Warhammer 40000 White Scars supplement codex review
Hello everyone !!
Following the review of the huge space marines codex (link), here come the white scars supplement.
This codex is a thin(70 pages) hardcover book. It's standard GW quality so there is nothing wrong about it.
The 3 main parts of the book are The fluff, the model's pics and the rules!
I book is very small even smaller than the Ultramarines supplement. (https://war-of-sigmar.herokuapp.com/bloggings/4081)
The first 30 pages of the book are dedicated to the Chapter presentation. It's quite complete with a lot of details on the different companies and units. There are also details on Chogoris, the Khan is disappearance. Some fight between Scares and Red Corsairs. It's interesting but I didn't find any big reveal or anything.
Note: Lots of amazing artworks !!!
10-12 pages of Painted models.
White Marines are beautiful but none of the new Primaris supports the White Scars style! so it's a bit sad :/
One new general ability, a few warlords traits, some relics, more stratagems, and 6 psychics powers.
Devastating Charge is a new rule that is added to your army if it has the White Scars keywords.
The rule is strong for sure, one more damage per attack on the charge. When Marines already gain 1 attack for charging and White Scars can run and charge you are guaranteed to hit like a truck.
One Marine with a Chainsword with the doctrine up and charging is :
3 attacks, with AP -1, dmg 2.
Best way to maximise this buff? A large number of models generating free attack and extra wounds on the charge. One assault squad with 2 Eviscerators is 172 points only ! and that brings a lot of pain but in turn 3 :/
The main problem will be reaching Assault doctrine while benefiting from Devastator and Tactical doctrine on the previous turn.
There are 6 extra Traits that you can choose from.
honestly, they are not that great :/
I think I would always choose Imperium sword from the marines dex (reroll charge dice.s, +1 S&A on a charge) or maybe Master of snares (prevent Fall back on a 4+)
2 list here, one for White Scars and one for Successors Chapter Special Issue Wargear.
Relics Of Chogoris
Mantle: +1 casting spell
eyes: One friendly white scar unit ignore cover
Banner: +1S while withing 6''
Wrath of the Heavens: Move 16" bike with "fly"
Scimitar : +1 -3 dmg2 on a 6 +1dmg
Plume of the runner: +1 run and charge within 6 of the bearer
Khan lance (only for khan on a bike): S*2, ap-3, Dmg d3
Special Issue Wargear
Same as ultramarines with a few difference :
Cyber eagle helm: Overwatch on 5+ within 6
Bolts: one attack S7 ap1 dmg 1d6
There is no stratagem that allows getting faster to Assault Doctrine :/
From the Space marines codex :
Big guns never tire will be useful if you want to do a first turn rush with a Speeder unit (ignore malus to a heavy weapon)
There is no chapter master option the White Scars codex so you'll need 2Cp if you want one.
2 pages of them and some of them are quite good :
-Born in the Saddle: Run and shoot with bikers
-Wind swift: Move twice (but can't do anything after)
-Hunters Fusillade: Transform heavy weapons and rapid-fire weapon into assault weapons. (very good on Speeder units)
So, in a nutshell, you can first turn transform 2 speeder unit in rush bomb to swoop 20" and shoot without malus.
Then on turn 2, you can transform heavy weapons into assault weapons for benefiting Tactical doctrine on heavy weapons.
let check the White Scars Psychic table now
Some cute spell-like Blasting gale (no run and charge with one dice), Storm wreathed protect one unit from Overwatch and deal a few Mortal wounds (with luck),
ride the winds is a bit overkill but allow some super far charge, move 14 run 6 +2 and charge 2d6+2 = for 31" average threat range ^^ (White go Faster now !)
Only 2 units present in the book, no chapter master, no bike squad as troops or some interesting twist on units.
Primaris, Not on a bike, Not a chapter master :/
Cool "for the Khan" rule but with a 6" move and 6" aura it's pretty hard to apply. Maybe tuck him in an IMPULSOR with 5 intercessors and support real White Scars unit
cost 105 pts
Interesting take it's a captain with a spear on a bike. There is no option but the basic setup is nice, +1 SV vs melee, with the right warlord trait and chapter master he should be 7 attacks on charge! '(Nice smash captain !)
I don't understand why there are no White Scars bikes units in the codex, they could have a different one (with special rules), or in troop or Elites?
It feels very bland.
Looking at the Space Marines Codex, one bike is 23pts and Assault Bike is 49pts. I am not sure yet what is the best set up but I think you want bikes
I'll be honest this codex feels super lazy, there is nearly nothing in this book :/. It's been a long time since GW made such an obvious (to me) cash Grab.
The codex premise is this Assault Doctrine but there is no option to use it earlier than the third turn, now way to apply it on a unit as Ultramarines do. You are going to need loads of CP but have no good compo to have them.
Maybe I am too hard but I am not impressed by this book at all :/
That's it for the white scars !!
As usual, ask a question here!
Dark Angels Primaris Flyer
Hello everyone !!!
They were already on the radar since this post : https://war-of-sigmar.herokuapp.com/bloggings/4042
But it could have been a simple conversion article in the next WD. Now considering this ad it's quasi certain that Dark Angels Primaris are coming!
Yea i know, still not a Space Wolves but better than nothing ^^
Warhammer 40000 Space Marines Codex 2019 Review
Hello everyone !!
This morning I had the pleasant surprise to see UPS deliver the new Space Marine codex 2019 to my doorstep. To be honest, I mostly focused on the Rules part of the book and will do an update with the fluff later if i have the chance (after I have reviewed the White Scars and Ultramarines Codex).
The new Space Marines codex introduce a large number of special rules affecting all units.
And they shall not know the fear
Reroll morale dice, nothing new here.
Started as a test rule and now it's part of the codex. The rule allows bolt rapid-fire weapon to make the double number of attack if: Target at half range, Up to max range if shooter not moved, the firing model is a bike, terminator, centurion or dread.
So bikes always get 4 shots now, same as Terminator, or Stormbolter on a dread. Also, note that each centurion have 12 hurricane bolter shots ^^
It's a good rule that helps marines a lot and will have even greater effect with the new doctrine, the Ultramarines mini dex and some other stuff we will look later in the review.
+1 attack when charging, charged, heroïc intervention. It's good for the Smash Captain and a bunch other of melee units. Again, Shock assault in combo with Doctrines, Chapter traits and stratagem is going to help a lot.
Let's talk about these doctrines then!
in our wildest dream, we couldn't have imagined an army-wide buff like this ^^
So with careful preparation (or list building), your weapons get -1 AP when you need it. Off course starting the games with the Devastator Doctrine incite to build an army with loads of heavy weapons to use the Combat Doctrine from the start. Combined with the New Stalker Bolt Rifle (36''/h1/s4/ ap2/ Dmg2) on a very good troop choice it's quite powerful ^^ (did I mention eliminator yet?)
But don't discard the other 2. With bolter discipline and Tactical Doctrine, the amount of Ap -2 dakka that intercessor can do is interesting. Even the Special Issue Boltgun reaching AP3 is great for double-tapping !! Combined with new Chapelain prayers granting +1 to wounds rolls and the sternguard veteran stratagem granting the same it's 3+ to hit 2+ to wounds and -3 save.
The assault Doctrine applies to melee weapon and pistol, I am not sure it's enough, but intercessor charging or being charged are 3 attacks with -1 rend and one extra bolt pistol attack with -1 rend in latter turns. 30 3+/4+ ap-1 are somewhat interesting if you can pull it off (i mean having the doctrine up at the right time). Off course again, the big combo is going to be with the White Scars getting +1Damage on melee attacks if this doctrine is active.
In a nutshell, The Doctrines are awesome!! I really think it going to help get Space Marines army back on the meta with more than a Static Gun line.
Another great improvement is that Chapter tactics apply to everything but servitor if you are battle forged. (even vehicle)
A lot of good stuff here, Salamander looks strong as well as White Scars and Imperial Fist.
Let's take a second to look at the IF Chapter Tactic, you ignore cover and score an extra hit on bolt weapons. With the devastator Doctrine, it's a 33% swing in your favour if your target is in cover. A barrage of Heavy weapons negates so much of the opponent's deployment. Stacking it with Chaplain buff (+1 to wounds or +1 to hit), reroll aura, and stratagem it gets bonker good.
On the Paper the UM feel a bit weak but I guess it's because the ultramarines mini codex is super good ^^
Off course this codex brings new rules and new units, so who is a hero now? I am not going to describe each unit in the book (there are too many) but select a few that get interesting in this new dex.
18 per model, las fusil at 15 or bolt sniper at 3 (heavy support).
Las fusil is 36'', s8, ap -3, dmg 3. For 99pts you get 3 of them. Also, you can equip the sergeant with a bolt sniper or carbin to reduce cost and use him as a spotter for +1hit and +1 wound (87points or 89pts with a carbine).
Even the low-cost setup with 3 bolt sniper is good at 63 points. 3 forms of ammo the option to lose one-shot for +1 +1.
Did I mention they get to infiltrate and have camo cloak for a 1+ in cover ^ ^?
No change to his stats
This codex introduces Prayers in the form of a 3+ roll you can make at the start of each battle round. Each Chaplain knows the good old Litany of Hate (so it's a nerf because now you have to roll to use it) + 1 from a list of 6 :
+1 to hit with ranged weapons (one unit)
+1 to wound with ranged weapons if the target is the closest (one unit)
5+ FNP against mortal within 6''
Extra attack on a 6 in melee (aura 6'')
+1 attack, strength, dmg (self-buff)
+2 charge roll within 6'' and pile in / consolidate 6''
it's good because give some buffing to range attack, works on a tank. An HellBlaster Squad with HeavyPlasma incinerator on overcharge during Devastator Doctrine
Do you remember the time we only had Tac squad and Scouts in troops?
Now there are 5 choices, intercessors are awesome with the Doctrine and the new Stalker riffle.
Infiltrator and Incursor have standard Primaris stat but they bring tech piece that you could need. They also are both Infiltrators that can start on objectives from the start and give serious mobility if you play a static gun line.
Incursor can get one mine for 10pts that deal 1d3 MW and 1d3+1 on a vehicle it's one per unit max. ignore cover when firing and hit roll modifier or BS modifier.
Infiltrator didn't change much, but you can have a comm array instead of a Helix adept. Comm array makes the unit always in the range of aura from Phobos Captain and Lieutenant.
Still, no Primaris inside, no terminator or dread version but they can drop turn1 in matched play and ignore tactical reserve rule. You have to disembark 9" from enemy now so not in range for a half range Melta shot.
I am not sure it's still good but at least it's an option.
It moves fast, fly, can transport 6 Primaris( no Gravis armour) and allow to disembark and shoot. Price is 79 before options. (options are 18pts).
One of the options is a shield dome granting a 4++. That's a tough nut to crack ^^ (t7 / 11 wounds 3+/4+).
A bit sad you can't transport 10 marines or Gravis but heh :/
Ok, it's expensive(around 300 full fitted). But with Devastator Doctrine nearly all his weapon gain -1 rend. It can transport Gravis armour so it's extra value.
It can move half and shoot twice his main weapon and this is crazy. With support (chaplain, CM, Lieut..) you can get super reliable fire-base that removes threats from very far ^^
90 + 41 for flamer set up or 90 + 46 for autocannons (6shots). For the price it's good, each turn you get 3 heavy bolter shot, 6 stubbers shot, D6 Fragstorm and 6 auto-cannon or 2d6 flamer. With a golden first turn thanks to Concealed Position and Devastator Doctrine.
He gets 5 attacks on the charge S14 Ap -3 D3! move 10" and can start the game 9" away from you.
No change but Devastator doctrine, Chaplain support, reroll aura and Imperial Fist Chapter trait. All this allow strong long-range bombardment that ignores LOS. All this also apply to Whirlwind!
That Wrap the unit section, but it's not exhaustive. Sternguard benefit from the new doctrine and combined with a stratagem that grants a +1 to wound. Speeder and bike have a lot of nice tricks too.
Also making melee army should be doable (maybe ^^)
A lot of options again
-6 for Phobos armour (^^)
-and 8 chapters specific
minus 1 bravery for ennemy within 6"
Reroll charge + 1 S & A
Fnp 6 and 1 wounds
+1 A withing 6 of friendly +1Hit and Wound vs Enemy Character
-1 AP on a 6 (within 6'' aura)
Obj sec and auto pass morale within 6''
Make a free move after shooting
Redeploy one unit
bonus move and charge
Minus 1 to hit
One Friendly Phobos unit gets +1 to hit.
1 Bonus dmg to warlord ranged weapons.
It's funny because Phobos characters have no equipment options (because of models I guess) but have specific Traits.
Ultramarines: get commands points back on 5+ (once per turn)
Imperial Fist: +1 Save in cover against AP1 weapons within 6"
White Scars: Mortal wounds on a charge.
Raven Guard: No Overwatch on the warlord
Salamanders: +2S to the warlord (Smasssssh Captain !)
Iron hands: Extra attack on 6
Black Templars: Heroic Intervention 6"
Crimson Fists: Raise dead on a 4+ with 1d3 wounds the first-time Warlord dies.
15 relics! nothing super original here.
Note there is a Phobos camo cloak that inflicts -1 wound roll.
An assault 4 bolt rifle S5 Ap-1 D2
Teeth of Terra is S+1 Ap-2 D2 and +3 Attacks ^^
There is now 2 list available : Librarius and Obscuration
As usual, there are loads of them, the novelty is Adaptive strategy allowing to rewind the Doctrine but its once per battle only!
For 1 command point, you can go back 1 step on the Doctrine ladder!
That's it for the review of the Warhammer 40000 Space Marines Codex 2019. It's a good codex for sure, the power jump from the last one is huge. After reading it I feel there is too much stuff. I am sad as everyone when models get removed but yea it's a bit too much right now. My second gripe is the lack of options for the new Primaris range.
Apart from this, the codex is great, loads of options, interactions and cute combo. I am not sure it will be enough for the competitive scene but it should if you are playing gun line.
Any questions ? drop it in the comments.
Warhammer 40000 : Space Marines next week pre-orders
Hello everyone !!!
Next week on pre order is Week 2 of the Primaris release :
If you exclude the open cockpit The model looks really good even the Heavy Bolter / Pistol is interesting. Arms, weapons and more can be positioned however you want or left unglued for free move !
Plus there are a lot of customisation options in the box to make your Invictore look unique.
I really hope someone on Shapeways starts soon on a closed cockpit!
Warhammer 40000 Shadowspear box was released last spring and now you can order the Primaris Librarian in Phobos armor and the Primaris Captain Phobos armor.
Wake the dead is the Eldar / Primaris box and included a lieutenant armed with power sword ! next week you will be able to get it separately.
Warhammer 40000 Dark Angel Primaris & Guilliman
Hello everyone !!
Wow Dark Angel Primaris out of the blue !! I wonder what's in store for us.
I'll dream of Space Marines Primaris Ravenwing & Deathwing. I mean it's time Warhammer 40000 get new bikes !!!
I wonder what they could use for Deathwing ? Melee focused Gravis armor with Robe ?
ForgeWorld pre-orders : Dark Angels Praetor and Contemptor
Hello everyone !!
Dark Angels pre-orders for Horus Heresy (when they were loyal) :
Dark Angels Legion Praetor in Cataphractii Terminator Armour€33
Warhammer 40000 : Space Marines Preview: New Units
Hello everyone !!
A few new units are added to the new Space Marines Codex. let's check what was spoiled by GW
This squad is an alternative build from the multipart Infiltrator kit. Armed with occulus bolt carbines that ignore cover. They also have multi-spectrum arrays that prevent them from suffering any negative modifiers when using ranged weapons.
Cute melee weapon.
They also get once per game Mine that do 1d3 mortal wounds (+1 vs vehicle)
This image Scream KILL TEAMmmmm
Yay new Rhino !!! ho wait no it's 6 people only ^^
It's cool to grab objective but who named this rules ASSAULT VEHICLE ? when the rules say no Charge ^^
3 Weapons/equipments options :
-Shield dome granting a 4+
-ironhail skytalon array (Anti air)
-Bellicatus missile array (frag, krak and Icarus)
-Orbital Comms Array
Very random but depend on the points price I guess!
All in all, I am sad it's not a 10 men transports :/ but a large number of options make me hyped.
Ok so stealthy open-topped (front^^) walker, I am not going to beat a dead horse so let say it's ok-ish :/
The Heavy sidearm rule is cool actually and the Heavy flamer is going to be good with the new doctrine !!!
New option You can swap the Helix Adept (medic, and rez on 5+) for
Another good option if you consider the new doctrines!
Bolt sniper rifle ammo options buffed to S5 and all have sniper now.
But the new hotness is of course the LAS FUSIL !!
AP -4 with the new doctrine and 3 DMG per shot.
The Sergeant gets 2 cool rules also :
-Not shooting to give +1 to wound and hit!
- instigator bolt carbine allows to the eliminator to make move after shooting overwatch and before the charge is resolved? Is this WFB ? or Warmachine?
Your Space Marines will begin the battle with the Devastator Doctrine active. At the start of any of your turns (after the first), you can choose to change from the Devastator Doctrine to the Tactical Doctrine, and again on a later turn, from the Tactical Doctrine to the Assault Doctrine. Once you’ve changed doctrines, you can’t go back – your Space Marines are already committed –but your current doctrine will remain active for the remainder of the battle unless changed.
Wow !! that feel super strong ! especially the first doctrine if you have a lot of heavy weapons you can stay with this doctrine for the whole game! and without drawbacks of any sort. The Open Dread flamer feels a lot more powerful now !!
Is this will be enough to bring back Space Marines into the Meta ? will see when points are known!
Warhammer 40000 : Space Marines Enhanced Chapter Tactics
Hello everyone !!
The new Space Marines Chapters Tactics were teased by GW and ho boy they look strong. Space Marines Primaris are the new top product but are considered weak in the Tournament Meta. Off course we could expect a Juiced Codex !!
First Note that all Chapter Tactics apply to EVERYTHING unless specified otherwise, that mean Vehicle also!
Second, the 8 Space Marines Chapters in the Codex are: Iron hands, Crimson fist, Black Templar, Ultramarines, Imperial Fist, White Scars, and Raven Guards
Also nice sneaky Stalker Buff !
Personally, I like the Crimson and Salamanders Tactics. White scars look strong too, can't get Hyped without New Bikes and Speeders!
What is your favourite one? Which one is the strongest?
Warhammer 40000 : Space Marines Iron Hand Kit sighted
Hello everyone !!
It looks like we should get an Iron Hand Custom pack. Would that mean Iron Hands will get a Space Marines codex supplements? That would be hella cool!
Iron Hand Codex? Hype ? are they more than a 6+ FNP gimmick? (ok the new tactics is definitively more than a Feel no pain ^^)
Warhammer 40000 : Pre-Orders prices for Space Marines Release
Hello everyone !!
Prices for the upcoming Space Marines Stuff :
-Space Marines Codex 25 £
-Space Marines Tiggy & Khan 25£
-Space Marines Cards : 12£ or 10£
-Space Marines Dices : 20£
-Space Marines Upgrade kit : 15£
Shitty quality sorry :(