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Made in us
Regular Dakkanaut




Alaska

Hello! I recently won a local 16 man tournament with my White Scars army, the full battle report can be viewed here http://www.dakkadakka.com/dakkaforum/posts/list/654044.page#7935877.

I have made some changes from that time. I played the army to a 8-1 record, with my only loss coming from Greentide Orks. It felt like the the 215-230 Wolf Lord was a little too expensive, and died multiple times to s10, fighting War Bosses and friends@ini 1. Most combats I was happy enough with the Iron Priests assault abilities (as you can see in round 3). The multi melta attack bikes were great for Maelstrom and linebreaker, but didn't add the offensive punch I was hoping for.

Dropping those units and a Command Squad left me with the ability to add some Drop Pod Centurions, giving me more grav and more s10 assault, this time striking at initiative 4, allowing them to hit any GMC/FMC/MC before they can be hit, as long as they suffer a grav wound first. Rune Priest rolls divination for guaranteed prescience, with the 4+ invul/ignore cover/misfortune powers being a bonus if rolled, but not a priority.

White Scars CAD
HQ
Khan on Moondrakkem - 150
Troop
4 bikes, 2 grav, sarge w/ grav - 124
4 bikes, 2 grav, sarge w/ grav - 124
4 bikes, 2 grav, sarge w/ grav - 124
3 bikes - 63
Elite
Command squad, bike, 4 grav, 3 shield, apothecary-230
Command squad, bike, 4 grav, 3 shield, apothecary-230
3 assault cents, twinlink melta - 180

Fast
Drop pod - 35
Drop pod - 35
Drop pod - 35

Heavy
Dev Cents, grav, hurricane, omniscope- 250

Company of the Great Wolf
HQ
Rune priest - 60
Elite
Iron Priest, TWolf - 105
Iron Priest, TWolf - 105



This message was edited 3 times. Last update was at 2015/08/09 17:59:59


 
   
Made in us
Longtime Dakkanaut






Personally I like the other list better. Even though the Cents will have pods to come in with and the ability to hit and run I think when you realize you have swapped out a bunch of mobility you might find the list wanting a bit.

I feel that a smart player would avoid those Cents once they come in.

Have you considered just going with some smaller changes to the original list ? Such as dumping the Wolf Lord for Rune Priest on a Bike and adding in a Chapter Master with Shield Etern as your big beater. You could reduce your 5 man bike squads and remove a MM AB to do that ?

 
   
Made in us
Dangerous Leadbelcher




I'm working on updating my scars list and have some questions for ya:

1. Do you feel non-command grav necessary or could you switch those to melta with no ill-effect?
2. Why not 3 strong bike squads?
3. How does your list deal with crons?

Thanks!
   
Made in us
Regular Dakkanaut




Alaska

kooshlord wrote:
I'm working on updating my scars list and have some questions for ya:

1. Do you feel non-command grav necessary or could you switch those to melta with no ill-effect?
2. Why not 3 strong bike squads?
3. How does your list deal with crons?

Thanks!


It is a meta call, although this list is awesome versus tanks. I have s10 ap1 Iron Priests and s10 ap2 armorbane Centurions for superheavy vehicle hunting, and the entire army has krak grenades and s5 hammer of wrath for basic av 10-12 vehicles. Grav dealing 3 HPs on 2 6's handles landraiders easy enough. I have played 6 leman russ IG with Pask in a Punisher and beat him with zero problem. Scout means the entire army is assaulting turn 2, and an Iron Priest can practically kill an entire squandron on the charge.

Bikes are tough, but I like have the extra guy to die before losing special weapons. Enemies will have random drop pod/rhino storm bolters or whatever and I have been happy with 4. Every troop bike is OBJEC, so even a single surviving one can be a nightmare, and is just a great buy for 21pts.

Necrons are nearly invulnerable to shooting, and the grav doesn't mean a whole lot here. Luckily you don't get reanimation protocols from sweeping advance. I have killed 10-15 man blocks of Immortals/Warriors with just a few casualties. Lychguard you can easily out manuever and avoid. Focus all firepower on Wraiths as they are the only thing to worry about, the rest is an insanely good matchup.




Automatically Appended Next Post:
zedsdead wrote:
Personally I like the other list better. Even though the Cents will have pods to come in with and the ability to hit and run I think when you realize you have swapped out a bunch of mobility you might find the list wanting a bit.

I feel that a smart player would avoid those Cents once they come in.

Have you considered just going with some smaller changes to the original list ? Such as dumping the Wolf Lord for Rune Priest on a Bike and adding in a Chapter Master with Shield Etern as your big beater. You could reduce your 5 man bike squads and remove a MM AB to do that ?


My original list was a lot of fun, I definitely will make some changes to it and play the triple command again. This list is due to the amount of Mech and Superheavies I am expecting at an upcoming tournament.

I felt I was weak to Imperial Knights, and every scary thing I threw the Wolf Lord at was also ini 1, and they'd always mutually kill each other. Centurions being ini 4 allows grav concussive rule to work to my favor, and they can easily tear up Ork Warbosses, Insensiate Rage 'thirsters, Belakor, Dreadknights, etc you name it. They also tie with knights.

The Devastator Centurions normally drop very aggressively and have 24" range, so I drop centrally I have a 48" kill zone which is over half the board. Assault Centurions are a lot bigger liability as they could never catch Eldar Jetbikes and the like, but they are there for a very specific list of threats, and a 6" move + 2D6 charge is generally enough to catch those things, or make them not shoot in an attempt to escape.

This message was edited 2 times. Last update was at 2015/08/14 04:53:02


 
   
 
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