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List Concept: White Scars Rhino Rush with Space Wolf Support

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Yo, yo, yo! So, I had a chance to test my White Scars theory list and have evolved the idea! As always, head over to the Tactics Corner for more articles, lists and bat reps!

So here is the original list from a few weeks back which you can read about here.

I had a chance to test the theory with Spam Adams from our team against his very powerful Triple Riptide/Triple Broadside Taudar list. He was nice enough to let me try the list under optimal conditions: me going first and him not seizing. We did that just to test it out to see if it was a viable list/tactic.

So I brought the following:

So, really, really straight forward: Bum rush the enemy with an overwhelming amount of Tactical Marines, fire support with Thunderfires and a Grav Spam command squad to donkey punch vehicles and MCs.

I Scout Moved forward due to Khan (I take White Scars over Raven Guard as Hit and Run with Scouts is obviously much better than Scouts without Hit and Run), and then with first turn moved forward 6″, disembarked 6″ and had 60 Marines plus Khan and his Command Squad damn near in the Taudar deployment zone. As he had castled up, it was a quick and bloody fight.

Between my alpha strike, the T-Fire Cannons, and the Grav Guns, I took out a Riptide, half the Broadisdes, all of the Missile Drones and immobilized a Devilfish. Ouch. His turn 1 he hits back with his still potent firepower and kills almost 20 Marines. Turn 2, I assault everything and that is game. Brutal!

So, the concept works. And works well. This list is good against damn near anything but it has a few big weaknesses. If the other guy Scouts or Infiltrates before you, he can shut it down. Bummer. I thought about taking some Scouts or Scout Bikers of my own to counter the counter but it is still luck dependent. I also asked myself how this list would fare against Screamerstar and the answer wasn’t positive. I would have to run away from them and play to objectives, killing their troops and support units, letting the Screamerstar eat a unit a turn. No fun. The Grav Spam Command Squad was really powerful but tends to die right after it shoots…because it is so brutal! It is an expensive unit to risk but they do drop an MC like a hot rock.

So then I thought, Space Wolf allies. That gives me a Rune Priest who, obviously, adds a lot with a Runic Staff to try and stop psyker powers and he gives me JotWW, so broken but so useful and it combos with Grav Weapons like rice goes with beans! Lowering a targets In before dropping them into the bowels of the earth is a nasty trick. Plus, Divination powers are amazing. I could drop a unit of Tactical Marines, take a unit of Grey Hunters in a Rhino or Pod and still have roughly the same army. Plus, and here’s the kicker, the Rune Priest gives me a Chooser of the Slain, which flat out stops enemy scout moves and infiltrators in an 18″ radius bubble. Brutal.

The nice thing about the Rhinos over Bikers is that if you don’t go second you still have the Rhinos so soak up a round of enemy shooting. It gives you the ability to take an Alpha Strike if you go second or get seized on, and not have it be so devastating whereas Bikers really suffer in a game of attrition. Plus, you seriously can’t go wrong with 60 Tactical Marines that all have Hit and Run! Money in the bank, right there.

I think this is a list that really has legs. I plan on trying it out some more but so far I am very pleased with the concept and look forward to trying it out against some more tournament lists! I am still fine tuning it, but here is the rough idea. The only real weakness is a lack of AA but hopefully your army is in HtH before it really matters and then, again, Rhinos helps a ton to keep you mobile and safe. I may have to find room for a Stalker or Stormtalon, though.

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