As is customary for any of the tournaments that I have attended, I will now review my army for the doubles tournament, how it performed on the tabletop and how it could be improved. For some context for the review, you can find the battle reports for Game 1, Game 2 and Game 3 on the links shown. As a reminder, my 1000 pts army for the doubles tournament was:
Combined Arms Detachment
Kor'sarro Khan- Moondakken
Librarian- Mastery level 1, Bike, Meltabombs, Hunter's Eye
5 Command Squad- 4 Grav guns, Apothecary, Storm Shield
5 Bikers- 2 Grav guns, sergeant has meltabombs
5 Bikers- 2 Grav guns, sergeant has meltabombs
5 Scouts- Bolt pistols, combat weapons, Sergeant has Meltabombs
Landspeeder Storm- Cerberus launcher, Heavy bolter
Drop Pod- Storm Bolter
Stormtalon- TL assault cannons, Skyhammer missile launcher
Kor'sarro Khan
My usual warlord for my White Scars, generally Khan provides some great bonuses for my army. Giving the bikers Scout and getting a morale check re-roll came in very handy during my games.
The Scout ability only came in useful in game 3, allowing me to Scout forward and grab an extra objective for the maelstrom card. I did not Scout in game 1 as we were unlikely to get first turn and I wanted to keep out of range of the Y'vahra and other Tau units. In the second game, it was probably a mistake to Scout forward for two of my biker units. This allowed the units to be charged by a Knight in the first turn and the other unit to be wiped out by the firepower of the Mechanicus Vanguard. Even though I did not utilise the ability too much, it is one that I would rather have and not use than need to use it and not have it.
Khan did ok in combat in the first game, only managing to take out some Kabalite warriors and surviving the game. He was wiped out in a Stomp attack in game 2 and did some damage in game 3 against his fellow space marines.
I would include Khan again in a tournament army, he provides a lot of bonuses to a White Scars army for his points cost and can sometimes do well in combat against 3+ armour saves.
Kor'sarro Khan
My usual warlord for my White Scars, generally Khan provides some great bonuses for my army. Giving the bikers Scout and getting a morale check re-roll came in very handy during my games.
The Scout ability only came in useful in game 3, allowing me to Scout forward and grab an extra objective for the maelstrom card. I did not Scout in game 1 as we were unlikely to get first turn and I wanted to keep out of range of the Y'vahra and other Tau units. In the second game, it was probably a mistake to Scout forward for two of my biker units. This allowed the units to be charged by a Knight in the first turn and the other unit to be wiped out by the firepower of the Mechanicus Vanguard. Even though I did not utilise the ability too much, it is one that I would rather have and not use than need to use it and not have it.
Khan did ok in combat in the first game, only managing to take out some Kabalite warriors and surviving the game. He was wiped out in a Stomp attack in game 2 and did some damage in game 3 against his fellow space marines.
I would include Khan again in a tournament army, he provides a lot of bonuses to a White Scars army for his points cost and can sometimes do well in combat against 3+ armour saves.














