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2013/10/13 04:23:11
Subject: Warhammer 40K Video Battle Report White Scars vs Chaos
HEY EVERYONE, THE FELLAS GOOFED AND SCOUT MOVED TOO CLOSE TO ONE ANOTHER AND I (REECIUS) DIDN'T NOTICE IT DURING EDITING. SORRY FOR THE CONFUSION. In this Warhammer 40,000 video battle report, Frankie busts out his Feast of Blades Daemons and Chaos list against Capt'n Dee's White Scars with Dark Angels allies in a 2,000pt game!
Excellent battle report, thanks. Did the WS player use all of the hit and run opportunities available to him? Sometimes seemed to stay in combat longer than neccesary...
I'm a god damned sexual Tyrannosaurus.
2013/10/14 01:05:51
Subject: Warhammer 40K Video Battle Report White Scars vs Chaos
Dan won the open at Feast of Blades with that exact army! w00t Dan! Go Team Zero Comp!!!
Frankie got out-cheesed and had some awful luck. He played Goatboy's Screamerstar, pinned them in combat with Khorne Dogs with the Grimoire up, should have held them in combat for most of the game, but in the first combat he rolled 12 on his Daemonic Instability test...poof! That was game. I think he ended up going 4-2 or 3-3, I think it was 3-3.
I was doing really well with my Ultras but then I played a tournament Taudar list with 3 Riptides and 3 Broadside teams...yeah, I got owned. I was playing with Terminators and Sternguard so I was light on bodies, but it wasn't even a game. I need to go back to the old drawing board. Taudar is just so retardely good, it is really difficult to plan for them.
@Exhumed
Thank you, sir!
@Jamin84
He failed a bunch of H&R tests, they just forgot to mention it.
@Reece
Woot Dan indeed. I am pretty convinced that white scars of some variety is an army on par with necrons, eldar, and tau. I guess only time will tell.
Rough luck on frankies part. That is my only gripe with daemons in competitive environments. Luck can just completely remove you from the running. In a casual game the daemons are probably the most interesting, they certainly make for the funniest stories. So it is a give or take.
The smurfs getting owned by fishmen just makes me sad. I actually think that the smurfs are the most finesse of any of the SM chapters in the new book. Have you tried a drop pod army? Or did you want to stick with the rhino theme? I just can't help but fell unlike the RG and WS the smurfs don't really benefit from rhinos. This feeling comes from the WS/RG rhinos getting an automatic 12" of before game movement the ultramarines don't get any boosts to their rhinos and in fact get punished with the devs for taking a transport.
2013/10/14 05:48:15
Subject: Warhammer 40K Video Battle Report White Scars vs Chaos
@ Ansacs,
Droppod marines are good, but they also loose very hard from the double Riptide, Triple Broadsides.... to much interceptor, and they will block up all terrain behind the ADL...
FMC Deamons is also a hard counter for them.
I think smurfs need a mix with droppods and normal vehicles and firepower.
Legion of the Damned might be the way to go, they can take on a lot of shots and have tons of cover ignoring shots, with Tigirius you can reroll to get them 2nd turn and they reroll their scatter so, double chance on a good landing.
Then I would also think on Spacewolf Allies for those runepriests...
This message was edited 1 time. Last update was at 2013/10/14 05:49:20
You have ruled this galaxy for ten thousand years
Yet have little of account to show for your efforts
Order. Unity. Obedience.
We taught the galaxy these things
And we shall do so again.
4500 pts
2013/10/14 11:15:19
Subject: Warhammer 40K Video Battle Report White Scars vs Chaos
ansacs wrote: @Jy2
I smell a batrep in the making...
I actually have 2 batreps against Dan's bikers already (Game #5 in my Golden Throne GT 2012 batrep and a Frontline Gaming videorep), but those were all before the new Space Marines codex came out. I'm sure that currently, they play somewhat differently than how they used to. I'll definitely love to play against them again. I think they are very, very good currently, maybe even the best build to come out of the new codex.
Yeah, I dropped in Calgar with Sternguard and allies Deathwing (to come in turn 1) and they got kicked in the nuts by all the Interceptor.
Tau > Reserves.
It is so annoying because in our test games Tau utterly shut down reserve armies, well, at least offensive reserve armies. All of the cheap interceptor (5pts, really?!) on units with massive firepower is just devastating. I was losing entire units to interceptor on my turn before I fired, it was devastating.
The only way I see it working is if you totally overwhelm them with massed units coming in to weather the storm.
That is why I was thinking RG or WS massed Tacticals with a vet sarge and assault weapon will do well. Bodies, no worries about interceptor, and that all important 12" move (so long as they don't have scouts or infiltrators to counter you).
Yeah making that upgrade 5 pts was crazy. It is at least 1/3 the price it should be.
I have also found that if you run a reserves attack against Tau you need to put down at least 4 major threats that first turn. Anything less will mean the 3 riptides just annihilate 1-2 of the units when they land.
I really like the thought of a RG scouting rhino's with a bunch of TAC squads. The interesting thing is that they can even equip all the TAC squads with grav gun and MM, split them in the rhino, scout them forward 12", then shoot the enemy up with a grav gun to one enemy and a MM to another. All without moving. Then when the rhino is blown up the TAC side gets the stealth in area terrain turn 1. The 2 flamer assault squads are even really good in the RG as they can use the pack in both phases.
BTW I am wierd but I have been taking an ADL in my aggressive armies to place on the board midline for the 1st turn cover on my scouting units and 2nd turn cover on my non scout units. You can also setup a mid board gunline behind it which is actually fairly useful for a SM army.
I think we need to see a RGTAC marine batrep sometime soon. I haven't been able to test it as I lack the TAC squads and rhino's to pull it off. So help a brother out.
2013/10/14 21:49:39
Subject: Warhammer 40K Video Battle Report White Scars vs Chaos
I really like it with white scars and my aggressive vehicle armies. First turn cover save and difficult terrain if the opponent assaults across it. Additionally if you take a quad gun you can usually shoot the hellturkey's butt the turn after it comes on.
I will look forward to that batrep then. Don't forget the ADL.
Another interesting though is you could bring 3x DevMM squads and actually start them nearly in MM range just from the scout move. Use the midfield ADL and you would have a mech gunline in the middle of the board. I have no idea how it would work but the look on other gunline player's faces would be great.
2013/10/15 02:23:22
Subject: Warhammer 40K Video Battle Report White Scars vs Chaos
Not entirely. The infiltrators cannot be placed within 18" of your units and you can scout to within 12". So you still get 6" further in than normal. You just have to be careful of where you place the ADL if the opponent brings infiltrators.
2013/10/15 12:26:41
Subject: Warhammer 40K Video Battle Report White Scars vs Chaos
ansacs wrote: Not entirely. The infiltrators cannot be placed within 18" of your units and you can scout to within 12". So you still get 6" further in than normal. You just have to be careful of where you place the ADL if the opponent brings infiltrators.
Aren't infiltrators placed before scouts? So if your opponent sees what you are going to do, he can place infiltrators on your ADL.
2013/10/15 12:30:37
Subject: Warhammer 40K Video Battle Report White Scars vs Chaos
ansacs wrote: Not entirely. The infiltrators cannot be placed within 18" of your units and you can scout to within 12". So you still get 6" further in than normal. You just have to be careful of where you place the ADL if the opponent brings infiltrators.
Aren't infiltrators placed before scouts? So if your opponent sees what you are going to do, he can place infiltrators on your ADL.
Which is why you adjust your ADL placement based on opponent. You wouldn't put the wall midfield if your playing demons with scouting hounds and seekers either. Its a viable tactic, you just need the common sense to adjust based on the specific in-game variables.
2013/10/15 19:23:11
Subject: Warhammer 40K Video Battle Report White Scars vs Chaos
@Moridan
They are placed before you can scout the units. Remember scouting units are deployed normally and then redeployed within 6/12" depending on unit type.
@PanzerLeader
You have got it. If there are khorne hounds you will probably be redeploying backwards or to the side anyways.
You also don't really need the ADL cover save against CD/CSM armies. Rather most of the things that bypass 3+ also ignore cover in those books.
2013/10/15 23:37:50
Subject: Warhammer 40K Video Battle Report White Scars vs Chaos
The other thing I was thinking about with the ADL is that with Rhinos Scouting up to it for cover, you have to take DT checks to over it which could be a PITA.
I still think it's a good idea though, you don't even need to take the Quad or Icarus, just 50pts for the save.
That is true. Though if there is LoS blocking terrain within 12" of where you place an ADL do you need the ADL cover save?
That is the great negative for this. This is why I take a quadd gun on it so that the immobilized vehicle squads can jump out and be my midfield gunline while the rest are the aggressive push. It stinks when something important gets immobilized but I think it balances out with what would have gotten exploded/immobilized by shooting. In all honesty though in 2/3 of the deployments you don't even need to move past the ADL and can pretty much just gunline right there.
True that. When I take my white scars bikers I just take the ADL. BTW this is why it is unreal in the WS as they even ignore the dangerous terrain for going over the ADL.
2013/10/16 01:43:33
Subject: Warhammer 40K Video Battle Report White Scars vs Chaos
Honestly I have found success with dropping iron clads in turn 1. Tau interceptor fire blows against av13, all you need to do is stay outside of 9" of fusion which can be a pain, but you can also use the pod to give cover. I have found between taus crap BS, lack of marker lights in your turn and a lack of anything over s8 they struggle hard against the IC. If they do try to shoot him then I am usually happy as they now can't shoot the Bsides at my rhinos rushing up field. Two heavy flamers rapes tau infantry.
Heres my SM list for a composition HEAVY tournament: (I love comp in the new meta)
CT:White Scars
CM-bike,shield eternal, AA, thunder hammer
10 man tac squad- las canon, plasma, combi plasma
HB razorback
10 man tac squad- las canon, flamer, combi flamer
HB razorback
10 man tac squad- multi melta, melta, combi melta
rhino
Iron clad-2 HF drop pod
Storm talon- Skyhammer
thunderfire C
thunderfire C
Contemptor mortis- 2 TL las C, cyclone Missile L
ADL-Quad gun
1750
So far rail sides and a riptide have failed to intercept more then a HP from my IC. Missile sides are even worse. With my CM boosting up field he really makes the decision tough on how much fire they want to dump into that IC dread. In oder to get away from the dread they generally would onion wrap but thats why TFC are so gross against tau.
This message was edited 1 time. Last update was at 2013/10/16 01:44:54
When using drop pods to close in with the tau try to make every model you place within 1.00001-1.5" of enemy models. Those interceptor riptides are far less scary when they're shooting 3 s7 shots at bs3 instead of a large s8 blast.
(blasts cannot be placed so they would touch friendly models, thus making your disembarked units illegal targets for the riptides).
That alone should help your odds vs tau with your drop pods considerably. As far as deathwing go....you're just handing him a pie-plate shaped formation. save them for turn 2 or deep strike somewhere behind BLoS cover....
Congrats to Dan and his bikers for the showing at Feast!
And thanks to Frontline Gaming for all the video battle reports!
Been out of the game for awhile, trying to find time to get back into it.