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New White Scars CTs and Phobos Discipline


L30n1d4s

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Can you imagine WS Reivers (who should be retrofitted with the "Phobos" key word) getting Temporal Corridor cast on them by a friendly Phobos Librarian?

 

That means 6" move + D6" advance, another 6" move + D6" advance, then a 2D6" charge with 4A per model on the charge... a squad of ten Reivers with Combat Blades can move/charge an average of 26" a turn and put out 40 x S4 attacks, then fall back from combat and do it all over again on your next turn.

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My "Gunline" Company Veterans on Bikes just got better...

 

At face value, I should be equipping them for close combat, but then...

 

1 sgt with Power-Lance/Power-fist (careful pin work) and Combi-Plasma. 4 Veterans, all with Storm shield, 3 Combi Plasma, 1 Combi Flamer... now with 4 attack on the charge for the sgt, 3 per bike. Gun, gun, CHARGE! Just got better...

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The new CT certainly feels better for the White Scars. Also makes their bikes potentially very mobile and deadly.

 

shock assault is definitely going to encourage "cycle charging" from the scars now, both in the repetitively fall back and charge ad mortem sense, and the " I'm on a bike" sense.

 

I would say mostly the first one though, since jump troops and presumably dreadnoughts would also be playing the hokey pokey with the enemy. 

you know, 

 

"you put your bike squad in,

you pull your bike squad out,

you put your bike squad in, swinging chainswords all about,

you do the poke 'n' stabby 'till they're dead there on the ground;

cause that's what it's all about!"

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I feel like the WS got improved a lot but still suffer from a lack of good units.

 

Reivers with temporal corridor will be awesome at getting to the enemy, but they still aren't that great in melee even with Shock Assault.

Bikes with Meltas will be awesome at getting to the frontlines turn 1, seriously damaging a tank/monster/transport and then charging some shooty unit to prevent it from shooting for a turn.

Melee Veterans will be great at exploiting Shock Assault with proper weapons, they just need to get there. This is where Reivers and Bikes can help by putting up early pressure and Rhinos that can advance&charge will be helpfull too unless you take JP or Terminator Veterans. The thing is that an opponent might decide to fall back in his turn and simply blow your melee unit to bits with another unit like they already do today because there's no point to stay in melee with a unit that is not good at melee and even less so if the enemy can fall back and re-charge.

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Now that we have more info, the original tactic described above turns out to potentially be even more deadly:

 

Imagine the 10 Reivers "dashing" across the table turn 1/2, as described above, then turn 3 activating both the Assault Doctrine and the special White Scar "Devastating Charge" rule that goes with it. That means that not only do the Reivers put out 41 attacks, but now they are S4 AP-1 D2... with some re-rolls from a nearby JP Chaplain and JP Lieutenant, that means they can kill an average of 11 Primaris Marines or do about 14 Unsaved Wounds against a T7 3+ save vehicle on the charge... pretty amazing!

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I think the big problem will be to have the units still alive by turn 3. Many games are as good as decided by then and if you throw your units into the enemys frontlines turn 1-2 already he'll have a good reason to get rid of those as fast as possible.

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True, good point there... however, it wouldn't surprise me at all if WS have access to a Stratagem, WL Trait, and/or Relic that let's them get to Assault Doctrine quicker (or at least give it to a specified unit sooner than Turn 3).
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Overall the White Scars greatly improved in so many ways. Love this Chapter Tactic and considering that the White Scars also get Devastating Charge, means we got a ton to look forward to. Plus units such as Reivers, Aggresors, Infiltrators, Incursors, Walkers, and Dreadnoughts all got better in CC for us which is great as SM shooting in general improved.
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[WLTrait] Master of Snares - when a enemy unit within 1" of this Warlord is chosen to fall back, roll a d6.  On a 4+, the unit cannot fall back this turn.

 

 

At first glance, this is amazing.  I can't wait to start messing around with this trait.  Not to mention, you can give a second character a WL trait with a Stratagem...

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[WLTrait] Master of Snares - when a enemy unit within 1" of this Warlord is chosen to fall back, roll a d6. On a 4+, the unit cannot fall back this turn.

 

 

At first glance, this is amazing. I can't wait to start messing around with this trait. Not to mention, you can give a second character a WL trait with a Stratagem...

This only works if your opponent isn't trying to do the same to you. And isn't doing it for free across multiple units. Or for making you do 3d6 ld tests within 12"

With this trait you will have to pick veeeery carefully for your 50% chance. This isn't the best tactical cowardice option, and i would probably pop it on a lieutenant or throwaway character if your set on it's use

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It's great until you realise that if it's really important for your opponent to have the unit fall back he can spend 1CP and re-roll it which makes it much more likely for him to roll that 4+.

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According to the video from the folks at d6 evolution it's the white scars player who rolls. We'll see the wording when it's released on Friday I suppose!

And you also roll per unit so consolidating into multiple units means multiple rolls (by the scars player) to keep them snared. They also emphasize it's any unit within 1" including flyers.

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