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![[Post New]](/s/i/i.gif) 2016/02/13 23:44:18
Subject: White Scars - Dreadnoughts (Looking for Advice)`
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Shas'la with Pulse Carbine
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Hello everyone. I've been on a SM fluff kick lately and have developed an obsession with the White Scars and Dreadnoughts. The title of the post says noob advice, but that is only in the context of White Scars and Dreadnoughts. I have some good experience playing Tau (occasionally with Space Wolf allies). That being said, it has been a while since I've played.
So, my question is, if I wanted to field a relatively fluffy list of White Scars (very much leaning toward bikes), what ally would provide the best perks for a Dreadnought or two? I'm planning on using the Dreadnought(s) in more of a supporting role, with the bikes as the main damage dealer of the army.
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![[Post New]](/s/i/i.gif) 2016/02/14 01:14:22
Subject: White Scars - Dreadnoughts (Looking for Advice)`
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Regular Dakkanaut
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probably Iron Hands since they have the "it will not die" and such for vehicles.
though a fluffy white scars list wouldn't include dreads, but allies with dreads is probs fine.
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![[Post New]](/s/i/i.gif) 2016/02/14 01:18:23
Subject: Re:White Scars - Dreadnoughts (Looking for Advice)`
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Executing Exarch
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I'm not sure any of the Chapter Tactics rules are hugely beneficial to Dreadnoughts, but some are obviously more relevant than others, starting with the least helpful (imo):
Raven Guard - Almost no benefit. Only take if the rest of the detachment will make use of the tactics.
Black Templars - Niche benefits here, probably main one is Crusader for mullering units that attempt to flee with the Our Weapons Are Useless rule.
Dark Angels - Dreadnoughts shouldn't overwatch often, and anything that charges them probably isn't afraid of a few pot shots.
Imperial Fists - Bolter Drill only affects the underslung stormbolter, and Siege Masters relies on your opponent taking a building.
Salamanders - Fun with underslung heavy flamers, but that sort of pidgeon-holes you into a drop pod, and you've said you'd rather a support role than a smashy role.
White Scars - The fluff-bunny in you may want to reject this idea, but Hit & Run is a nice perk for something which generally isn't afraid of Overwatch and benefits from the extra attack. Again, not helpful to supporty dreadnoughts though.
Iron Hands - The obvious fluff choice, but slightly hampered by the fact that either your opponent will focus down the dread in a single turn, a luck pen kills it in one go, or you simply forget IWND. Combined with a Techy as the HQ choice, can make it difficult for an opponent unable to take it out in one go.
Blood Angels - Several extra dread types to choose from, but tend to be melee-focused and hampered by having less attacks than a dreadnought from a more recent Codex.
Ultramarines - Semi-useful, particularly if your loadouts haven't gone for twin-linked weapons.
I haven't rated Space Wolves, because I haven't got a clue on them, and I believe Grey Knights lost the upgrade that made their dual-dual-autocannons incredibly popular.
I think I've covered most of the possibilities. Mostly not alot of difference between them but have a think about the rest of the allied detachment too.
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![[Post New]](/s/i/i.gif) 2016/02/14 01:50:13
Subject: Re:White Scars - Dreadnoughts (Looking for Advice)`
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Secretive Dark Angels Veteran
Canada
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Quanar wrote:I'm not sure any of the Chapter Tactics rules are hugely beneficial to Dreadnoughts, but some are obviously more relevant than others, starting with the least helpful ( imo):
Raven Guard - Almost no benefit. Only take if the rest of the detachment will make use of the tactics.
Black Templars - Niche benefits here, probably main one is Crusader for mullering units that attempt to flee with the Our Weapons Are Useless rule.
Dark Angels - Dreadnoughts shouldn't overwatch often, and anything that charges them probably isn't afraid of a few pot shots.
Imperial Fists - Bolter Drill only affects the underslung stormbolter, and Siege Masters relies on your opponent taking a building.
Salamanders - Fun with underslung heavy flamers, but that sort of pidgeon-holes you into a drop pod, and you've said you'd rather a support role than a smashy role.
White Scars - The fluff-bunny in you may want to reject this idea, but Hit & Run is a nice perk for something which generally isn't afraid of Overwatch and benefits from the extra attack. Again, not helpful to supporty dreadnoughts though.
Iron Hands - The obvious fluff choice, but slightly hampered by the fact that either your opponent will focus down the dread in a single turn, a luck pen kills it in one go, or you simply forget IWND. Combined with a Techy as the HQ choice, can make it difficult for an opponent unable to take it out in one go.
Blood Angels - Several extra dread types to choose from, but tend to be melee-focused and hampered by having less attacks than a dreadnought from a more recent Codex.
Ultramarines - Semi-useful, particularly if your loadouts haven't gone for twin-linked weapons.
I haven't rated Space Wolves, because I haven't got a clue on them, and I believe Grey Knights lost the upgrade that made their dual-dual-autocannons incredibly popular.
I think I've covered most of the possibilities. Mostly not alot of difference between them but have a think about the rest of the allied detachment too.
white scars dont take dreadnaughts, they spam bikes like lemmings. are you suggesting that there is some people who dont do this? i thought this was a myth?
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![[Post New]](/s/i/i.gif) 2016/02/14 01:54:58
Subject: White Scars - Dreadnoughts (Looking for Advice)`
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Blood-Drenched Death Company Marine
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Currently in the fluff the White Scars have dreadnoughts. In the Kauyon book a chapter organization chart lists dreadnoughts in every company except 8th and 10th. White Scars had them in their first list; the one written for Paul Sawyer in White Dwarf. They loss them in the Adeptus Astares article. That lasted through the end of 3rd, all of 4th, & part of 5th edition. Until the WD team painted up the starter box as WS for a battle report.
Also White Scar successors are known to field Dreadnoughts even when the parent chapter didn't. There is a picture of a Marauder Chapter Dreadnought in Forge World's Imperial Armor 2.
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![[Post New]](/s/i/i.gif) 2016/02/14 02:10:39
Subject: Re:White Scars - Dreadnoughts (Looking for Advice)`
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Shas'la with Pulse Carbine
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Quanar wrote:I'm not sure any of the Chapter Tactics rules are hugely beneficial to Dreadnoughts, but some are obviously more relevant than others, starting with the least helpful ( imo):
Raven Guard - Almost no benefit. Only take if the rest of the detachment will make use of the tactics.
Black Templars - Niche benefits here, probably main one is Crusader for mullering units that attempt to flee with the Our Weapons Are Useless rule.
Dark Angels - Dreadnoughts shouldn't overwatch often, and anything that charges them probably isn't afraid of a few pot shots.
Imperial Fists - Bolter Drill only affects the underslung stormbolter, and Siege Masters relies on your opponent taking a building.
Salamanders - Fun with underslung heavy flamers, but that sort of pidgeon-holes you into a drop pod, and you've said you'd rather a support role than a smashy role.
White Scars - The fluff-bunny in you may want to reject this idea, but Hit & Run is a nice perk for something which generally isn't afraid of Overwatch and benefits from the extra attack. Again, not helpful to supporty dreadnoughts though.
Iron Hands - The obvious fluff choice, but slightly hampered by the fact that either your opponent will focus down the dread in a single turn, a luck pen kills it in one go, or you simply forget IWND. Combined with a Techy as the HQ choice, can make it difficult for an opponent unable to take it out in one go.
Blood Angels - Several extra dread types to choose from, but tend to be melee-focused and hampered by having less attacks than a dreadnought from a more recent Codex.
Ultramarines - Semi-useful, particularly if your loadouts haven't gone for twin-linked weapons.
I haven't rated Space Wolves, because I haven't got a clue on them, and I believe Grey Knights lost the upgrade that made their dual-dual-autocannons incredibly popular.
I think I've covered most of the possibilities. Mostly not alot of difference between them but have a think about the rest of the allied detachment too.
Wow, thanks for the comprehensive response. I wouldnt be opposed to keeping one dread in a drop pod to use as a deepstrike beatstick. I'll have to do some additional research and come up with a list to experiment with.
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![[Post New]](/s/i/i.gif) 2016/02/14 02:12:47
Subject: White Scars - Dreadnoughts (Looking for Advice)`
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Insect-Infested Nurgle Chaos Lord
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I would probably go with a Rifleman Iron Hands dread squad parked in the back raining autocannon fire down on people. Essentially walking turrets, they're decent but not mindblowingly awesome. Being back-field AND having IWND will mean that the opponent will likely never shift them from their position, while their MCs, light vehicles, flyers and non-power armored stuff takes a beating.
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Gwar! wrote:Huh, I had no idea Graham McNeillm Dav Torpe and Pete Haines posted on Dakka. Hi Graham McNeillm Dav Torpe and Pete Haines!!!!!!!!!!!!! Can I have an Autograph!
Kanluwen wrote:
Hell, I'm not that bothered by the Stormraven. Why? Because, as it stands right now, it's "limited use".When it's shoehorned in to the Codex: Space Marines, then yeah. I'll be irked.
When I'm editing alot, you know I have a gakload of homework to (not) do. |
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![[Post New]](/s/i/i.gif) 2016/02/14 03:55:29
Subject: White Scars - Dreadnoughts (Looking for Advice)`
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Shas'la with Pulse Carbine
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MechaEmperor7000 wrote:I would probably go with a Rifleman Iron Hands dread squad parked in the back raining autocannon fire down on people. Essentially walking turrets, they're decent but not mindblowingly awesome. Being back-field AND having IWND will mean that the opponent will likely never shift them from their position, while their MCs, light vehicles, flyers and non-power armored stuff takes a beating.
That could be a lot of fun to run with.
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This message was edited 1 time. Last update was at 2016/02/14 03:55:36
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![[Post New]](/s/i/i.gif) 2016/02/14 09:46:31
Subject: White Scars - Dreadnoughts (Looking for Advice)`
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Hallowed Canoness
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Might I suggest Mantis Warriors?
White Scars successor with a very limited number of Marines due to being on a penitent crusade - so they have quite a few Dreadoughts, because every body matters.
Their chapter tactics don't benefit the Dread directly, but they do let you take a Divination librarian for your allied HQ, which can give the rest of your army some nice advantages.
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"That time I only loaded the cannon with powder. Next time, I will fill it with jewels and diamonds and they will cut you to shrebbons!" - Nogbad the Bad. |
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![[Post New]](/s/i/i.gif) 2016/02/14 14:03:59
Subject: Re:White Scars - Dreadnoughts (Looking for Advice)`
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Boosting Space Marine Biker
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I know it's not quite what you were after, but if you want to stay fluffy as possible. Actual White Scars Contemptor Dreadnoughts are a good choice, they're basically "fast" dreadnoughts, With move through cover and fleet (I think, I'd have to go back and look) and they are one of the Chapters guaranteed to have a few kicking around.
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![[Post New]](/s/i/i.gif) 2016/02/14 14:43:10
Subject: White Scars - Dreadnoughts (Looking for Advice)`
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Resolute Ultramarine Honor Guard
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Furyou Miko wrote:Might I suggest Mantis Warriors?
White Scars successor with a very limited number of Marines due to being on a penitent crusade - so they have quite a few Dreadoughts, because every body matters.
Their chapter tactics don't benefit the Dread directly, but they do let you take a Divination librarian for your allied HQ, which can give the rest of your army some nice advantages.
All space marine librarians can take divination now.
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warboss wrote:Is there a permanent stickied thread for Chaos players to complain every time someone/anyone gets models or rules besides them? If not, there should be. |
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![[Post New]](/s/i/i.gif) 2016/02/14 14:50:04
Subject: White Scars - Dreadnoughts (Looking for Advice)`
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Insect-Infested Nurgle Chaos Lord
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Crimson Devil wrote:Currently in the fluff the White Scars have dreadnoughts. In the Kauyon book a chapter organization chart lists dreadnoughts in every company except 8th and 10th. White Scars had them in their first list; the one written for Paul Sawyer in White Dwarf. They loss them in the Adeptus Astares article. That lasted through the end of 3rd, all of 4th, & part of 5th edition. Until the WD team painted up the starter box as WS for a battle report.
This
Though I feel they shouldn't have them. Their spirits should run free on the Night Lands Chogoris.
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This message was edited 1 time. Last update was at 2016/02/14 14:51:06
    
Games Workshop Delenda Est.
Users on ignore- 53.
If you break apart my or anyone else's posts line by line I will not read them. |
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![[Post New]](/s/i/i.gif) 2016/02/14 16:34:25
Subject: White Scars - Dreadnoughts (Looking for Advice)`
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Decrepit Dakkanaut
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Furyou Miko wrote:Might I suggest Mantis Warriors?
White Scars successor with a very limited number of Marines due to being on a penitent crusade - so they have quite a few Dreadoughts, because every body matters.
Their chapter tactics don't benefit the Dread directly, but they do let you take a Divination librarian for your allied HQ, which can give the rest of your army some nice advantages.
The whole codex gets Divination access now. The Chapter Tactics need an update as a whole.
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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) 2016/02/14 17:05:39
Subject: White Scars - Dreadnoughts (Looking for Advice)`
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Longtime Dakkanaut
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White Scars have some Dreadnoughts but not a lot. They prefer letting the soul roam free in the wind when they pass so they can continue the hunt and the cold sarcophagus of a Dreadnought prevents that. But sometimes they are a necessity to succeed in the mission, so they have a few for that purpose.
Rules-wise, Hit and Run is good for something that doesn't want to be tarpitted.
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YMDC = nightmare |
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![[Post New]](/s/i/i.gif) 2016/02/14 18:23:17
Subject: White Scars - Dreadnoughts (Looking for Advice)`
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Decrepit Dakkanaut
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The FW Chapter Tactics have some good picks too. Carcharodons give theirs Fear (so kinda like a Monstrous Creature) even though it won't matter most of the time, and can get Rage, which is awesome on an Ironclad (7 attacks on the charge? Yes please!). The Minotaurs get Crusader and an extra inch on the charge (kinda meh but it exists). Star Phantoms would gain TL for a turn and have minor reserve shenanigans for the Drop Pods.
That's it though.
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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) 2016/02/14 18:41:12
Subject: White Scars - Dreadnoughts (Looking for Advice)`
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Shas'la with Pulse Carbine
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Slayer-Fan123 wrote:The FW Chapter Tactics have some good picks too. Carcharodons give theirs Fear (so kinda like a Monstrous Creature) even though it won't matter most of the time, and can get Rage, which is awesome on an Ironclad (7 attacks on the charge? Yes please!).
I could see that being potentially awesome on a drop pod assault dread.
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![[Post New]](/s/i/i.gif) 2016/02/14 19:21:52
Subject: White Scars - Dreadnoughts (Looking for Advice)`
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Hallowed Canoness
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Slayer-Fan123 wrote: Furyou Miko wrote:Might I suggest Mantis Warriors?
White Scars successor with a very limited number of Marines due to being on a penitent crusade - so they have quite a few Dreadoughts, because every body matters.
Their chapter tactics don't benefit the Dread directly, but they do let you take a Divination librarian for your allied HQ, which can give the rest of your army some nice advantages.
The whole codex gets Divination access now. The Chapter Tactics need an update as a whole.
Well that's lame. Really, really lame. Their use of divination is supposed to be one of the key defining traits of the Mantis Warriors.
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"That time I only loaded the cannon with powder. Next time, I will fill it with jewels and diamonds and they will cut you to shrebbons!" - Nogbad the Bad. |
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![[Post New]](/s/i/i.gif) 2016/02/14 23:08:29
Subject: White Scars - Dreadnoughts (Looking for Advice)`
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Decrepit Dakkanaut
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If I were to update them I'd probably say that the Librarians get a free roll of Divination without interfering with discipline focus or anything.
It'd be a nice buff.
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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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