Quickie Battle Report: White Scars Vs. Death Guard 2K


So I’ve played quite a few games in the past weeks with my White Scars. What a different army to play. Honestly in part it’s been frustrating. The reality is as a marine player, I really don’t think it’s advisable to put all your eggs in the Assault Basket as a White Scars player. The truth is some other armies do it better…. but we still have tricks, and the ability to lean on the wider Codex Astartes to -shoot- our way out of a difficult match up that may see us clobbered in Close Combat.
With that in mind I tried to pick one of my recent games that was hard fought. I can tell you I did beat a Blood Angels army that was quite strong, and even brought a Storm Cannon Leviathan. But I ended up winning simply from keeping my Shield Captain on Bike with Mater of Snares, and hugged his Leviathan without him getting to fire a single shot. This one trick basically won me the game and would be a bit boring.
So believe it or not the Death Guard have been extremely difficult for me. Why? It’s not a simple answer;
- Death Guard excel in the 24″ range. So do I.
- Death Guard have inherently superior survivability.
- White Scars spent resources on getting to the opponent faster… Death Guard invite that opponent with open, stinky, arms/tentacles.
- Death Guard are actually quite good at eliminating infantry.
- Plague Crawlers. Not only are they tough and out range me, they are quite potent against an army like White Scars.
- Death Guard Psychic Phase increases damage output, and survivability.
- Death Guard Characters are extremely potent in Close Combat.

Let’s get into the game:
White Scars List:
++ Battalion Detachment +5CP (Imperium – Space Marines) [94 PL, -4CP, 1,997pts] ++
- Configuration +
Chapter Selection: White Scars
Chapter Selection: White Scars
- HQ +
Captain on Bike [6 PL, -3CP, 140pts]: Master of Snares, Storm shield, Stratagem: Chapter Master, Stratagem: Tempered by Wisdom, Thunder hammer, Twin boltgun, Warlord, Wrath of the Heavens
Chaplain [5 PL, -1CP, 90pts]: 6. Canticle of Hate, Jump Pack, Litany of Hate, Stratagem: Master of Sanctity
Kor’sarro Khan [105pts]
Librarian in Phobos Armour [5 PL, 101pts]: 2) Soul Sight, 6) Temporal Corridor, Camo cloak, Force sword
Primaris Librarian [5 PL, 98pts]: Force sword
- Troops +
Incursor Squad [5 PL, 95pts]: Incursor Sergeant
. 4x Incursor: 4x Bolt pistol, 4x Frag & Krak grenades, 4x Occulus bolt carbine, 4x Paired Combat Blades, 4x Smoke Grenades
Incursor Squad [5 PL, 95pts]: Incursor Sergeant
. 4x Incursor: 4x Bolt pistol, 4x Frag & Krak grenades, 4x Occulus bolt carbine, 4x Paired Combat Blades, 4x Smoke Grenades
Intercessor Squad [5 PL, 106pts]: Auto Bolt Rifle
. 4x Intercessor: 4x Bolt pistol, 4x Frag & Krak grenades
. Intercessor Sergeant: Thunder hammer
Intercessor Squad [5 PL, 101pts]: Bolt rifle
. 4x Intercessor: 4x Bolt pistol, 4x Frag & Krak grenades
. Intercessor Sergeant: Thunder hammer
Scout Squad [4 PL, 65pts]
. Scout Sergeant: Bolt pistol, Sniper rifle
. 4x Scout w/Sniper Rifle: 4x Bolt pistol, 4x Frag & Krak grenades, 4x Sniper rifle
Scout Squad [4 PL, 55pts]
. Scout Sergeant: Bolt pistol, Combat knife
. 2x Scout w/Combat Knife: 2x Bolt pistol, 2x Combat knife, 2x Frag & Krak grenades
. 2x Scout w/Shotgun: 2x Astartes shotgun, 2x Bolt pistol, 2x Frag & Krak grenades
- Elites +
Aggressor Squad [10 PL, 185pts]: 4x Aggressor, Aggressor Sergeant
. Auto Boltstorm Gauntlets/Fragstorm Grenade Launcher
Invictor Tactical Warsuit [6 PL, 131pts]: Fragstorm Grenade Launcher, Heavy bolter, Incendium cannon, 2x Ironhail Heavy Stubber
- Fast Attack +
Bike Squad [9 PL, 180pts]
. Attack Bike: Multi-melta, Twin boltgun
. Biker Sergeant: Thunder hammer, Twin boltgun
. 4x Space Marine Biker w/Bolt Pistol: 4x Bolt pistol, 4x Frag & Krak grenades, 4x Twin boltgun
- Heavy Support +
Eliminator Squad [4 PL, 72pts]
. Eliminator Sergeant: Bolt sniper rifle, Camo cloak
. 2x Eliminator with Bolt Sniper: 2x Bolt pistol, 2x Bolt sniper rifle, 2x Camo cloak, 2x Frag & Krak grenades
Thunderfire Cannon [4 PL, 92pts]
. Techmarine Gunner
. . Servo-harness: Flamer, Plasma cutter
Thunderfire Cannon [4 PL, 92pts]
. Techmarine Gunner
. . Servo-harness: Flamer, Plasma cutter
- Dedicated Transport +
Impulsor [4 PL, 97pts]: 2x Storm Bolters, Shield Dome
Impulsor [4 PL, 97pts]: 2x Storm Bolters, Shield Dome
++ Total: [94 PL, -4CP, 1,997pts] ++
Created with BattleScribe (https://battlescribe.net)
Death Guard List:
This is mostly from memory….
HQ: DP w/Wings. Revoltingly Resilient, Supporating Plate. (Warlord)
2x Plague Casters
Lord of Contagion
Lord with Balesword
TROOPS:
2-3 Poxwalker squads of various sizes.
2-3 Plague Marine squads in basic load outs. Some fists, Flails? etc.
ELITES:
Tallyman
4 x Cataphractii Bodguard Terminators (Forgot the name… with the Scythes.)
Fast:
3 Plague Spitter Foetid Bloat Drones.
HEAVY:
2 x Plague Crawlers with indirect cannons and Plague Spitters.
The Pre-Game:
We played a Maelstrom game with a bit of a twist. The thing we’ve been testing lately is from ITC missions; there is NO SEIZE roll.
So I got to go first, and he chose the map which was:

I’m okay with Search And Destroy, however it was a lot more “Search” and not enough “Destroy” for me. In hindsight I really should have given him first turn. But I feared those Plague Crawlers.

The Early Game:
What follows is some important turn summary info to keep this short!

- Early game has the White Scars going first.
- I spend 1 CP to “Encirclement” the squad of 5 Aggressors. I also spend 1 CP on an extra relic for the one caster to have +1 to his casts, and give the Chaplain “Master of Sanctity”. My Captain on Bike with the Hammer has the Relic Bike (go through walls/units) and Master of Snares Trait. (can’t retreat on a 4+)
- The Chaplain Successfully casts Litanies: Adding to assault range, and Re-roll all “To Wound Rolls”.
- I find he’s planted his three Bloat Drones quite aggressively in the ruins. Do I hold back? Maybe I should have, but since 90% of my army is in the open, I feel like all those flamers are going to hurt.
- I decide to move very aggressively, advancing the bikes, using Strats to get 3++ invlun, and still shoot. Since I can still charge after doing so, I decide to move in the Captain on Bike for support.
- My Psykers are successful in putting lots of wounds on one of the Bloat Drones, and cast the ‘deny Overwatch” power on the biker squad.
- Shooting is semi eventful. I take the two Thunderfires, and fire one of them twice with the Tremor Shells. This makes his Poxwalkers move 2″.
- The real meat of the turn is the first turn Close Combat. This is weird I confess. My biker squad easily pounds out the one Bloat Drone, BUT I only use my Close Combat blade with my Captain so that I can attempt to keep the Bloat Drone stuck in Close Combat with me. The goal here is to prevent the Death Guard from firing at me with 6 flamers, and various other shots, by keeping my Bike Squad, and Captain Locked in combat with one Drone. My stupendous plan works…. sort of.
- White Scars turns ends with 3 points scored. 2 on cards, and First Strike.

Death Guard:
- They try to retreat the ‘trapped’ Drone and my Captain succeeds in trapping the Drone in.
- Although the Death Guard can barely move the Poxwalkers, which trap in some of his Troops, I can see I should have hit his one squad of Plague Marines on the right of the ruins. They would march in for close combat and cause some real issues.
- Death Guard Psychics are really good… Putrescent Vitality, and Blades of Putrifaction both go off enhancing his Daemon Prince, and Plague Marines. He also gets off a lot of Mortal Wounds. I can see this is going to be the end of my big pre game plan….
- Shooting isn’t great, but it doesn’t have to be. Death Guard take a few rounds off of the Impulsor and my Invictor Warsuit. I lose a squad of Scouts for first Strike.
- Then the assault I worried about… The Death Guard Daemon Prince is being held waaay back in his zone but moves up for a kill on the Biker squad. The entire squad is easily destroyed with 2’s to hit, re-rolls of 1, and Death to the False Emperor. Ouch. The buffed up Plague Marines easily over kill my warlord Captain on bike who I choose not to swing with (in death).
- The Death Guard tie the game, and I’m down a LOT of points in stronger units. I’ve really only killed a Foetid Bloat Drone and some Poxwalkers.

Mid Game:
I call this mid game, because really it feels like I’m very much behind the 8 ball losing my Warlord and now having to rely very heavily on a few Intercessor squads and the Aggressors.
White Scars:
- I decide to split my forces. I feel like he needs to stay together for his very limited aura’s to work. My force is faster, so I take a two pronged approach.
- One Impulsor goes deep into his deployment long board edge. The other Impulsor goes to the ruins where all my stuff just died.
- The Captain and bikes can’t have died in vein. I have to kill those Drones, and tie up whatever I can.
- The Psykers do their thing. The Invictor Warsuit goes up and kills a bunch of infantry, while my Aggressors come out deep on his board edge.
- I make a MAJOR mistake here, and recognize it right away. I shot all my AutoBolter Primaris at his 5 man Plague Marine Squad. I could have shot at many other squads, but I realized as soon as I rolled the dice that all I have to do is kill ONE Plague Marine, and I rob my Aggressors of a vital charge range. Sure enough, I kill 2 somehow and that’s exactly what happens. What an amateur.
- The Aggresors to boltstorm away and fail to kill the last 3 guys! How crazy is that?
- I try to shoot up some stuff, but really next to nothing dies. I do assault a Plague Crawler with an Impulsor to prevent a turn of firing!

Death Guard:
- Death Guard didn’t lose too much so they do a pretty similar repeat of last turn- casting buffs, but very much keeping the Daemon Prince back from the frontline.
- Death Guard can only fire one Plague Crawler and that helps me out a bit, but I do take some damage on my Invictor Warsuit.
- His Last two Bloat Drones flame a bunch of scouts, and Incursors.
- Eventually he brings in his 4 Deathshroud terminators, but they fail the charge on my Invictor warsuit! Whew… close call as those guys can really cause pain with Vets of the Long War on them.
- His charges include another Plague marine squad into my Aggressors. I couldn’t kill any in overwatch, even with double fire! Gees these guys really stunk this game. He only kills one, but I can’t kill them all back.
- He also charges a few poxwalkers (for overwatch) and his Lord of Contagion into my Invictor Warsuit. I literally walk away from that fight not able to kill the Lord of Contagion, but with 2 wounds left thanks to “Only in Death Does Duty End”, reducing damage from his scythe. Wow. If his Deathshroud had made the charge, I was dead.
- The Death Guard cannot score, simply because the White Scars own most of the real estate in the game. The White Scars have a narrow lead.

Late Game:
With a narrow lead I feel this is a turn where I have to score a lot, and withdraw. His Daemon Prince is still fine, and he will have full use of his Deathshroud termies to bully me out of his deployment.
White Scars:
- I make sure to take the three Objective cards I can score thanks to A) Behind Enemy Lines, and B) Hold the Line, and “Kill something”.
- My Psykers do a great job hammering down the Bloat Drone holding middle ground. I shoot the remaining wounds off of it, and that frees up my Invictor to charge back in to the Lord of Contagion..
- My Primaris Eliminators finally punch 3 wounds out of a Plague Caster. (they sucked all game really.)
- My Aggressors can’t manage to kill the remnant squad of Plague Marines…. Kor’Sarro Khan has to do it! I keep the Impulsor of the field to ensure “Behind Enemy Lines”.
- Back in my shooting phase it’s important to note my weight of Intercessor fire has been doing a slow, but steady job of cleaning up Plague Marines and Poxwalkers, but heck they are incredibly resilient.
- I end the turn stuck in his zone, but now with a 3 Point lead.
Death Guard:
- Death Guard retaliation has to be big. His psychic phase is great as usual, and not much I can do about it. I lose the Invictor Warsuit.
- With limited numbers the Death Guard can’t gain a ton of ground, but all of his heavy hitters are there.
- The Daemon Prince comes out of hiding, and he would assault my Aggressors. I don 1 wound with double firing overwatch!
- His Plague Crawler is still stuck with my Impulsor but I’m down to 2 wounds on it. My Incursors are still shot up, then I realize I forgot to get the squad of Intercessors with Hammer out of it! D’oh! Luckily it survives with the shield Dome save.
- The Daemon Prince takes his attacks on my 4 Aggressors… all easily die. This leaves his Daemon Prince right in front of the Khan, an Impulsor and 4 Intercessors! ouch.
His turn is good, but not good enough.

We decide to call it here. It was getting late, and the idea was we both believed that my Khan, Hammer/Intercessors, and Chaplain, that he would have lost his last offensive unit in the Daemon Prince.
To be sure I drew up my hand and sure enough thanks again to my real estate I could do most of my objectives, where the Death Guard were pinned too far back.
White Scars win, by a narrow margin.
Post Game:
- It is worth noting that I believe that if he wasn’t so defensive with his Daemon Prince, and Deathshroud, that he most likely would have won.
- The Price of victory? Was it a bad move for me to go in so aggressively? I lost a big, expensive bike squad, and my Warlord Captain. BUT I also kept Plague Crawlers stuck in against Impulsors, and took 80% of the board actually giving me the win. Hard to say. My Opponent felt I gave up too much and his Plague Crawlers’ and Bloat Drones’ shooting wasn’t as much a concern as I made it out to be.
- I told myself before this game I would be less aggressive. I wanted to bide my time until T3 for the Assault Doctrine and the bonus damage. I blew it, and went in hardcore, but in T3 that’s when he had to be even luckier on his Resilient Rolls and it made a big difference. The bolter shots were crappy and did nothing.
- Big Units for me: Impulsors (blocking flamer overwatch/tying up Plague Crawlers). Khan, and the Invictor Warsuit probably had its best game! Psykers deserve an honourable mention. They help a lot.
- Bad Units for me: Aggressors. Man they stunk it up. Bolt shots do nothing in a game like this, and I don’t want to be in the Tactical Doctrine longer than T2. Biker squad/Captain. Combined they killed 1 model. That was an expensive, and stupid trade off. I should have kept the Captain back at least.
So I am still looking for 1 or 2 more Impulsors, and this is a hard army to play. It takes a lot of timing, and there’s not much going on in the shooting phase, but it is certainly fun once you get to T3.
Thanks for reading and I have my next game lined up……
The Tau are coming up…

Thanks for checking this out.
Prot.