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White Scars unit Synergies


MeltaRange

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Hi All, I've started a list of "hidden" synergies that make particular Space Marine units perhaps more useful as White Scars than other chapters.  Interested to see what you might have to add, so please respond with anything you've come across.

 

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Land Raider Redeemer
Synergizes well with 'Hunter's Fucillade' & 'Feinting Withdrawl', and also 'Encirclement' since it has > 9" range on Flamers.  Being able to Advance & Charge is helpful to get an otherwise slow tank where it needs to be, particularly with 'Ride the Winds' cast on it. Frag Assault Launchers combine well with WS Chapter Tactic since they can trigger it every turn. 'Lightning Debarkation' in conjunction with a Jump Pack Librarian (one of the only vehicles that can carry one and actually use LD) can be used to devastating effect with 'Eye of the Storm' or 'Null Zone'.  This Librarian can move upwards of 31" or more and still use psychic powers.
 
Repulsor (bare bones w Auto-Launchers)
The White Scars supplement gives an opportunity to bring only a single, bare bones Repulsor to be used mainly as a Transport. Auto-Launchers + 'Ride Hard, Ride Fast' is a -2 to hit at range when Advancing. 'Spirit of Chogoris' to even further debuff the opponent's main anti-tank platform to a -3.  'Hallucination' can debuff a second unit or even make a unit (Castellan anyone?) -4 to hit the Repulsor. 'Lightning Debarkation' can setup a devastating strike with Aggressors or Intercessors using Rapid Fire or Boltstorm. Repulsor field combined with 'Blasting Gale' means that a unit can only charge from a max of 4.5" away and has a realistic chance (1/3) to fail even a 1" charge. (hilarious against Genestealers)
 
Reivers
WS Chapter Tactic is strong for Reivers in their role of harassment. 'Temporal Corridor' does not prevent them from charging, and can be buffed with a combination of 'Ride the Winds', 'Master of the Vanguard' and 'Plume of the Plainsrunner' to see some potentially massive moves. (up to a 30" + charge by my count) Synergizes with Kor'sarro Khan and Banner of Eagle. Reiver Sergeant an interesting choice for 'Master-Crafted Weapon' or even 'Headtaker's Trophies' via 'Khan's Champion' stratagem.
 
Invictor Tactical Warsuit
Being able to deploy only 9" away, and possessing a 10" move, very good candidate for a 1st turn charge and with their movement (assuming the top bracket) also able to maximize the use of 'Strike to the Heart' to consolidate d6+6" after fighting.
 
Assault Terminators
White Scars have the tools to make Assault Terminators usable.  Units coming down out of Deep Strike can easily get +3" to charge on 3d6 with the right powers ans stratagems  Ability to Advance and Charge helps alleviate Terminator mobility issues once arriving.  Both Thunder Hammer and Lightning Claw viable, the latter more so on Turn 3 or later. (with Assault Doctrine active) Lightning Claw Combos could include:
  • Librarian in Terminator Armor - Plume of the Plainsrunner, Ride the Winds
  • 5 TH/SS Terminators
  • 5 Lightning Claw Terminators
TH/SS and Librarian drop down turn 2, and LC terminators on turn 3.  Use 'Fury of the First' as necessary.
 
Incursors
As with all PHOBOS units like Reivers, can be the target of 'Temporal Corridor' and still make a charge due to White Scar Chapter Tactics.  2 units can work together so one receives buffs (Corridor, 'Ride Hard, Ride Fast', Smoke Grenades, etc) and charges headlong into the enemy, while the second unit can shoot and be the target of a 'Shrouding'.  This can force the enemy to have to shoot at the fully buffed unit in front of them rather than picking the un-buffed unit they can surely kill easier.  Pair with a Chapter Master so you can re-roll all hits and fish for 6's (even better with Whirlwind of Rage successor tactic, which means every 6 to hit = 3 hits) and/or 'Gene Wrought Might' to make your Str4 Incursors a threat to any enemy.
Edited by MeltaRange
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I kind of looked at the idea of a White Scars Terminator squad with Lightning Claws or a squad with Thunder hammers / Storm shield. It feels like we are one of the few armies where a deep striking terminator squad can really put in that work. 

Drop down turn 3 and use the 3d6 toss for charge. 

Real potential for destruction there. 4 swings per termie (3 with hammer) with ap +1 (ap -4 hammer, ap-3 claws) and D +1 for D2 claws with D4 hammers. It sounds good on paper and like a solid use of a 5 man termie squad especially if you stagger them and allow for banner of +1 str to be nearby or Khan is nearby when they land. Real potential I think. 

Any thoughts on the above? 

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Yes, White Scars are one of the few Chapters that can really make good use of Terminators, either standalone with "Fierce Rivalries" or with a Terminator Librarian tagging along to cast +2 to charge and no overwatch. Librarian with Hammernators on T2 is good. For a T3 drop I'd probably do Lightning Claw Terminators by themselves so that it's only a 165pt investment and D2, AP -3 claws will shred pretty much whatever you need by that point.. not to mention then you can teleport Homer them out if they took out the only backfield target they needed to and your opponent thinks he's just going to ignore them for the rest of the game Edited by zero88
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Similar to the reivers combo, I like to use 2 squads of 10 incursors.

Its easy enough to deploy them Out of LoS when you can infiltrate, the Phobis librarian then temporal coridors the first unit, that one will charge and use the -1 strat. That unit is then -2 to hit from smoke.

The second unit get shrouded, so they are hard to target since the first unit is in your face.

I then use a drop pod to get a chapter master with vox espiritum in buff range of the incursor for the sweet rerolls, I bring along another liby and some grav dev cause why not.

With full rerolls, incursors can use gene wrouth might and fish for 6s, they are dangerous to almost any target.

 

This is a simple combo and you often do not need all the pieces to go off.

Temloral coridor fails? No mater, just use the +2 to charge power, or the 3d6 stratagem.

 

Bonus point if you juste hide for 3 turn before hitting them in the assault doctrine.

Edited by BlackTriton
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"Once in combat, 'Gene Wrought Might' in combination with a Chapter Master means that this unit can generally threaten all targets by fishing for 6's. (even better as a Successor chapter utilizing 'Whirlwind of Rage' as one of your tactic)"

 

 

Please note (for clarity) that since the latest FAQ, additional hit on "6" do not stacks gene wrought might anymore.

 

fishing for 6's is still a good idea for incursor (even better with WWoR) since the additional hit will make up for the misses.

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I do like the White Scars reiver detachment , although I use a custom chapter tactic (+1 charge and whirlwind)

 

Basically it's a shadowspear lieutenant with the plume relic and master of vanguard warlord trait dropping with 3 reiver squads on turn 3.

They get +3 to charge so they only have a 6" charge usually and with WS bonus doctrine they are quite dangerous.

Also the detachment costs only 351 points.

You can always equip them with bolters and drop in turn two if you want.

 

Second combo I really like is what I call a bugs bunny chapter master ( if you ever saw bugs bunny playing baseball as you will know what I mean).

 

This can be used with any chapter actually but I find it very good with scars duality.

You take a Phobos captain, make him a chapter master and give him the vox relic and Shoot and Fade warlord trait.

 

With my chosen successor chapter tactic this guy can move + advance 8+D6" and cover my back field units with his 9" reroll aura. Then when my back field is done shooting, he himself shoots at something(his weapon is assault), and after that he moves 8+d6" again to give his aura to my forward units.

It's a very neat and unique trick in my opinion.

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