The White Scars Ride Into 3rd Edition
It’s a busy day with two posts coming in one day! However, this past weekend, I had the opportunity to play two 1500 point games at my friend Biggs’ house. I brought out the White Scars for the first time this edition, which was great since I am taking them to the first Heresy Hammer HQ event later this month!
Jeffers’ Mechanicum with Raven Guard Allies
In my first game, I played Jeffers’ Mechanicum and Raven Guard force. It is still a work-in-progress, but he has a really cool paint scheme picked out for his Mechanicum, which I can’t wait to see!
This was a really swingy game, and after jumping out to the lead, I ended up losing by 1 point. As anyone close to me knows, these are my favorite kinds of games. So, that was really cool. However, the highlight for me was Jeffers’ two blocks of Tech-Thralls, one with an Arch-Magos and the other with a Magos. They were Lacrymaerta, so they could use their Battlesmith ability to not only resurrect Tech-Thralls but also to create new ones! Very uniquely, squads can grow to a greater size than they started! The Tech-Thralls don’t do much, and they die easily, but that was really cool! If you want to keep your commanders alive while they fix tanks and automata, that is a pretty awesome way to do it!
I played my first game with four Land Speeders, instead of the two I have been rocking the last several years. I made mistakes with their positioning, and allowed both squads to get stepped up into combat. Not a good look for me! I am still wrapping my head around the changed distances of 3rd Edition. Nevertheless, they did seem like a decent option before they got wacked.
Also of note, Call of the Wind catapulting a jump squad across the board means Turn 1 charge!
I had not played Jeffers before and he was an awesome partner to play with! I look forward to our next chance to toss some dice.
Chris’ Ultramarines
My second game was against Chris, who was at this point on his second 3rd Edition game ever (the first being on the table over with Biggs before lunch). Chris has a lovely Ultramarines army, and very Saturnine heavy at 1500 points. It was a relatively static army against a very fast White Scars force!
I pulled off another Turn 1 charge with my jump squad. That is great for knocking off a Tactical Squad super early. I was also able to keep my Land Speeders on the board. The White Scars’ advanced reaction, Chase the Wind, has changed since last edition but is not limited by use. So, our movement reaction basically allows us to move our full (unmodified) move. So, in turn, I used both of my reactions to move my Land Speeder units out of danger. Honestly, my army has been infantry-based since 1st Edition, but the speed of those Land Speeders has me thinking about bikes…
Chris’ Saturnine Dreadnought had some pretty solid shooting. I still need to build and paint one, however, I am not sure which army to put it in. I already have the Leviathan in my White Scars, which I didn’t get to use at all in 2nd Edition. However, Dreadnoughts like the Saturnine and Leviathan have a threat-range on the shorter side. So, the increased 2” move would help them get into position. The Heavy Plasma Bombard has a pretty solid range on it. Nevertheless, I keep going back-and-forth on the Terminators, but the Saturnine Dreadnought is dope!
Anyway, Chris was also a lovely play partner. He has an Imperial Knights army planned, and I look forward to seeing it. And playing him again soon!
Conclusion
This is a strange one because it is two posts in one day. I meant to drop this one before I started on Black Book 2, but I started getting sucked into it over the weekend and couldn’t stop. Thanks, brain!
In the meantime, you can check me out Instagram or Facebook!

