![]() Keep it at 3 for a jetbike-cide squad.Ħ Golden Keshig, all with melta bombs, 5 with power axes, champion with thunder hammer (375 points). Add on some extra bodies to taste - I'd suggest 4 or 5 might be around the golden number here pun not intended. Keeping it cheap, I rather like the base build. Watch out as well for any enemy that will reduce their initiative, otherwise they are similarly going to not make their points back. Beware! Hit and run does help out, of course, but the controlling player simply must get the charge in. If they do not, then their attacks are pathetic - only at the base strength of the user and at AP4. This unit relies on getting the charge in. It does have shred and pinning though which is a nice touch to soften up an enemy before charging in. The scatterbolt launcher that they have is a template weapon that comes with a reasonable strength value, but only AP4. They do have hit and run as standard as well, should they get bogged down or tarpitted. This should be enough to see off a smaller squad (assuming that they might break and flee). The Kontos power lance means that this unit will be striking at an impressive S=7 and AP2 at the top initiative notch when charging in to an enemy. Their role is to literally ram in to the centre of the enemy. (Note: they're not actually replacements for terminators, its just stated as a fielding preference in their background). These men are the "replacement" for terminators - instead of massing large walls of slow moving armoured marines, the White Scars like fast moving, heavy jet bikers to ram in to their opponents. Beginning our examination of specialist White Scars units in 30k, we turn to The Golden Keshig. ![]()
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