Wanted to clear up a couple misconceptions about scars lore 1. Scars begin with bikes, they don't end there, if you think all bikes is boring as hell, you'll find the books emphasise them as fast moving melee of all kinds, and bikes are just the speartip, entire brotherhoods dedicated to melee or heavy assault existed and were honoured for taking up those roles. 2. Dreadnoughts 100% fit in 30k white scars, before the heresy, they would stay on Chogoris or Terra, deployed only when guided by visions while they slept. An unprecedented number awoke before the Chondax campaign, where the Heresy starts for the scars, from that point forward, if there was a Dreadnought attached to your brotherhood, he wasnt going back to bed on chogoris. The galaxy is on fire, and they need every gun they have, he's sticking around.
@@blackbriargaming5483 I don't think it's in the 2.0 books sadly, it's a really nice piece of lore from Black Book 8, talking about why white scar dreadnoughts were so rare in the great crusade. Also gives them the amazing Khorchin name, of the 'Uhaan Solban' meaning "guardians of dawn and evening stars"
Nice to see this as a Scars players myself, but there are few things I want to mention from my experience: 1. GK do get the Power Lance vs a Hold the Line reaction unit as it's not a charge bonus, but weargear, what does go away tho is the +4 initiative bonus. This is because Sudden Strike is a charge bonus. But yes, GW should definitely clarify this as there are 3 ways to read the rules of the lance 2. You kinda forgot to mention tactical Veterans here, as the Scars roster (outside of GK) don't really have WS5+, which is why Veterans are soo good in this army. Reason being they don't really deal with strong melee units from other legions that well in melee otherwise. 3. Always run GK squads in 5 to 6 man units as you want to make sure you can at least instant kill a Contemptor on the charge (use a Chaplain if you are really going with this theme). 4. Props for mentioning Rapiers, as they are sneakily good in Scars because of the extra movement and them having Relentless. 5. Full on bike armies ARE infact very strong and viable (looking at Heresy events). The thing is though, that to fully utilize those appropriately, you need a fair bit of game and especially movement phase knowledge to make it work. It's not necessarily a power level thing, but more of a high skill floor force sort of thing. It's good, but not for beginners. 6. If you bring Golden Keshig, bring bigger multiple squads as the opponent is very likely to target them because of their potential damage output. Ps. very nice to see you mention how good their lore is ;)
So the wording is that you can only ATTACK with the weapon after a successful charge. Disordered charges count as an unsuccessful charge. Hold the Line results in a disordered charge. What am I missing here?
@@blackbriargaming5483 - This is how we have been interpreting all HtL and Charge effect interactions. Currently, HtL is too strong, shutting down things like the SoH trait when SoH charge, and even rad grenades.
Decent review. Recognise some of those minis 👀 I do disagree with jetbike and speeder lists not being viable any more - I’ve had a lot of success with them including in a tough meta. (Dunno why this got posted onto the RG/IW game originally!
Not much mention of cyber hawks. They let you select a unit within 24" and re-roll shooting attacks of 1 against it. Plasma gun support squads, with a Master of Signals means they can hit on a 2+ re-rolling 1s. That is not to be trifled with. I also like the idea of a recon company, so you roll extra dice for first turn and seizing, AND re-roll them.That gives you an incredibly high chance of seizing and means your opponent has to be super-careful when they deploy. That lets the WS player be a bit LESS cautious... AND, predators DON'T have the Heavy subtype andnor do Vindicators. That gives you a pretty decent Alpha Strike of your own if you seize.
Yeah I was on page 7 by the time I got to cyberhawks, they only got the briefest of mentions 😅 And yep! Recon Company was my recommendation for ex-Star Hunter force 😊
Bro didn't even mention the bird or the glaives Bird is amazing, gives us rerolls of 1s to hit and a charge bonus, it is so much fun to tag a unit with it, then unload plasma into it, knowing you've got the reroll
And yeah I use to be down on glaives, but it's a better version of a power sword mixed with a charnabal weapon. Probably one of the best weapons that strikes at initiative outside of a paragon blade/special character shenanigans.
@@blackbriargaming5483 I think it gets a bad rep compared against things like the terran greatsword or legatine axe, but it can be an absolute infantry blender in the hands of an ebon keshig squad, especially with their movement and ability to sweep.
See you've backed yourself into a corner as with the Legions running out you'll actually have to cover the one I play! But seriously nice content as always
Given retinue/command squads don't get the benefit of the extra wound or weapons that sky hunters get access to, how do you feel about those on Spatha bikes instead of jetbikes? Do jetbikes still win?
A very solid option and I'd probably always recommend it from an efficiency standpoint. My issue is that a Command Squad and Preator on Jetbikes just looks so much cooler...
Can't you get passed the movement restriction on the stormseer by putting him in a rhino? or am I misreeding. And trivia how fast can a white scars praetor in terminator armor with retinue run, and how can that answer be as fast as a jetbike.
As far as I can tell you can cast psychic powers in transports, maybe it's hidden in the rules somewhere that I don't see. But according to the rules I do see. The call the wind psychic, power pg 181 liber ast, is a movement phase power. The only restriction to units embarked on a transport is shooting, pg 212 AOD. Even if you cannot, by turn 2 you should be able to take advantage of the power to help those long bomb charges with 16 in of movement turn 1. If you can source a rule for the psychic power being restricted while in a transport, that would be great!
Keep in mind the psychic power also affects reaction distance as well, so now your white scar specific reaction, pg 238 AOD,is moving your marines 12 in while vehicles also taking advantage of fleet as well move 10 in on a base reaction. Since the psychic power affects all friendly units, pg 181 of liber ast...... Literally the most broken psychic power in the game XD
Honestly with jetbikes and landspeeders, you don't want to be in assault 😅 Even Ebon Keshig aren't going to perform against anything with WS5. And Golden Keshig don't need it.
Not hard math, really just napkin math, but since you get to roll two Dice for first turn you have an average roll of 4.5, which in addition to to just being obviously higher than the average one roll of 3.5, only loses to a 5 and a 6, so 33% of the time. So you're 66% to go first naturally, and then you additionally get get a reroll to seize, so even when you don't get first turn you're 33% likely to steal it back which I believe adds another 11% to your total chance. Bad napkin math says white scars go first 77% of the time.
Wanted to clear up a couple misconceptions about scars lore
1. Scars begin with bikes, they don't end there, if you think all bikes is boring as hell, you'll find the books emphasise them as fast moving melee of all kinds, and bikes are just the speartip, entire brotherhoods dedicated to melee or heavy assault existed and were honoured for taking up those roles.
2. Dreadnoughts 100% fit in 30k white scars, before the heresy, they would stay on Chogoris or Terra, deployed only when guided by visions while they slept.
An unprecedented number awoke before the Chondax campaign, where the Heresy starts for the scars, from that point forward, if there was a Dreadnought attached to your brotherhood, he wasnt going back to bed on chogoris. The galaxy is on fire, and they need every gun they have, he's sticking around.
Oh that's really cool about the Dreadnoughts! Wasn't tracking that.
@@blackbriargaming5483 I don't think it's in the 2.0 books sadly, it's a really nice piece of lore from Black Book 8, talking about why white scar dreadnoughts were so rare in the great crusade. Also gives them the amazing Khorchin name, of the 'Uhaan Solban' meaning "guardians of dawn and evening stars"
@@hamzahsajjad7952 oh I love it! I really must have a better look at my Black Book 8!!! 😅
Nice to see this as a Scars players myself, but there are few things I want to mention from my experience:
1. GK do get the Power Lance vs a Hold the Line reaction unit as it's not a charge bonus, but weargear, what does go away tho is the +4 initiative bonus. This is because Sudden Strike is a charge bonus. But yes, GW should definitely clarify this as there are 3 ways to read the rules of the lance
2. You kinda forgot to mention tactical Veterans here, as the Scars roster (outside of GK) don't really have WS5+, which is why Veterans are soo good in this army. Reason being they don't really deal with strong melee units from other legions that well in melee otherwise.
3. Always run GK squads in 5 to 6 man units as you want to make sure you can at least instant kill a Contemptor on the charge (use a Chaplain if you are really going with this theme).
4. Props for mentioning Rapiers, as they are sneakily good in Scars because of the extra movement and them having Relentless.
5. Full on bike armies ARE infact very strong and viable (looking at Heresy events). The thing is though, that to fully utilize those appropriately, you need a fair bit of game and especially movement phase knowledge to make it work. It's not necessarily a power level thing, but more of a high skill floor force sort of thing. It's good, but not for beginners.
6. If you bring Golden Keshig, bring bigger multiple squads as the opponent is very likely to target them because of their potential damage output.
Ps. very nice to see you mention how good their lore is ;)
So the wording is that you can only ATTACK with the weapon after a successful charge. Disordered charges count as an unsuccessful charge. Hold the Line results in a disordered charge. What am I missing here?
Good call on bigger GK squads!
@@blackbriargaming5483 - This is how we have been interpreting all HtL and Charge effect interactions. Currently, HtL is too strong, shutting down things like the SoH trait when SoH charge, and even rad grenades.
I've been waiting so long for this one.
Hope the wait was worth it! 😅
@@blackbriargaming5483 Absolutely
Shame this series seems to have been dropped. Was looking forward to the final ones.
Yeah boi it's your boi back with the fast boiiiiiiis!! ❤️❤️
Jokes aside I always get hyped for your videos.
Awww thanks man!
I’m new but I am here to play White Scars. For the khan!
Decent review. Recognise some of those minis 👀
I do disagree with jetbike and speeder lists not being viable any more - I’ve had a lot of success with them including in a tough meta. (Dunno why this got posted onto the RG/IW game originally!
Ahaha. I replied there too! Every video is the right video to talk about white scars 😋
I've been waiting for this episode since I discovered you. For the Khan!!!!
Any extra spicy tips!?
Thank you Blacked Briar Gaming!
Not much mention of cyber hawks. They let you select a unit within 24" and re-roll shooting attacks of 1 against it. Plasma gun support squads, with a Master of Signals means they can hit on a 2+ re-rolling 1s. That is not to be trifled with.
I also like the idea of a recon company, so you roll extra dice for first turn and seizing, AND re-roll them.That gives you an incredibly high chance of seizing and means your opponent has to be super-careful when they deploy. That lets the WS player be a bit LESS cautious... AND, predators DON'T have the Heavy subtype andnor do Vindicators. That gives you a pretty decent Alpha Strike of your own if you seize.
Yeah I was on page 7 by the time I got to cyberhawks, they only got the briefest of mentions 😅 And yep! Recon Company was my recommendation for ex-Star Hunter force 😊
KHHHHHAAAAAAAAAANNNNNNNNN!
Love the Khan passion I'm seeing 😅🥰
Bro didn't even mention the bird or the glaives
Bird is amazing, gives us rerolls of 1s to hit and a charge bonus, it is so much fun to tag a unit with it, then unload plasma into it, knowing you've got the reroll
I mentioned the hawks VERY briefly near the end of the video 😅 Good take on it making Plasma Squads 100% better!
And yeah I use to be down on glaives, but it's a better version of a power sword mixed with a charnabal weapon. Probably one of the best weapons that strikes at initiative outside of a paragon blade/special character shenanigans.
@@blackbriargaming5483 I think it gets a bad rep compared against things like the terran greatsword or legatine axe, but it can be an absolute infantry blender in the hands of an ebon keshig squad, especially with their movement and ability to sweep.
Also like, it's a giant glaive, if you don't think that's cool, go away and watch a load of Wuxia movies, then try again
Thank you
See you've backed yourself into a corner as with the Legions running out you'll actually have to cover the one I play! But seriously nice content as always
Looking forward to the iron warriors one.
Not long now!
same, iron warriors are one of my new favorite legions after reading Hammer of Olympia
Agreed.. gosh the number of times I could've used an extra three inches too... 😂
When’s the next ones? Waiting for emperors children
Given retinue/command squads don't get the benefit of the extra wound or weapons that sky hunters get access to, how do you feel about those on Spatha bikes instead of jetbikes? Do jetbikes still win?
A very solid option and I'd probably always recommend it from an efficiency standpoint. My issue is that a Command Squad and Preator on Jetbikes just looks so much cooler...
For the khan!
Can't you get passed the movement restriction on the stormseer by putting him in a rhino? or am I misreeding. And trivia how fast can a white scars praetor in terminator armor with retinue run, and how can that answer be as fast as a jetbike.
You can't cast physic powers from inside a transport? And disembarking counts as moving right?
As far as I can tell you can cast psychic powers in transports, maybe it's hidden in the rules somewhere that I don't see. But according to the rules I do see. The call the wind psychic, power pg 181 liber ast, is a movement phase power. The only restriction to units embarked on a transport is shooting, pg 212 AOD. Even if you cannot, by turn 2 you should be able to take advantage of the power to help those long bomb charges with 16 in of movement turn 1. If you can source a rule for the psychic power being restricted while in a transport, that would be great!
@Mal Burro just had a read, amazing, i think you're right! 🤔 Interesting...
Keep in mind the psychic power also affects reaction distance as well, so now your white scar specific reaction, pg 238 AOD,is moving your marines 12 in while vehicles also taking advantage of fleet as well move 10 in on a base reaction. Since the psychic power affects all friendly units, pg 181 of liber ast...... Literally the most broken psychic power in the game XD
@@whatwazthat1 iiiiinnnnnteresting... 😏
Still holding off on starting my Dark Angels army as I'm waiting for the legion video. Has been a long wait 😂
Ha ha. Only two more Legions to go until we're there!!!
@@blackbriargaming5483 Exciting stuff! These have all been excellent videos though, perfect for newcomers like myself 😁
FOR THE KHAN!
I feel like the sagyar mazan rite of war is very powerful it just doesn’t play like you’d want white scars to
I feel like they should have given the run and charge to white scars instead of space woofs
Honestly with jetbikes and landspeeders, you don't want to be in assault 😅 Even Ebon Keshig aren't going to perform against anything with WS5. And Golden Keshig don't need it.
Not hard math, really just napkin math, but since you get to roll two Dice for first turn you have an average roll of 4.5, which in addition to to just being obviously higher than the average one roll of 3.5, only loses to a 5 and a 6, so 33% of the time. So you're 66% to go first naturally, and then you additionally get get a reroll to seize, so even when you don't get first turn you're 33% likely to steal it back which I believe adds another 11% to your total chance. Bad napkin math says white scars go first 77% of the time.
Ha ha, looks legit to me! 😅
Opponent gets 1/6 to steal from your 66 going first, taking you down by 11% for a final total of 66%
@@captainferrite Good call