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White Scars

 Post subject: White Scars
PostPosted: Mon Oct 27, 2003 4:59 pm 
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I could be wrong, but I think some of you guys, misinterpreted this list.  This is not a Task Force Organization or deployment list.  This does not show how he's going to employ the force but a list of available forces.    But I could be wrong ?! ???

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 Post subject: White Scars
PostPosted: Mon Oct 27, 2003 7:22 pm 
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I agree that spreading the AA is the way to go.

The latest (supposedly final) list is in the vault and it has some very relevant changes.
============

Bombards can now only be fielded as independent batteries.

Manticores have Disrupt ability.  Since combined barrages lose special abilities, you will want your arty company to be all Manticores.  Use the Basilisks as an independent battery.

Thunderbolts got a good upgrade this last time around, so they are 2 for 150 points, iirc.

No more Salamanders (model production didnt' make it).  They're all chimeras.
==========

For strategic suggestions:

I would add a formation of Stormtroopers.  8 scouts with short range AT and decent assault seems to be a perfect escort formation for a company of Baneblades that you intend to use aggressively.  Roughriders could perform a similar role, but have less offesive flexibility.

I would have a couple companies of infantry to trade out for one of your mech or arty companies.   You could also add the fire support platoons and still garrison them as an alternate to adding them to the mech inf.

That would add 650-850 points, depending on whether you added roughriders, stormtroopers, or both.

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 Post subject: White Scars
PostPosted: Mon Oct 27, 2003 8:16 pm 
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Where in the vault are they Neal? I can't find them!

Could you please post a link?

Cheers

Chris

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 Post subject: White Scars
PostPosted: Mon Oct 27, 2003 8:44 pm 
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[quote="nealhunt,27 2003 Oct.,18:22"][/quote]
Thanks for those points all.

I will split the flak in my army list.
I will see about adding a titan or two. I dont have many spare at the mo, but I'm sure I can find something.
Thanks Neal for confirmation of the Flyer numbers, I originally had 3 out, but on double checking the lists, had noted they said only two.
The Artillery company was all manticores in the first place, but I figured that was overkill so swapped 3 of them out, They'll go back in now! If the Basilisks can also AT shoot now, I prefer the idea of a spare unit of tank hunters floating freely.
Not sure about Stormies or RR for supporting the Baneblades. They seem like a lot of painting - Having said that, the planes are proving to be a LOT of painting so they cant be worse than them! They'll be the last thing I do I guess.
No more salamanders? They're in the current list! How rude.... mine are stand ins then, I dont have enough Chimeras!

Chris:Unless I have counted wrong, I currently have 1 more company than support formation. Some of the listings at the bottom are upgrades which I just didnt (dont!) know where to place!
Tas: Its a long way from all done, but it wasnt a bad first week. I wont be getting much done this week though since I'm working Mon-Wed & am going away Thurs-Sunday! Dont have any commissions at the moment though :{ God side means lots more time for the IG I guess!

Thanks all for the tips - Keep 'em coming! I cant wait to get this force finished & get them trialed on the battlefield now :p

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 Post subject: White Scars
PostPosted: Mon Oct 27, 2003 8:51 pm 
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Quote (TuffSkull @ 27 2003 Oct.,19:44)
Thanks Neal for confirmation of the Flyer numbers, I originally had 3 out, but on double checking the lists, had noted they said only two.

It was changed to 3 in the last Errata file. Go to the vault and download it, I remember it because I altered it on my printed version.

Cheers

Chris

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 Post subject: White Scars
PostPosted: Mon Oct 27, 2003 8:58 pm 
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Quote (Chris @ 27 2003 Oct.,19:51)
Quote (TuffSkull @ 27 2003 Oct.,19:44)
Thanks Neal for confirmation of the Flyer numbers, I originally had 3 out, but on double checking the lists, had noted they said only two.

It was changed to 3 in the last Errata file. Go to the vault and download it, I remember it because I altered it on my printed version.

Cheers

Chris

Arrg, confusion. Thanks for the help though Chris, I'll look it up.

After painting 1 trial aircraft last night, if I cant get a definite answer, I'll just paint & use two.
If I find out on release that I've been  playing with a disadvantage then I'll do a third, but I am still (after 15 years in the hobby) waiting to paint a plane I'm happy with so I'll live with the disadvantage if need be  :D

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 Post subject: White Scars
PostPosted: Mon Oct 27, 2003 11:09 pm 
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http://www.specialist-games.com/epic40k/Vault.htm

Section 6.0 has the army lists posted as of 23Oct03.  Outside of some typos, the only thing in flux is the ork list.

T-bolts are 2 for 150.

BTW, there are 2 support formations allowed per company now.

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 Post subject: White Scars
PostPosted: Mon Oct 27, 2003 11:31 pm 
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Quote (nealhunt @ 27 2003 Oct.,22:09)
http://www.specialist-games.com/epic40k/Vault.htm

Section 6.0 has the army lists posted as of 23Oct03. ?Outside of some typos, the only thing in flux is the ork list.

T-bolts are 2 for 150.

BTW, there are 2 support formations allowed per company now.

Many thanks - I've downloaded the pages, but with all this painting havent had a chance to do any reading!
(speaking of which, I havent had a second spare tonight to lift a brush. I will post an update to the diary if I can tomorrow morning before work, otherwise you might have to wait I'm afraid!)

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 Post subject: White Scars
PostPosted: Tue Oct 28, 2003 12:57 am 
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Sorry to cause even more confusion, but I found the errata file I had saved, which states:

Space Marine & Imperial Guard Army Lists

Increase the number of Thunderbolts in a Thunderbolt formation from two to three.


So they should be three unless Jervis decieded to change it back for the final version of the rules. Perhaps we should ask him ????

Cheers

Chris

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 Post subject: White Scars
PostPosted: Wed Oct 29, 2003 6:59 pm 
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Chris, it was changed back.  The newer files are post-errata (even though I think their post dates are messed up).  There wasn't even a 6.0 in the vault before.

The T-bolts recieved a pretty substantial upgrade on weaponry because JJ didn't think the stat lines reflected the miniatures.

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 Post subject: White Scars
PostPosted: Fri Feb 27, 2004 6:58 pm 
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White Scars are up in the vault. Surprised me too.

http://www.specialist-games.com/epic40k/Vault.htm


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 Post subject: White Scars
PostPosted: Fri Feb 27, 2004 8:45 pm 
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NICE!
Now we have a _real_ chapter to toy around with. None of these sissy Codex followers or Crusading chaps for me.  :;):


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 Post subject: White Scars
PostPosted: Fri Feb 27, 2004 11:48 pm 
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RRR....still waiting for the next version of the Chaos list!!!! :angry:


:p

my 2cents,

iblis drax

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 Post subject: White Scars
PostPosted: Sat Feb 28, 2004 6:21 am 
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That is a surprise! ?

Mongols on pretty white and red bikes! ?

Ghengis Khan is rolling over in his grave! :o :ghostface:

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 Post subject: White Scars
PostPosted: Mon Mar 01, 2004 9:23 pm 
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The White Scars sound great to me. Just played about 6 games now with 3,000 - 4,000 points of Ultra marines. I like the idea of a lot of really good assault troops attacking at speed.  Bikers are better in the assault that Assault Marines in my opinion as they have the 4+ Firefight factor.  This will be my next project I think.  Question - as these are a new army can you mix them with Ultra Marines or do they have to fight as different forces?


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