created : 4 months ago

Warhammer 40000 White Scars supplement codex review

Tags : review white scars space marines warhammer 40000

Thumb smpreorderpreview aug4 ws codex12knjvre

Hello everyone !!

Following the review of the huge space marines codex (link), here come the white scars supplement.

Introduction

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)

fluff

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 !!!

An army of Heroes !

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 :/

Rules

One new general ability, a few warlords traits, some relics, more stratagems, and 6 psychics powers.

Devastating Charge

Devastating Charge is a new rule that is added to your army if it has the White Scars keywords.

White scars codex rules review preview

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.

Warlord Traits

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+)

White scars codex rules review preview

Relics

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

Stratagems

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)

Chapter Master
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

Psychic Discipline

White scars codex rules review preview

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 !)

Units

Only 2 units present in the book, no chapter master, no bike squad as troops or some interesting twist on units.

Kor'sarro Khan

Primaris, Not on a bike, Not a chapter master :/

White scars codex rules review preview

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

Khan on Bike

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 !)
100pts

White scars codex rules review preview /> Bike

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

White Scars conclusion

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!

Be sure to check The 2019 Space Marines Codex review or the The Ultramarines Supplement codex

/Cheers.
Bob.