguments.
The doctrine doesn't help until turn 3. This game is designed to do massive damage in turns 1-2. Yes, most games turn 3 still matters for VP etc, but your units are 50% (or more off the table) so the assault doctrines universally are less effective than the others. So your doctrine ability sucks compared to others. Let me rant: Why GW did not give the White Scars similar Strats to Ultras (one unit uses doctrine turn 1, speed up doctrine etc) remains a mystery that shows poor design and not enough actual gameplay.
Advance and Charge, fall back and charge: Great for melee armies.
Unfortunately, White Scars fluff is for bikes and speeders, which do not fit the chapter tactic well. Bikers are worth their points because they have decent mid-range shooting (both for damage and range) AND can get long charges off. Unfortunately, to use the chapter tactic, you lose the shooting, and suddenly your unit is half as effective as it should be OR the tactic is wasted because you didn't need to advance to charge. This is partially mitigated by Stratagems that let them advance and shoot, then charge. Add to this that bikers are only okay in melee (hey I like 3 attacks on a charge, but your only decent AP is the sgt's choice, otherwise the best bike melee units are found in the indexes, something not appealing to new players). This gets compounded for new players who want to run primaris, who basically have zero units that fit the fluff/trait for White Scars.
In short, the chapter tactic is good, for assault marines, vanguard vets, ironclad dreadnaughts, etc (hey, I know I missed a few.). Units not generally in the fluff but certainly part of any army going for this style)
8th edition design.
8th edition design includes the need to draw in the CCG generation of players (wisely). Those players are used to card match ups, fast games, and have no loyalty to faction/unit/fluff. This is not an attack, but a generalization that is exactly that, a generalization that does apply. For this reason, 8th edition has maxed out lethality which means shooting from turn 1. Alpha strike has grown worse from an edition where it already decided games. So, this edition places a premium on first turn damage, very short game length, and units removed post haste. None of this supports White Scars style, traits, doctrine. Players see White Scars, and set-up gunline on table edge, because their primary goal will be to mitigate turn one charge. This is not an absolute, and I play objectives well and win many games because of this...but...it happens.
The same choice to draw in those players has pushed supporting the painting hobbying side of 40k to the backburner for GW (again, no judgement intended, it is a business). White Scars definitely fall under the category of army beloved by the hobby side of the game. Not the tournament, netlisting, most efficient unit or it's out side. Now, before people attack, yes I agree these can overlap completely and absolutely do, but the overlap contains a small % of players (of which I am one).
I have played a white scars army which mixes bikers (3 units) with assault marines types (1 vanguard, 1 assault) two dreads (ven and ironclad) and scouts for many editions and loved it. But, with the doctrine choice now, I run them as successors, and choose my own (so far I've tried Artisans because MSU loves that one) and Whirlwind of death to beef up melee. I also plan the bolterstorm reroll 1's.
In short, the basic Marine Codex makes you a better White Scars army (not knocking advance and charge, it is great) than the White scars codex. Successor lose the specific character, and Khan on bike (who is decent and spear decent, but...Thunder hammer or teeth of terra relic makes up for it IMO) and that is all. You get the warlord traits, relics (choice of any for 1 CP) and the cool psychic powers. Fluff is the only reason to play straight White Scars ( a reason I have forever and I talked about that above).
Bikers can actually take weapons. You forgot completely about Attack Bikes, for one. For two, advancing with Assault Weapons and not facing a penalty is decent once they bring Melta to a correct price.
There's also other units that benefit too. Shotgun Scouts and Assault Intercessors are already strong picks, for starters.
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CaptainStabby wrote:If Tyberos falls and needs to catch himself it's because the ground needed killing.
jy2 wrote:BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.
vipoid wrote:Indeed - what sort of bastard would want to use their codex?
MarsNZ wrote:ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever. |
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![[Post New]](/s/i/i.gif) 2019/11/23 19:25:29
Subject: Re:White Scars
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Longtime Dakkanaut
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Hey, good points! I had forgotten the speeders not included...man that add on trait is such a joke.
I had also forgotten the assault weapons part of the trait. Which can be good. I never run any assault weapons on my bikes so guess it never even comes up (Because they're modeled that way, I have the two plasma guns and two grav guns units, sometimes a combi added to one). I will admit to having an attack bike in two of my biker squads to soak wounds (i Usually cheap them out with hvy bolter). So I am getting to fire that hvy bolter without the penalty. Just...not enough. I want my bikes able to run people over again!!!!
I would also like to remind that I LOVE White Scars (sorry if my post was negative, i was really just trying to sum up why not being played). I think the combo of speed and TAC list for them rules.
My White Scars successor has played 2 (50 PL) tournaments in the last month, and are 2-0-2, taking 2nd place both times. (in 8 person tourneys so not some giant thing, and OBjectives were more important then kill the opponent)
My list was: (remember this is PL. So upgrades free, and the 50PL limit meant real choices to be made and fragile armies for the most part)
2 units of 6 bikes (one chainswords, one with 2 plasma gunners. This had more to do with what was ready and painted, although after playing them, I liked the choices. 24 bolter shots is really good)
a smash captain on a bike
3 5 man scouts (2 snipers, 1 shotguns)
Phobos libby (mostly to try the get a CP power)
ironclad named Obadai who was Hell on wheels and either dominated because ignored, or forced opponent to rewrite strategy (in one game, he destroyed a chaos knight solo in one round of shooting/melee. Luck partly, sure, but doing 5 wounds a hit on 5 attacks with basically only invuln saves is brutal)
venerable dread twinlas/missile.
Scoring objectives through speed netted me ties in two games I had lost the attrition war. Otherwise, I tend to have the right combo of horde shooting plus AT generally through melee to win. (I have stomped a 2 chaos knight list, as well as an armiger soup list, narrowly defeated a necron list (that guy was a really good player) and won an easy victory agains Ultramarines. The other tie was eldar.
@Slayer Fan123: You're right, Melta gets use from the assault portion of the trait. I'd forgotten because melta is so overpriced right now I don't have any of it modeled. But definitely something to look at. As for the rest; I need more clarification from your post as to what you meant. Bikers can actually take weapons? You mean the two shooting options? Because I was talking about melee options (and chainswords aren't what people mean when they discuss effective melee weapons. We mean AP weapons). SGT is it. Remember my point was bikers good because decent at both, which means using the trait wastes half (or IMO more than half their use) or you don't use trait, and it is pointless. I don't think i ignored Attack bikes earlier, I just didn't have anything useful to add. They also get zippo melee options. Shooting options, see above yet again. Also as to shotgun scouts and intercessors, indeed, I get great use out of the first, and the second benefit. My post dealt with traditional White Scars units. Not sure shotgun scouts qualify, but certainly my opinion there, and intercessors are never in any way a traditional White Scars unit. I wish the codex had made them a biker army again. It hasn't.
@ the Newman: I do absolutely see the damage the old vets etc can bring in melee (at a tough price though). But they are index, and going away...why they weren't put in the new codex is frustrating but obvious. No models, no units, because hobbying and bodging your own is no longer supported. I miss the character of the vets on bikes. For me that is really what the White Scars was about. Warriors with individuality on their steed taking heads. It is missed (I know, I can use index, I just don't currently).
Don't even get me started on the named White Scars leader NOT having a bike...Well, I guess that stupidity is so obvious there isn't a need to say anything.
PS: Love the discussion here. Good points throughout.
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Keeping the hobby side alive!
I never forget the Dakka unit scale is binary: Units are either OP or Garbage. |
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![[Post New]](/s/i/i.gif) 2019/11/23 20:22:28
Subject: White Scars
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Wicked Wych With a Whip
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I was looking at White Scars. My current army is a Dread wolf list. As many dreadnoughts as I can fit in which ever chapter is best for dreadnoughts (wolves have shields).
But my best army is dark elfs (in spaaace). I would love to have army wide advance and charge. -1 ap and an extra damage would mean all my combats were done on third turn.
But what I really want are the ways to keep people tied up in close combat. Free attack if someone falls back and you get to consolidate after them? Hell yeah! 3 +d3 consolidate or 6 +d6 on fast units? Oh my god yes! That looks like a game changer to me.
I'm not a loyal white scars player, I want an army that gets in the middle of the other guys forces and ruins their day. Just gets in there and makes a mess of things. Its looks like the Great Khan and his horde can do that.
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This message was edited 1 time. Last update was at 2019/11/23 20:23:12
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![[Post New]](/s/i/i.gif) 2019/11/23 21:34:48
Subject: Re:White Scars
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Longtime Dakkanaut
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@headlss: Good points. Those abilities to hold an opponent in combat have been huge for my Successor chapter. I thought the warlord trait one would be better than it has been though. He destroys things so rarely has something left to fall back. I did use the extra consolidate one (with bikes!) to grab an objective and get one of those ties. I love the flexibility of the army strats etc.
I will say, in only one tournament game did I have a chance at a first turn charge (if I had advance and charge). Almost every player measured carefully to put me out of range, even with the 20" move. So in reality, it was turn two charges either way for me.
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Keeping the hobby side alive!
I never forget the Dakka unit scale is binary: Units are either OP or Garbage. |
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![[Post New]](/s/i/i.gif) 2019/11/23 22:25:21
Subject: White Scars
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Longtime Dakkanaut
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Until GW officially declares that Index-only units aren't legal anymore I'm going to keep playing them. Probably won't build any of them, but melee veteran bikers are as easy as bikes and an Assault Squad box.
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![[Post New]](/s/i/i.gif) 2019/11/26 20:03:00
Subject: White Scars
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Fresh-Faced New User
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White Scars have never really been popular, not really because they're underpowered but because the general schtick is pretty niche. You kind of really want to have bikes to do Scars and hit and run/hyper mobility is a pretty variable force multiplier in a turn based game (without -1 to hit modifiers and the like)
Short game length, turn based and the removal of the fog of war just favors attrition in the end. Everyone gets the same amount of exposure time to return fire per turn and no fog of war makes baiting or striking weak areas hard due to the enemy seeing everything you do.
It is a fun army to play though, just its style is probably better represented in real time.
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This message was edited 1 time. Last update was at 2019/11/26 20:04:31
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![[Post New]](/s/i/i.gif) 2019/11/26 20:31:13
Subject: Re:White Scars
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Focused Fire Warrior
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White scars are probably meh mono in competitive play (in marine meta, your obv gunna stomp crons with marines no matter what you do).
That being said they are easily pound for pound the strongest marine book in marine soup; and its not close. They just require finesse to play and so are overshadowed by stompy powerful IH
Although i'm not entirely sure what my point is, from polls ultramarine seem to be the largest % of players, and they are very underpowered compared to the other supplements + don't offer anything in the meta marine soup builds
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This message was edited 1 time. Last update was at 2019/11/26 20:31:26
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![[Post New]](/s/i/i.gif) 2019/11/27 01:09:36
Subject: White Scars
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Longtime Dakkanaut
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The Ultramarine's super-doctrine takes the limiters off Rapid Fire and Fire Storm and also fixes the stupid fact that all Marine vehicles should all have Power of the Machine Spirit but only a handful of them actually do. That's probably the biggest factor.
Also, I don't know about anybody else but my experience has been that despite how nice having the IH or IF super doctrine on turn one is, I can't help having too many Rapid Fire and Assault weapons to not want to go to Tactical Doctrine on turn two, and unlike IH or IF the UM super doctrine helps all my units.
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![[Post New]](/s/i/i.gif) 2019/11/27 01:15:29
Subject: Re:White Scars
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Commander of the Mysterious 2nd Legion
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Ultramarines are also a great flexable "do everything well" chapter. the other ones tend to force you into a particular build.
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Opinions are not facts please don't confuse the two |
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![[Post New]](/s/i/i.gif) 2019/11/27 12:50:23
Subject: White Scars
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Been Around the Block
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Catulle wrote:There's also the sense that their thematic schtick from ages past (Bikes! Speeders! Assault!) isn't well represented by the Primaris range, which combines poorly with extant anxieties around the old marine range and sustainability...
...Scars remains an awesome book, though.
This. White Scars are probably my favorite first founding Chapter and I thought about collecting them when I got back into the tabletop, but with it being pretty clear that Primaris are the future of the marine line, I haven't done so yet since there are no Primaris Bikes or Speeders and who wants to make a White Scars army without bikes or speeders? Since the new Codex dropped and it doesn't include Primaris Bikes/Speeders and we got Kor'sarro Khan on foot, I'm not even sure they have plans to do so. So until those units are available, I'll wait.
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![[Post New]](/s/i/i.gif) 2019/11/27 19:55:54
Subject: White Scars
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Ancient Venerable Black Templar Dreadnought
Where ever the Emperor needs his eyes
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Cripple X wrote:Catulle wrote:There's also the sense that their thematic schtick from ages past (Bikes! Speeders! Assault!) isn't well represented by the Primaris range, which combines poorly with extant anxieties around the old marine range and sustainability...
...Scars remains an awesome book, though.
This. White Scars are probably my favorite first founding Chapter and I thought about collecting them when I got back into the tabletop, but with it being pretty clear that Primaris are the future of the marine line, I haven't done so yet since there are no Primaris Bikes or Speeders and who wants to make a White Scars army without bikes or speeders? Since the new Codex dropped and it doesn't include Primaris Bikes/Speeders and we got Kor'sarro Khan on foot, I'm not even sure they have plans to do so. So until those units are available, I'll wait.
I want to make them with out BIkes, because the White Scars are about Rapid Assaults in addition to bikes. So highly mobile infantry also are a part of what they do.
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![[Post New]](/s/i/i.gif) 2019/11/27 20:16:38
Subject: Re:White Scars
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Locked in the Tower of Amareo
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Seeing custom paint job that allows chapter jumping based on what models you field has been fashion for years this isn't much of a reason though
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2024 painted/bought: 109/109 |
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![[Post New]](/s/i/i.gif) 2019/11/27 22:43:43
Subject: White Scars
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Commander of the Mysterious 2nd Legion
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Cripple X wrote:Catulle wrote:There's also the sense that their thematic schtick from ages past (Bikes! Speeders! Assault!) isn't well represented by the Primaris range, which combines poorly with extant anxieties around the old marine range and sustainability...
...Scars remains an awesome book, though.
This. White Scars are probably my favorite first founding Chapter and I thought about collecting them when I got back into the tabletop, but with it being pretty clear that Primaris are the future of the marine line, I haven't done so yet since there are no Primaris Bikes or Speeders and who wants to make a White Scars army without bikes or speeders? Since the new Codex dropped and it doesn't include Primaris Bikes/Speeders and we got Kor'sarro Khan on foot, I'm not even sure they have plans to do so. So until those units are available, I'll wait.
wasn't the old korsarro khan mini on foot though?
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Opinions are not facts please don't confuse the two |
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![[Post New]](/s/i/i.gif) 2019/11/27 22:46:02
Subject: White Scars
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Been Around the Block
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VictorVonTzeentch wrote:Cripple X wrote:Catulle wrote:There's also the sense that their thematic schtick from ages past (Bikes! Speeders! Assault!) isn't well represented by the Primaris range, which combines poorly with extant anxieties around the old marine range and sustainability...
...Scars remains an awesome book, though.
This. White Scars are probably my favorite first founding Chapter and I thought about collecting them when I got back into the tabletop, but with it being pretty clear that Primaris are the future of the marine line, I haven't done so yet since there are no Primaris Bikes or Speeders and who wants to make a White Scars army without bikes or speeders? Since the new Codex dropped and it doesn't include Primaris Bikes/Speeders and we got Kor'sarro Khan on foot, I'm not even sure they have plans to do so. So until those units are available, I'll wait.
I want to make them with out BIkes, because the White Scars are about Rapid Assaults in addition to bikes. So highly mobile infantry also are a part of what they do.
Fair point. You could use an Impulsor to move squads about really quickly. I'd definitely like to see a Primaris bike or Landspeeder equivalent though. Why not do both bikes/speeder AND mobile infantry? Win/Win.
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![[Post New]](/s/i/i.gif) 2019/11/27 23:46:16
Subject: White Scars
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Ancient Venerable Black Templar Dreadnought
Where ever the Emperor needs his eyes
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Cripple X wrote: VictorVonTzeentch wrote:Cripple X wrote:Catulle wrote:There's also the sense that their thematic schtick from ages past (Bikes! Speeders! Assault!) isn't well represented by the Primaris range, which combines poorly with extant anxieties around the old marine range and sustainability...
...Scars remains an awesome book, though.
This. White Scars are probably my favorite first founding Chapter and I thought about collecting them when I got back into the tabletop, but with it being pretty clear that Primaris are the future of the marine line, I haven't done so yet since there are no Primaris Bikes or Speeders and who wants to make a White Scars army without bikes or speeders? Since the new Codex dropped and it doesn't include Primaris Bikes/Speeders and we got Kor'sarro Khan on foot, I'm not even sure they have plans to do so. So until those units are available, I'll wait.
I want to make them with out BIkes, because the White Scars are about Rapid Assaults in addition to bikes. So highly mobile infantry also are a part of what they do.
Fair point. You could use an Impulsor to move squads about really quickly. I'd definitely like to see a Primaris bike or Landspeeder equivalent though. Why not do both bikes/speeder AND mobile infantry? Win/Win. 
See that I would be fine with. It captures both parts of what makes the Scars the Scars.
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![[Post New]](/s/i/i.gif) 2019/11/28 00:23:32
Subject: White Scars
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Regular Dakkanaut
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VictorVonTzeentch wrote:Cripple X wrote:Catulle wrote:There's also the sense that their thematic schtick from ages past (Bikes! Speeders! Assault!) isn't well represented by the Primaris range, which combines poorly with extant anxieties around the old marine range and sustainability...
...Scars remains an awesome book, though.
This. White Scars are probably my favorite first founding Chapter and I thought about collecting them when I got back into the tabletop, but with it being pretty clear that Primaris are the future of the marine line, I haven't done so yet since there are no Primaris Bikes or Speeders and who wants to make a White Scars army without bikes or speeders? Since the new Codex dropped and it doesn't include Primaris Bikes/Speeders and we got Kor'sarro Khan on foot, I'm not even sure they have plans to do so. So until those units are available, I'll wait.
I want to make them with out BIkes, because the White Scars are about Rapid Assaults in addition to bikes. So highly mobile infantry also are a part of what they do.
That’s very true they don’t have to be on bikes all the time.
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Welcome to clown town. |
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![[Post New]](/s/i/i.gif) 2019/11/28 00:25:16
Subject: White Scars
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Oozing Plague Marine Terminator
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I loved my White Scars biker grav spam army in 7th edition (although if I wasnt using Kahn, biker spam Salamanders were also real fun)
The start of 8th killed it.
Sold them all off, and while they got better now with their own Supplement, my playstyle dissapeared.
I can't speak for others but a similarity might have occurred.
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![[Post New]](/s/i/i.gif) 2019/11/28 03:43:52
Subject: White Scars
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Decrepit Dakkanaut
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BrianDavion wrote:Cripple X wrote:Catulle wrote:There's also the sense that their thematic schtick from ages past (Bikes! Speeders! Assault!) isn't well represented by the Primaris range, which combines poorly with extant anxieties around the old marine range and sustainability...
...Scars remains an awesome book, though.
This. White Scars are probably my favorite first founding Chapter and I thought about collecting them when I got back into the tabletop, but with it being pretty clear that Primaris are the future of the marine line, I haven't done so yet since there are no Primaris Bikes or Speeders and who wants to make a White Scars army without bikes or speeders? Since the new Codex dropped and it doesn't include Primaris Bikes/Speeders and we got Kor'sarro Khan on foot, I'm not even sure they have plans to do so. So until those units are available, I'll wait.
wasn't the old korsarro khan mini on foot though?
Yeah but they were THE Bike Chapter so he had an upgrade to be able to be on his Bike, Moondraken or whatever.
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CaptainStabby wrote:If Tyberos falls and needs to catch himself it's because the ground needed killing.
jy2 wrote:BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.
vipoid wrote:Indeed - what sort of bastard would want to use their codex?
MarsNZ wrote:ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever. |
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![[Post New]](/s/i/i.gif) 2019/11/28 04:39:46
Subject: White Scars
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Commander of the Mysterious 2nd Legion
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Slayer-Fan123 wrote:BrianDavion wrote:Cripple X wrote:Catulle wrote:There's also the sense that their thematic schtick from ages past (Bikes! Speeders! Assault!) isn't well represented by the Primaris range, which combines poorly with extant anxieties around the old marine range and sustainability...
...Scars remains an awesome book, though.
This. White Scars are probably my favorite first founding Chapter and I thought about collecting them when I got back into the tabletop, but with it being pretty clear that Primaris are the future of the marine line, I haven't done so yet since there are no Primaris Bikes or Speeders and who wants to make a White Scars army without bikes or speeders? Since the new Codex dropped and it doesn't include Primaris Bikes/Speeders and we got Kor'sarro Khan on foot, I'm not even sure they have plans to do so. So until those units are available, I'll wait.
wasn't the old korsarro khan mini on foot though?
Yeah but they were THE Bike Chapter so he had an upgrade to be able to be on his Bike, Moondraken or whatever.
right, which means his mini being without a bike isn't likely intended as a "sign bikes won't ever come"
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Opinions are not facts please don't confuse the two |
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