I really haven't been playing my Storm Lords bike army lately. They don't seem to have what it takes to win consistently around here with the rise of Dark Eldar, Grey Knights and Blood Angels in my area. My bike army used to do very well and was consistently in the top five of most tournies but now seems like the knife being brought to the gun fight. I know that any army can win on any given day but I just can't seem to come up with lists I like any more. As a case in point there is a 1500 point tourney this Sunday and I have been playing around with lists but haven't found one I think will do well. I am hoping our readers can give me some inspiration and ideas to redo my bike army.
I just want to talk about why I feel that way and take a look at the strengths and weaknesses of a White Scars army and why they I feel they have dropped in power.
The number one strength with a White Scars army is speed. We used to besides Eldar be the umatched kings of maneuverability. With fast troops we could redeploy on the fly and take objectives in late game turns and extend our threat bubble accordingly. However with the rise of Blood Angels, DE and GK we are just one of the fast armies. BA can be fast all their vehicles can move 12 and shoot or go supercharged and go 18". Plus they have a lot of jumpers and precision deep strike to get where they need to be. Dark Eldar are ridiculously fast. No comment is even needed on how fast they are. Even GKs can be fast. Stormravens, personal teleporting interceptors and dread knights plus the teleportation of strikes, termies and paladins.
This has all combined to negate or blunt our speed advantage. Plus a lot of armies now have ways to put units in difficult terrain. Tremor staves, murderous hurricane, sanctuary, thunderfire cannons are all murder on bikes. All those dangerous terrain checks can really but a hurt in your units plus it doesn't allow for turbo boosting to get the all important 3+ cover save.
The second strength of the White Scar force is toughness five troops. This makes up for the limited quantity of guys. However DE don't care about T5. With poison all toughnesses are the saem and you will be making a ton of armor saves. In combat with BAs everybody is usually in the furious charge bubble making your toughness five not nearly as effective especially with then going at int 5.. GKs are shooting you with psycannons and autocannons which laugh at your toughness five, plus when you do get into combat they are also going ahead of you and all have power weapons and hammerhand at the very least.
With these two strengths neutralized or at the very least marginalized it seems like the inherent weaknesses of low numbers and dearth of long range firepower are even more magnified. The tournament scene in the Chicago area seems to be dominated by Wolves, BA, GK and a smattering of DE (Especially GK). Just wondering what your fixes for these armies you have implemented so I can steal er I mean gain inspiration from....