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Outcast
Hey guys tryin to make a decent White Scars tournt list, some input on how you think it will go and a comp score mainly for interest as WA doesnt really use comp tongue.gif

HQ:
Kar'Sarro Khan on moondraken 205pts
Libarian, Bike, Null Zone & Avenger 135pts

TR:
8 Marine Bikers, Sgt, Power Weapon / 2 Flamers - Attack Bike 280pts
5 Marine Bikers, Sgt, Powerfist / 2 Meltaguns - Attack Bike, Multi-melta 235pts
5 Marine Bikers, Sgt, Powerfist / 2 Meltaguns - Attack Bike, Multi-melta 235pts
10 Space Marines, Sgt, Powerfist, Combi-plasma / Plasmagun - Rhino 250pts

FA:
Land Speeder Typhoon 90pts
Land Speeder Typhoon 90pts
Land Speeder Typhoon 90pts

HSP:
Vindicator, Dozer Blade, Extra Armour 140pts

TOTAL: 1750pts
KIng Yoshi
My 1750 list runs a bike captain, partially equipped command squad, 3 full bike squads, 2 squads of 2 multimelta attack bikes and a unit of 3 typhoons.

I never feel like I need infantry.

All 3 of your bike squads need to be full strength. Dont mess around with your fast attack by being tricky. Attack bike units are the best thing for a bike army. Infantry ruins the theme.

Id give it a 3.
the.crimson.fist.of.justice
u should outflank with your vindi, then fire the cannon at their scoring units at their objective when it comes in, just a fun thought 4 when your playing, but ofcourse not at the tourny.
PapaSmurf
I almost want to suggest a chaplain rather than libby. Anti psyker is nice but the chappy will help prevent them from bouncing in combat.
KIng Yoshi
QUOTE(the.crimson.fist.of.justice @ Mar 27 2012, 06:15 PM) *

u should outflank with your vindi, then fire the cannon at their scoring units at their objective when it comes in, just a fun thought 4 when your playing, but ofcourse not at the tourny.


Im pretty sure they can't outflank bro
Gorechilds Protege
QUOTE(KIng Yoshi @ Mar 28 2012, 06:59 AM) *

Im pretty sure they can't outflank bro


Yeah, since when did Vindicators or other tanks in a space marine codex get the combat tactics rule?
Greatwolf Glen
Yep no outflanking vindicator for you, that said by taking Khan this allows dedicated transports to outflank this gives you some interesting options and possibilities.
justabloke
It can still be a scars list without Kar'Sarro. You can get a captain with more damage output for less points. Plus you get to keep combat tactics. Being able to fall back 3d6 out of assault range to come back and shoot again is quite useful to a bike army.

- Keep the tacts, their set up is good for supporting the bikes and the rhino is fantastic at blocking LoS and assault avenues on the turn you commit.

- Lose the vindy for more bodies and attack bikes for throw away melta.

- Double flamers (and avenger) can leave you out of assault range if your not careful. Add plasma to the big bike squad and attach both characters and it's not a bad combat unit if supported correctly.


HQ:
Cpt, relic, SS, bike, melta bombs 185pts
Libarian, Bike, Null Zone & Avenger, melta bombs 140pts

TR:
8x Marine Bikers, Sgt, Power fist, 2 plasma, attack Bike, multi-melta 320pts
6x Marine Bikers, Sgt, Power fist , 2 Meltaguns, attack Bike, multi-melta 260pts
5x Marine Bikers, Sgt, Power weapon, 2 Meltaguns, attack Bike, multi-melta 225pts
10x Space Marines, Sgt, Combi-plasma, Power fist, plasma gun, missile launcher, rhino 250pts

FA:
2x Land Speeder Typhoon 180pts
1x Land Speeder Typhoon 90pts
2x attack bikes multi-melta 100pts

HSP:
nil
Outcast
@justabloke, yea i know i dont need karsarro to be white scars just like wat he brings with furious charge, hit and run as well as outflank, and his instant death sword (on a 6 to wound that is) but the idea of a normal captain so i can fall back is something ive wanted to try (when i first made my white scars it was themed around the noval hunt for volourious, and the list idea uve given in nice cheers man

@the.crimson.fist.of.justice, lol if only that could be a nasty trick every now and them but image if it didnt come till turn 5 how annoyed would ya be, i know i would be

@KIng Yoshi, Infantry ruins the theme. how do u capturn or contest objectives not on ground level or within 3" of ur guys on ground level... but i do like ur support squad idea similar to justabloke's idea (or his is sim to urs =p), also at game under 2k i find command squads heavy on points i mean 205pts for 5 guys with out other upgrades (yea 2 attacks ea n FNP) but is it real worth all those point at 1750pts ??? =s ???

@PapaSmurf, if i had a chap it be with assault terms in an outflackin crusader =p

@all i want to optamise the shooting phase for this army and have the combat phase as a last resourt/completely at my advantage and cheers for help so far get ideas not to nut it out with wat id be comfortable with and wat i think with suit WA tournies
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