White Scars Battle Company Part Deux!

Hello all!

Rawdogger here to talk about my latest incarnation of the White Scars Battle Company that I’ve been assembling and painting over the past couple months.


This Friday I’m taking it for a spin against Team 0 Comp’s very own darling, Geoff ‘InControL’ Robinson, and wanted to get some feedback from all you armchair experts.  I truly think the White Scars Battle Company is one of the most powerful army lists in current Warhammer 40k and the addition of certain wargear items in the recently released War Zone Kauyton *cough Hunters Eye cough* has only made the list stronger.  The ability to have such a freedom of movement through the scout ability or outflanking is such a powerful tool and really helps shore up one of my weakest areas of the game which is deployment.  Of course, having two to three hundred free points doesn’t hurt either!

Before I go into all the reasons I’ve opted for whatnot, here’s the list!

White Scars

White Scars Battle Company (2x Demi-Company 1x 10th Company Task Force)

Korsarro Khan – Moondrakken

Chaplain – Space Marine Bike, Hunters Eye, Auspex

Company Command Squad – Bikes, 4x Grav Gun, Apothecary

Command Squad – 5x Melta Guns, Drop Pod

Tactical Squad – 5x Marines, Grav Cannon, Combi-Flamer, Rhino

Tactical Squad – 5x Marines, Grav Cannon, Combi-Flamer, Rhino

Tactical Squad – 5x Marines, Grav Cannon, Combi-Flamer, Rhino

Tactical Squad – 5x Marines, Grav Cannon, Combi-Flamer, Rhino

Tactical Squad – 5x Marines, Melta Gun, Combi-Melta, Drop Pod

Tactical Squad – 5x Marines, Melta Gun, Combi-Melta, Drop Pod

Attack Bike – Multi-Melta

Attack Bike – Multi-Melta

Devastator Squad – 5x Marines, 2x Grav Cannons, Rhino

Devastator Squad – 5x Marines, 2x Grav Cannons, Rhino

Space Marine Scouts – 5x Scouts, Bolters, Melta Bomb

Space Marine Scouts – 5x Scouts, Bolters, Melta Bomb

Space Marine Scouts – 5x Scouts, Sniper Rifles

Inquisitor – 3x Servo Skulls


The list offers a threat overload to my opponent.  There are 52 Grav and 11 Melta shots hitting faces (assuming everything is on the table).  The ability for the entire army to scout into position or go into reserve and outflank plays tricks on the mind and can cause your opponent to second guess their deployment.  The Command Squad on bikes is a highly mobile unit that can really put the hurt on a high toughness target with a 2+ or 3+ armor save with 12 Grav shots that will ignore cover and will likely be re-rolling 1’s to hit if I have doctrines left.  The Auspex toting Chaplain can also mark any target for a reduced cover save for the clean-up crew to blast if his unit can’t do the job.  The friendly neighborhood Inquisitor is just there as a Servo Skull caddy, so I can’t be alpha struck by some other jabroni with a White Scars Battle Company.

List Strengths

  • Mass amounts of Grav and Melta Weaponry which will either be twin linked or re-rolling 1’s to hit due to doctrine shenanigans.
  • Loads of objective secured units.
  • Ability to deploy however you damn please.  If going first you gain the ability to alpha strike your opponent and if going second you can redeploy out of harms way.
  • Has a lot of DGAF factor.  You can lose a quarter of your force in a bad turn and still be in the game.
  • Great for a bad player.  I admit I don’t have the skill to plan my moves turns in advance like higher level players and mainly just react to what is going on around me.  This list is VERY forgiving to bonehead deployment and early game mistakes.

List Weaknesses

  • High model count, low body count.  All my squads are at a minimum to make way for points for things such as the command squads and the characters.  Though I do have a lot of units on the board, they tend to be lacking in the size department, which can be a source of much shame.
  • No dedicated anti-flier units, though with some much Grav being thrown around it will cause a lot of jink and pucker moments for my opponent.
  • No anti-psycher units.  A super friends list that is Invisible will be really hard for me to take down.  Same goes for a super Daemon unit list.  The Command Squad with 5 melta guns is the same amount of points as a Culexus Assassin so it’s tempting to put that in the list but then I remember Void Shields and Knights and I come to my senses.

The game between Geoff and myself will be filmed for a short form bat rep so you will be able to see the results of my hubris soon enough.  I’m excited to see how the list measures up against a tough opponent with a hard as nails War Convocation list that he’s had extensive play testing with.  What do you guys think of the list overall? Does it have the skillz that thrill? What would you do to impove upon it? Let me know!


About Jason

Raw Dogger, aka, Phat J Sleaze (formerly of the Booty Boyzzz) is a highly opinionated, questionably skilled 40k enthusiast. When not working at Frontline Gaming, he can be found down on Jabroni Avenue.

24 Responses to “White Scars Battle Company Part Deux!”

  1. CaptainA November 19, 2015 8:23 am #

    I really think you need to stop army hopping bro. Its so passe. Play this army until you are sick of it and then play it some more. If you change armies one more time, the next time I see you I will punch you hard!

    Seriously though it is a good list that will have some bad matchups IE: Pentryarnt, but overall is quite solid. Play it so that your tactics outweigh your dice rolls.

    • Vercingatorix November 19, 2015 10:39 am #

      In his defense, the change is due to getting accent to an ignore cover relic. That’s pretty hard to pass up.

      • CaptainA November 19, 2015 10:54 am #

        JPhatsleeze has changed his army more times than I change my underwear in a month. And that is at least 3 or 4 times this year.

    • Hotsauceman1 November 19, 2015 10:41 am #

      He has like 2 armies, marines and ig lol

  2. Reecius November 19, 2015 8:34 am #

    Good luck vs. Geoff! Luckily, he’s a strictly average player! =p

  3. Deuce11 November 19, 2015 9:45 am #

    Culexus assassin? Pull points from the command squad maybe to make room? That unit will drop down and either pop one vehicle, or won’t, and will be decimated immediately thereafter.

    • Vercingatorix November 19, 2015 10:40 am #

      or it will drop down and pop a void shield so the rest of the army can wreck face.

      • Rawdogger November 19, 2015 1:25 pm #

        Right, those guys are crucial to dropping a void shield generator so the grav can do dat work. They can also pop a lot of vehicles that I want to ignore with the grav.

  4. Hotsauceman1 November 19, 2015 9:50 am #

    Rawdogger and painting are two words I do not associate with each other.

    • Rawdogger November 19, 2015 1:25 pm #

      LOL I’m having some help with it.

  5. Maeglin November 19, 2015 10:01 am #

    Pretty much the Battle Company I want except I’d take the Assassin instead of the drop pod command squad and I’d gear the bike command to be a tank unit with Storm Shields and a couple of power fists maybe.

    The Hunters Eye whilst great belongs with a Centurion unit to get the most out of it in my opinion.
    Good luck against Geoff, see if you can do better than Frankie!

  6. White925 November 19, 2015 10:26 am #

    Nice list Rawdogger ;P. He takes the Command Squad with Meltas to pop Voidshields on turn one.

  7. Jeremy Veysseire November 19, 2015 10:30 am #

    I dont think the Culexus is a Necessity for this army, even if you face a Deathstar, you are dependent on being able to bring enough firepower on the turn you turn off the powers to wipe it out which is not always the case with Battle Company.

    In any case, I think this version is much more all comers.

    • Hotsauceman1 November 19, 2015 10:42 am #

      Facing off against a death star you literally ignore it. And stay in your metal box

  8. Vercingatorix November 19, 2015 10:42 am #

    How often do you take advantage of the hit and run on the units? Is it that or the scout that makes you like White Scars so much?

    • White925 November 19, 2015 12:04 pm #

      The scout move is huge but the hit and run wins games.

    • Rawdogger November 19, 2015 1:27 pm #

      Yeah, I think the ability to hit and run is huge. Just in that if a tac squad survives an assault by something heavily armored, they can hit and run and fire a Grav Cannon at said target the next turn.

  9. iNcontroL November 19, 2015 10:43 am #

    awesome list 🙂 Usually Jason and I have games where he jumps out to a huge lead and then suffers a critical series of dice that improbably defeat him.

  10. Mr.MoreTanks November 19, 2015 12:19 pm #

    I’m not sure I like the flamer combis on the tact squads, same with the sniper scouts. If you cut those it gives you 45 points to play with. Not exactly sure where to put it back in, but I feel you could get more out of those points somewhere else. Maybe a 5 man assault squad with 2 flamers in a drop pod instead of one of those attack bikes. More free transports are good.

    • Vercingatorix November 19, 2015 12:57 pm #

      I feel like this army is pretty bad at dealing with hordes so the flamers make sense if you were building a true TAC.

      On the other hand, who brings hordes anymore? Its all about being able to put 10 wounds where it counts. You actually don’t need a TAC list, you need a TALC list, Take All Likely Comers, which I think is where the flamers aren’t terribly necessary. I’m pretty sure he’s putting them in there because of all the good cover save but crummy actual save stuff he faces from Reece, orks + ravenguard.

    • abusepuppy November 19, 2015 5:12 pm #

      I’m with MMT here- I feel like the Combi-Flamers are points not ideally spent. Personally, though, I would lean towards using those points to turn the Attack Bikes into Assault Squads so you could get some more free transports, though.

      Oh, and as before: give that Command Squad a transport. Doesn’t matter that they’re on bikes, they get one anyways.

      • James Carmona November 19, 2015 6:17 pm #

        its okay, AP, Jason and i can be combi flamers together.

  11. Andreas November 20, 2015 10:36 pm #

    I agree with some to remove the combiweapons. Those points’ll buy you a land speeder storm with a heavy flamer instead.

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