Firstly, all White Scars biker units move faster when advancing, allowing you to close in on the foe and outflank your enemies. Secondly, all White Scars units – including Dreadnoughts! – can charge in the same turn that they fall back. This is huge, effectively allowing the White Scars to guarantee priority in assaults and letting powerful close combat units engage and re-engage at will without getting bogged down.
This is going to be deadly with Reivers, who, as we’ve mentioned in their tactica, can use Shock Grenades to prevent enemies from firing Overwatch, or stymie units that inflict damage when they charge such as the Ironclad Dreadnought and Assault Centurions. Inceptors, in particular, are one of the most dangerous units that a White Scars general can field, capable of shooting and charging when they fall back thanks to having both Fly and the White Scars Chapter Tactic. Jaghatai Khan would be proud!
As well as Chapter Tactics, there’s a range of ways to further customise your White Scars. Kor’sarro Khan is as powerful as he ever was, and his unique ability For the Khan! boosts the Strength of charging White Scars units – combined with their Chapter Tactics, it’s going to be very hard to defend against getting repeatedly charged by a White Scars army. The White Scars Stratagem, Born in the Saddle, allows White Scars bikers to advance, shoot, and charge, meaning that each biker has a potential threat range of 26″, and you’ll be able to hit your opponent hard before they’re even able to react.
Finally, the White Scars have a unique Warlord Trait and Relic adding yet more powerful options to the army. Deadly Hunter allows your Warlord to deal mortal wounds when charging, while the Mantle of the Stormseer makes it easier for White Scars psykers to cast Smite and unleash the power of the storm.
Reivers, on the other hand, are a versatile and powerful unit in a Raven Guard army and function well with other assault units; they’re almost as mobile as jump troops with their grapnel launchers and grav-chutes, with some handy abilities like Terror Troops and shock grenades. If you want to make your own Raven Guard characters, their unique Warlord Trait, Silent Stalker, prevents enemies from firing Overwatch, while the Raven’s Fury Chapter relic allows a jump pack character to move at blistering speeds and reroll charge ranges – combined, you’ll have a potent and deadly character assassin.
Panzer wrote:Hah, with those rules I'd probably switch over to paint my army in Kel'shan colors since I prefer close range shooting anyway.
Jacket wrote:Best thing about Tau all it is is sept markings. So easy lol. Don't need to paint the whole scheme like a chapter, but yeah it is cool.
Gragagrogog wrote:Jacket wrote:Best thing about Tau all it is is sept markings. So easy lol. Don't need to paint the whole scheme like a chapter, but yeah it is cool.
You can even just put some precut sticker tape on them, forget painting them! Or even forget the sticker too! Just play them as if they were whatever sept you want. Also, even if you paint the sept markings to be a specific sept, still play them as any sept you want bcause no will know the difference! The possibilities! Oh my.....
Overheal wrote:While its not clear without a book in hand, the WH40K Social Media manager has made comments suggesting that your whole detachment would have to come from the same Chapter/Sept, so you won't get a modgepodge of mixed chapter armies going forward.
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