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Made in us
Dakka Veteran





Hey mates, finally made some progress on my Bike army, as I currently have 17x Space Marine BIkes, enough for a HQ and 2x Squads of 8x Bikes. However before I expand any further, I started looking around for ideas and after looking at both the White Scars and the Ravenwing, both have options that are very appealing and it is hard to decide which one would be more competitive in the long run, especially in this edition. Now, although I am leaning a but more to the White Scars due to there Chapter Tactics and Khan's special rules, I am looking for feedback and advice on anyone who plays White Scars, Dark Angels Ravenwing, or any bike list for that matter, as I would like to get a plan set up instead of just purchasing things that I woun't even use depending on the list. Appreciate any help you can give me mates.
   
Made in us
Resolute Ultramarine Honor Guard






Peoria IL

White scars primary
Raven wing allies.... That's just awesome. Shove Sammuel, Khan, CM on bike into a command squad with the EA Banner... Just plain mean.

DO:70S++G++M+B++I+Pw40k93/f#++D++++A++++/eWD-R++++T(D)DM+
Note: Records since 2010, lists kept current (W-D-L) Blue DP Crusade 126-11-6 Biel-Tan Aspect Waves 2-0-2 Looted Green Horde smash your face in 32-7-8 Broadside/Shield Drone/Kroot blitz goodness 23-3-4 Grey Hunters galore 17-5-5 Khan Bikes Win 63-1-1 Tanith with Pardus Armor 11-0-0 Crimson Tide 59-4-0 Green/Raven/Deathwing 18-0-0 Jumping GK force with Inq. 4-0-0 BTemplars w LRs 7-1-2 IH Legion with Automata 8-0-0 RG Legion w Adepticon medal 6-0-0 Primaris and Little Buddies 7-0-0

QM Templates here, HH army builder app for both v1 and v2
One Page 40k Ruleset for Game Beginners 
   
Made in us
Bounding Assault Marine




United States

Well, I only play one squad of 5 bikers with a chapter master, but I would have to say that white scars is still what they need. Ignoring dangerous tests alone is worth it. But that's just one man's opinion.

2000+

"Can we stop saying CCSM and CSM to just say CSM and SM? I mean really, don't we already know they have a codex? Plus my colon key is broken."  
   
Made in us
Resolute Ultramarine Honor Guard






Peoria IL

I need a few questions answered.
What tourneys are you heading too?
RTTs?
Is this for club play?
If so, what's your meta like?
How do you plan to do your AA?
Do you plan to use/go against Superheavies and other LoW?
What will most games missions and list restrictions be?
Points?
Psykers?
How good are you at managing finesse armies (rarely a SM concern, but doing bikes right can be playing chess while juggling chainsaws). If you've backed off DE in 5th/beginning of 6th because there were too many moving parts, advanced bike tactics might not be your flavor. I've seen mirror matches with bikes get more one sided than Tau or Eldar or flying monster circus mirror matches. There's a pretty steep risk/reward curve with bikes and you've got to be prepared to occasionally have the chips come in ugly and you lose big if want the majority of your games to be wins, IMO.
Is this going to be all bikes? Land speeders? Flyers? Regular infantry?
Are you pulling in any xenos allies?

This message was edited 3 times. Last update was at 2014/06/01 04:48:44


DO:70S++G++M+B++I+Pw40k93/f#++D++++A++++/eWD-R++++T(D)DM+
Note: Records since 2010, lists kept current (W-D-L) Blue DP Crusade 126-11-6 Biel-Tan Aspect Waves 2-0-2 Looted Green Horde smash your face in 32-7-8 Broadside/Shield Drone/Kroot blitz goodness 23-3-4 Grey Hunters galore 17-5-5 Khan Bikes Win 63-1-1 Tanith with Pardus Armor 11-0-0 Crimson Tide 59-4-0 Green/Raven/Deathwing 18-0-0 Jumping GK force with Inq. 4-0-0 BTemplars w LRs 7-1-2 IH Legion with Automata 8-0-0 RG Legion w Adepticon medal 6-0-0 Primaris and Little Buddies 7-0-0

QM Templates here, HH army builder app for both v1 and v2
One Page 40k Ruleset for Game Beginners 
   
Made in br
Fireknife Shas'el




Lisbon, Portugal

grav-guns > plasma talons, unless you're facing hordes of enemies - but then you'd use Banner of Devastation anyway

AI & BFG: / BMG: Mr. Freeze, Deathstroke / Battletech: SR, OWA / Fallout Factions: BoS / HGB: Caprice / Malifaux: Arcanists, Guild, Outcasts / MCP: Mutants / SAGA: Ordensstaat / SW Legion: CIS / WWX: Union

 Unit1126PLL wrote:
"FW is unbalanced and going to ruin tournaments."
"Name one where it did that."
"IT JUST DOES OKAY!"

 Shadenuat wrote:
Voted Astra Militarum for a chance for them to get nerfed instead of my own army.
 
   
Made in us
Resolute Ultramarine Honor Guard






Peoria IL

 Vector Strike wrote:
grav-guns > plasma talons, unless you're facing hordes of enemies - but then you'd use Banner of Devastation anyway


True... but two grav guns that snap fire when jinking vs a squad of TL plasma talons that are quite a bit better when jinking, isn't quite as clear a choice.


DO:70S++G++M+B++I+Pw40k93/f#++D++++A++++/eWD-R++++T(D)DM+
Note: Records since 2010, lists kept current (W-D-L) Blue DP Crusade 126-11-6 Biel-Tan Aspect Waves 2-0-2 Looted Green Horde smash your face in 32-7-8 Broadside/Shield Drone/Kroot blitz goodness 23-3-4 Grey Hunters galore 17-5-5 Khan Bikes Win 63-1-1 Tanith with Pardus Armor 11-0-0 Crimson Tide 59-4-0 Green/Raven/Deathwing 18-0-0 Jumping GK force with Inq. 4-0-0 BTemplars w LRs 7-1-2 IH Legion with Automata 8-0-0 RG Legion w Adepticon medal 6-0-0 Primaris and Little Buddies 7-0-0

QM Templates here, HH army builder app for both v1 and v2
One Page 40k Ruleset for Game Beginners 
   
Made in ca
Focused Dark Angels Land Raider Pilot




Calgary

I don't know anymore. Jink has got a bit of a nerf in this edition. However, if you consider bikers as fast moving objective takers then it's not a bad idea to run a bike army. A 3+ armor save followed with an option of going to a 4+ cover (or 3+ with skilled rider) can still be a presence on the table.
If you're just running what you've got then I'd say white scars. There really isn't any benefit to playing Ravenwing at the moment. If you choose to add things like a portable cloak to improve your cover and ravenwing knights (+1 w/ rending hammers and Plasma talons (twin-linked plasma goodness) ) then maybe Ravenwing is your thing. Either way. I'd go more along the lines of what you like or can play with going forward instead of any gimmick that can change at a wim of GW.

Anyone who is married knows that Khorne is really a woman. 
   
Made in us
Blood Angel Terminator with Lightning Claws



Sioux Falls, SD

White scars are more competitive, but I had more fun playing ravenwing. Also darkshrouds are an amazing little unit, having a 3+ jink if your near it or 2+ if your skilled rider is great for as cheap as they are.

Blood for the bloo... wait no, I meant for Sanguinius!  
   
Made in us
Dakka Veteran





 Lobukia wrote:
I need a few questions answered.
What tourneys are you heading too?
RTTs?
Is this for club play?
If so, what's your meta like?
How do you plan to do your AA?
Do you plan to use/go against Superheavies and other LoW?
What will most games missions and list restrictions be?
Points?
Psykers?
How good are you at managing finesse armies (rarely a SM concern, but doing bikes right can be playing chess while juggling chainsaws). If you've backed off DE in 5th/beginning of 6th because there were too many moving parts, advanced bike tactics might not be your flavor. I've seen mirror matches with bikes get more one sided than Tau or Eldar or flying monster circus mirror matches. There's a pretty steep risk/reward curve with bikes and you've got to be prepared to occasionally have the chips come in ugly and you lose big if want the majority of your games to be wins, IMO.
Is this going to be all bikes? Land speeders? Flyers? Regular infantry?
Are you pulling in any xenos allies?


Hmm lot of questions lol but I will try to answear them as best I can. Right now, I am just designing a list that can be competitive in both club and tournament play, and my meta is a bit of everything, with the traditional power armies that are currently in this edition. Stormraven is my current plan for AA, as I prefer its durability and Firepower over the Stormtalon, and I usually will be up against Imperial Knights, Wraith Knights, and Riptides at the moment, and there is no restrictions on my list, barring the ones I make for myself as I want an aggressive, hard-hitting army, which involves BIkes, Drop Pods, Land Raiders, Assault Marines, etc. Point wise, minimum will be 1000 points, with the max being 3500, No Psykers in my list but plan to add one, as they are a must have now in this edition, and no it will not be all bikes, but Bikes will form the Centerpiece of this list, and there are no Xenos Allies, but I have considered allying DA Ravenwing units and Coteaz to support my list.

As for managing Bike Armies, I tend to be a bit more aggressive with my tactics then most, but I can maneuver and handle a Bike list pretty well, and the rest of it I will pick up with practice as I play more games to get my list straightened out and my tactics up to speed. And I am leaning towards the White Scars tactics at the moment, however the thought of Allying DA so I can run a big, nasty unit of 10x Black Knights w/a Librarian and use Scouts as my Troop Choice sounds very appealing, or running Coteaz so I can utilize cheap henchman squads and get a Psybolt Stormraven or possibly even some Grey Knight Allies.
   
Made in us
Battlefortress Driver with Krusha Wheel






 Lobukia wrote:
 Vector Strike wrote:
grav-guns > plasma talons, unless you're facing hordes of enemies - but then you'd use Banner of Devastation anyway


True... but two grav guns that snap fire when jinking vs a squad of TL plasma talons that are quite a bit better when jinking, isn't quite as clear a choice.



Jinking was never what made white scars "better". It was the fact their other army options don't suck. You can take stormtalons, centurions in land raiders for stupid firepower, thunderfire cannons, ect. Another awesome thing is scouting, and of course ignoring terrain, HUGE for super fast models. Honestly I have jinked with them probably 5 times in 20 games played. And if I do it now, I still have twin linked bolters if nothing else. I think people focus on the jink and grav as the only things that make them better than ravenwing, when those aregueably aren't even the best differences.

warhammer 40k mmo. If I can drive an ork trukk into the back of a space marine dread and explode in a fireball of epic, I can die happy!

8k points
3k points
3k points
Admech 2.5k points
 
   
Made in br
Fireknife Shas'el




Lisbon, Portugal

Another option is to play with both. Main White Scars, with another Detachment of Ravenwing.

- Darkshrouds gives its bonus to friendly units, not only DA units; so WS will receive the Stealth rule as well (Jink at 2+)! And it has Scouts, so you can outflank/advance it alongside White Scars)(if Kor'Sarro is your Warlord)
- RW has Hit & Run, just as White Scars has as well. So you can send both to a fight and get out of it. And Scouts to boot!
- RW Land Speeders have the same SM upgrades and can make squads of 5. I'd rather use these than SM ones
- RW Command Squad can be taken per HQ in your ARMY (not Detachment) mounted on a bike. SM is similar, but it specifies Librarians, Captains and Chaplains (there are no Captains in DA).
- DA Libbys have access to Divination (but, for some reason, their ML 2 upgrade is mode expensive than SW/BA)
- Black Knights are better melee fighters than RW/WS; use them to smash the enemy while the other bikes keep shooting
- As pointed out, Plasma Talons are more interesting than Gravs when jinking... so use plasmas in advance, outflanking Gravs for a round of whooting without needing to activate Jink
- The Power Field Generator works for friendlies. With 4++, you can forgo jinking.

This message was edited 1 time. Last update was at 2014/06/02 01:49:52


AI & BFG: / BMG: Mr. Freeze, Deathstroke / Battletech: SR, OWA / Fallout Factions: BoS / HGB: Caprice / Malifaux: Arcanists, Guild, Outcasts / MCP: Mutants / SAGA: Ordensstaat / SW Legion: CIS / WWX: Union

 Unit1126PLL wrote:
"FW is unbalanced and going to ruin tournaments."
"Name one where it did that."
"IT JUST DOES OKAY!"

 Shadenuat wrote:
Voted Astra Militarum for a chance for them to get nerfed instead of my own army.
 
   
Made in us
Dakka Veteran





 Vector Strike wrote:
Another option is to play with both. Main White Scars, with another Detachment of Ravenwing.

- Darkshrouds gives its bonus to friendly units, not only DA units; so WS will receive the Stealth rule as well (Jink at 2+)! And it has Scouts, so you can outflank/advance it alongside White Scars)(if Kor'Sarro is your Warlord)
- RW has Hit & Run, just as White Scars has as well. So you can send both to a fight and get out of it. And Scouts to boot!
- RW Land Speeders have the same SM upgrades and can make squads of 5. I'd rather use these than SM ones
- RW Command Squad can be taken per HQ in your ARMY (not Detachment) mounted on a bike. SM is similar, but it specifies Librarians, Captains and Chaplains (there are no Captains in DA).
- DA Libbys have access to Divination (but, for some reason, their ML 2 upgrade is mode expensive than SW/BA)
- Black Knights are better melee fighters than RW/WS; use them to smash the enemy while the other bikes keep shooting
- As pointed out, Plasma Talons are more interesting than Gravs when jinking... so use plasmas in advance, outflanking Gravs for a round of whooting without needing to activate Jink
- The Power Field Generator works for friendlies. With 4++, you can forgo jinking.


Thats what I was thinking, run a White Scars Primary list with DA allies, as they gel very well together. However, at the moment with my Bikes, I currently plan to run:

* Khan

*Command Squad: Bikes, 4x Storm Shields, 3x Power Lances, 1x PF, 4x Grav Guns

*2x Bike Squads of 8x, 1x Sergent w/PF, 2x Grav Guns, 5x Bikers w/Chainswords

*2x Bike Squads of 8x, 1x Sergent w/PF, 2x Melta Guns, 5x Bikers w/Chainswords

That is what I currently what I plan to run at the moment, however there is room for change. Not sure about the Command Squad but I am very happy with the rest of the list at the moment. From here, the plan is do I want to run DA Allies, Run Assault Terminators/Vanguard Vet's in a Land Raider Variant (Due to Heavy Vehicles getting a huge boost in this edition), utilize Drop Pods with Tac/Sternguard Squads, or do a Rhino rush? While I am a huge fan of Bikes, what makes the White Scars so nasty is that Khan gives the Scout to ALL Dedicated Transports, which is huge in this edition.
   
Made in br
Fireknife Shas'el




Lisbon, Portugal

Yep, Scouting Terminators are evil - they'll be able to charge on the second turn
Or Scouting Devastator Centurions... oh my

AI & BFG: / BMG: Mr. Freeze, Deathstroke / Battletech: SR, OWA / Fallout Factions: BoS / HGB: Caprice / Malifaux: Arcanists, Guild, Outcasts / MCP: Mutants / SAGA: Ordensstaat / SW Legion: CIS / WWX: Union

 Unit1126PLL wrote:
"FW is unbalanced and going to ruin tournaments."
"Name one where it did that."
"IT JUST DOES OKAY!"

 Shadenuat wrote:
Voted Astra Militarum for a chance for them to get nerfed instead of my own army.
 
   
Made in us
Dakka Veteran





 Vector Strike wrote:
Yep, Scouting Terminators are evil - they'll be able to charge on the second turn
Or Scouting Devastator Centurions... oh my


Wouldn't Scouting CC Centurions be more scary, because I can see a use of running Devastator Centurions as Firing Support as the rest of my army moves forward. As for the Land Raider units, would Assault Terminators be better or would a 10x Man Vanguard Vet Squad be me useful?
   
Made in us
Resolute Ultramarine Honor Guard






Peoria IL

In bigger lists I like dropping GavCents out of a StormRaven. Nasty little surprise that deploys 36" in and nothing anyone can do to stop it getting there. Can go near a locator pod if needed.

DO:70S++G++M+B++I+Pw40k93/f#++D++++A++++/eWD-R++++T(D)DM+
Note: Records since 2010, lists kept current (W-D-L) Blue DP Crusade 126-11-6 Biel-Tan Aspect Waves 2-0-2 Looted Green Horde smash your face in 32-7-8 Broadside/Shield Drone/Kroot blitz goodness 23-3-4 Grey Hunters galore 17-5-5 Khan Bikes Win 63-1-1 Tanith with Pardus Armor 11-0-0 Crimson Tide 59-4-0 Green/Raven/Deathwing 18-0-0 Jumping GK force with Inq. 4-0-0 BTemplars w LRs 7-1-2 IH Legion with Automata 8-0-0 RG Legion w Adepticon medal 6-0-0 Primaris and Little Buddies 7-0-0

QM Templates here, HH army builder app for both v1 and v2
One Page 40k Ruleset for Game Beginners 
   
Made in za
Fixture of Dakka




Temple Prime

White Scar bikers are the better troops, but Black Knights are awesomeness incarnate.

On the other hand, it's perfectly possible to have both.

 Midnightdeathblade wrote:
Think of a daemon incursion like a fart you don't quite trust... you could either toot a little puff of air, bellow a great effluvium, or utterly sh*t your pants and cry as it floods down your leg.



 
   
Made in br
Fireknife Shas'el




Lisbon, Portugal

Rommel44 wrote:
 Vector Strike wrote:
Yep, Scouting Terminators are evil - they'll be able to charge on the second turn
Or Scouting Devastator Centurions... oh my


Wouldn't Scouting CC Centurions be more scary, because I can see a use of running Devastator Centurions as Firing Support as the rest of my army moves forward. As for the Land Raider units, would Assault Terminators be better or would a 10x Man Vanguard Vet Squad be me useful?


Units that used Scout/Infiltrate cannot charge in their first turn (the entire 1st game turn), so I don't know if they'd be useful anyway in this manner. I suggested Dev Cents because of Grav-Gun - scouting 12", moving 6", disembarking 6" put you exactly 24" from the enemy border
And I think Honour Guard is better than Vanguard Vets, if inside a Land Raider

Lobukia wrote:In bigger lists I like dropping GavCents out of a StormRaven. Nasty little surprise that deploys 36" in and nothing anyone can do to stop it getting there. Can go near a locator pod if needed.


I'd rather do this as well (and save 50p), but I was trying to maximize Kor'Sarro bonus

AI & BFG: / BMG: Mr. Freeze, Deathstroke / Battletech: SR, OWA / Fallout Factions: BoS / HGB: Caprice / Malifaux: Arcanists, Guild, Outcasts / MCP: Mutants / SAGA: Ordensstaat / SW Legion: CIS / WWX: Union

 Unit1126PLL wrote:
"FW is unbalanced and going to ruin tournaments."
"Name one where it did that."
"IT JUST DOES OKAY!"

 Shadenuat wrote:
Voted Astra Militarum for a chance for them to get nerfed instead of my own army.
 
   
Made in us
Dakka Veteran





 Kain wrote:
White Scar bikers are the better troops, but Black Knights are awesomeness incarnate.

On the other hand, it's perfectly possible to have both.


Agreed, I know from experience how nasty a unit of 10x of them can be when they open fire, as thats 20x Plasma Gun Shots coming your way, and nothing in this game can really stand up to that Infantry-wise. That being said, would I be better off running Khan in a regular Bike Squad? granted the command Squad is a nasty unit, however is it worth the points to invest in that or would I be better off using them for another Bike Squad or something else to support them?
   
Made in us
Resolute Ultramarine Honor Guard






Peoria IL

If you're curious, here's my 1850 list. I'll gladly give my reasoning on anything. I've ran it at clubs, RTTs, campaigns, even brought it to escalation games, sadly no GTs. I've only used it in two seventh ed games. So far it hasn't lost a single game. I got dern lucky in a TauDar game in 6th (couldn't miss and he couldn't save in turn 6.... turbo boosted to claim an objective and between it and the resulting linebreaker I win by 1). But still dozens and dozens of games and it's taken down every list imaginable... tweaked for seventh.

HQ: Kor'sarro Khan + Moondrakkan
HQ: Chapter Master + Thunder Hammer + Auspex + Artificer Armour + Space Marine Bike + The Shield Eternal, 50 pts

Command Squad + Melta Bombs x2 Storm Shield x3 Bikes Lightning Claw x3 Grav-gun x4 Power Fist x1 Apothecary Standard of the Emperor Ascendant

Bike Squad x2
4 Bike Squad, Grav-gun x2
Attack Bike, Multi-melta
Biker Veteran Sergeant, Power Sword Melta Bombs

Bike Squad
4 Bike Squad, Meltagun x2
Attack Bike, Multi-melta
Biker Vet Sergeant, Power Fist

Fast Attack: Stormtalon Gunship Skyhammer Missile Launcher

Allies: Dark Angels

HQ: Sammael on Corvex

Troops: 5 Sniper Scout Squad Veteran Sergeant, Camo Cloaks


First thing I'd add: Black Knights or Ravenwing Command Squad. After that? Probably a twin or even third Stormtalon. In my local club I'm not allowed to run this anymore, but we play 2.5k games and I had a Raven with 3 GravCents in them. Tons of anti 2+ fun (or AV anything for that matter. Even bushwhacked a Primarch once).

This message was edited 2 times. Last update was at 2014/06/03 02:51:44


DO:70S++G++M+B++I+Pw40k93/f#++D++++A++++/eWD-R++++T(D)DM+
Note: Records since 2010, lists kept current (W-D-L) Blue DP Crusade 126-11-6 Biel-Tan Aspect Waves 2-0-2 Looted Green Horde smash your face in 32-7-8 Broadside/Shield Drone/Kroot blitz goodness 23-3-4 Grey Hunters galore 17-5-5 Khan Bikes Win 63-1-1 Tanith with Pardus Armor 11-0-0 Crimson Tide 59-4-0 Green/Raven/Deathwing 18-0-0 Jumping GK force with Inq. 4-0-0 BTemplars w LRs 7-1-2 IH Legion with Automata 8-0-0 RG Legion w Adepticon medal 6-0-0 Primaris and Little Buddies 7-0-0

QM Templates here, HH army builder app for both v1 and v2
One Page 40k Ruleset for Game Beginners 
   
Made in us
Dakka Veteran





 Lobukia wrote:
If you're curious, here's my 1850 list. I'll gladly give my reasoning on anything. I've ran it at clubs, RTTs, campaigns, even brought it to escalation games, sadly no GTs. I've only used it in two seventh ed games. So far it hasn't lost a single game. I got dern lucky in a TauDar game in 6th (couldn't miss and he couldn't save in turn 6.... turbo boosted to claim an objective and between it and the resulting linebreaker I win by 1). But still dozens and dozens of games and it's taken down every list imaginable... tweaked for seventh.

HQ: Kor'sarro Khan + Moondrakkan
HQ: Chapter Master + Thunder Hammer + Auspex + Artificer Armour + Space Marine Bike + The Shield Eternal, 50 pts

Command Squad + Melta Bombs x2 Storm Shield x3 Bikes Lightning Claw x3 Grav-gun x4 Power Fist x1 Apothecary Standard of the Emperor Ascendant

Bike Squad x2
4 Bike Squad, Grav-gun x2
Attack Bike, Multi-melta
Biker Veteran Sergeant, Power Sword Melta Bombs

Bike Squad
4 Bike Squad, Meltagun x2
Attack Bike, Multi-melta
Biker Vet Sergeant, Power Fist

Fast Attack: Stormtalon Gunship Skyhammer Missile Launcher

Allies: Dark Angels

HQ: Sammael on Corvex

Troops: 5 Sniper Scout Squad Veteran Sergeant, Camo Cloaks


First thing I'd add: Black Knights or Ravenwing Command Squad. After that? Probably a twin or even third Stormtalon. In my local club I'm not allowed to run this anymore, but we play 2.5k games and I had a Raven with 3 GravCents in them. Tons of anti 2+ fun (or AV anything for that matter. Even bushwhacked a Primarch once).


I like this list, however I am not sure if I will personally run Attack Bikes with my Bike Squads as I think they fulfill a different role then the regular bikes do. Other then that, this is a good example on how I will start out, as I currently plan to field:

* Khan
* Command Squad (4x Bikes w/Grav, Storm Shields, 3x Lightning Claws, 1x PF, and 1x Apothecary).
*2x Squads of 8x Bikes (Both w/Grav Guns, Sergeant w/PF)

Besides that however, I am debating if I would want to run more bikes for the White Scar Chapter Tactics, or add some other pieces such as Assault Terminators in Land Raiders, Drop Pod Units, or some DA allies for the Black Knights. And I have been told a Command Squad is not worth it on Bikes, as it is expensive to run and not as good as it sounds. Is that the case?
   
Made in us
Shas'la with Pulse Carbine



San Diego, CA

The command squad is weak to massed shooting. I played a game the other day where they took wave after eave of necron shooting and they fell like a ton of bricks. But, they hit equally as hard. The trick is to get them into combat asap, as white scars are safest in combat.

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DirtyDeeds wrote:
The command squad is weak to massed shooting. I played a game the other day where they took wave after eave of necron shooting and they fell like a ton of bricks. But, they hit equally as hard. The trick is to get them into combat asap, as white scars are safest in combat.


Thats what I heard, and thats why many people have said they are not worth the points, especially when you equip them with CC Weapons and Storm Shields. That being said, more advice is always appreciated.
   
Made in us
Resolute Ultramarine Honor Guard






Peoria IL

 Rommel44 wrote:
DirtyDeeds wrote:
The command squad is weak to massed shooting. I played a game the other day where they took wave after eave of necron shooting and they fell like a ton of bricks. But, they hit equally as hard. The trick is to get them into combat asap, as white scars are safest in combat.


Thats what I heard, and thats why many people have said they are not worth the points, especially when you equip them with CC Weapons and Storm Shields. That being said, more advice is always appreciated.


The only times I've struggled having them earn their points is in hammer and anvil games when I didn't outflank them. Another fun ally, now that focus fire is gone, Iron Hand Clan Raukaan Chapter master on a bike. That's a serious sponge and a beat stick to boot. If he's with Sammuel and Khan in a battle forged deathstar, it can get really mean.

DO:70S++G++M+B++I+Pw40k93/f#++D++++A++++/eWD-R++++T(D)DM+
Note: Records since 2010, lists kept current (W-D-L) Blue DP Crusade 126-11-6 Biel-Tan Aspect Waves 2-0-2 Looted Green Horde smash your face in 32-7-8 Broadside/Shield Drone/Kroot blitz goodness 23-3-4 Grey Hunters galore 17-5-5 Khan Bikes Win 63-1-1 Tanith with Pardus Armor 11-0-0 Crimson Tide 59-4-0 Green/Raven/Deathwing 18-0-0 Jumping GK force with Inq. 4-0-0 BTemplars w LRs 7-1-2 IH Legion with Automata 8-0-0 RG Legion w Adepticon medal 6-0-0 Primaris and Little Buddies 7-0-0

QM Templates here, HH army builder app for both v1 and v2
One Page 40k Ruleset for Game Beginners 
   
Made in us
Dakka Veteran





I have a White Scars friend who feels RW is better and a RW friend who feels White Scars are better, comes down to a matter of opinion and then tactics as both have their own strengths and weaknesses, but like everything else in this game, it's all down to a dice roll.

Nothing more fun than tabling an opponent 
   
Made in us
Dakka Veteran





 Lobukia wrote:
 Rommel44 wrote:
DirtyDeeds wrote:
The command squad is weak to massed shooting. I played a game the other day where they took wave after eave of necron shooting and they fell like a ton of bricks. But, they hit equally as hard. The trick is to get them into combat asap, as white scars are safest in combat.


Thats what I heard, and thats why many people have said they are not worth the points, especially when you equip them with CC Weapons and Storm Shields. That being said, more advice is always appreciated.


The only times I've struggled having them earn their points is in hammer and anvil games when I didn't outflank them. Another fun ally, now that focus fire is gone, Iron Hand Clan Raukaan Chapter master on a bike. That's a serious sponge and a beat stick to boot. If he's with Sammuel and Khan in a battle forged deathstar, it can get really mean.


Is this Iron Hand Clan Raukaan in the Supplement book for Iron Hands? Also, just got me thinking if anyone knows how effective a Iron Hand Bike List would be, as all of them would have a 5+ Fell No Pain save, which can be very useful.
   
Made in nz
Stealthy Space Wolves Scout



Auckland, New Zealand

Isn't it 6+?


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I find passive aggressive messages in people's signatures quite amusing. 
   
Made in us
Dakka Veteran







I thought it got better when the new edition came out but I could be wrong. Don't have a Rulebook with though so I can't check.
   
Made in ca
Focused Dark Angels Land Raider Pilot




Calgary

+6 FNP

Anyone who is married knows that Khorne is really a woman. 
   
Made in br
Fireknife Shas'el




Lisbon, Portugal

Zodiark wrote:I have a White Scars friend who feels RW is better and a RW friend who feels White Scars are better, comes down to a matter of opinion and then tactics as both have their own strengths and weaknesses, but like everything else in this game, it's all down to a dice roll.


Do a 2x2 game where they play together against something else. They'll learn more about each other when trying to cooperate.

Rommel44 wrote:Is this Iron Hand Clan Raukaan in the Supplement book for Iron Hands? Also, just got me thinking if anyone knows how effective a Iron Hand Bike List would be, as all of them would have a 5+ Fell No Pain save, which can be very useful.


As said by others, only 6+. The command squad with an Apothecary have 5+, the Gorgon's Chains turn the CM FnP into 4+ (the squad keeps its 5+). If you get the DnP warlord trait... 3+ for the CM.

AI & BFG: / BMG: Mr. Freeze, Deathstroke / Battletech: SR, OWA / Fallout Factions: BoS / HGB: Caprice / Malifaux: Arcanists, Guild, Outcasts / MCP: Mutants / SAGA: Ordensstaat / SW Legion: CIS / WWX: Union

 Unit1126PLL wrote:
"FW is unbalanced and going to ruin tournaments."
"Name one where it did that."
"IT JUST DOES OKAY!"

 Shadenuat wrote:
Voted Astra Militarum for a chance for them to get nerfed instead of my own army.
 
   
 
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