The anvil that catches is the one foe built to beat the storm by never letting it move — a screening gunline, a webbed defensive line, a counter-charge fast enough to pin the wheel mid-turn, any force whose whole game is fixing the White Scars in place and denying them the room to ride. This is a feud, not a friendship. While it stands, the White Scars gain bonus reputation for any decisive win in which they broke contact and wheeled clear of the anvil, proving the storm cannot be caught; but the enemy gains reputation for every battle in which it pinned or fixed the host and forced it to stand and trade, whatever the result. The feud runs until one side is driven from the contested world.
Codex · Space Marines
Alliances2
Whothe anvil that catches (a counter-cavalry or area-denial force built to fix the White Scars in place - a screening gunline, a webbed defensive line, a fast-enough counter-charge, any enemy whose whole game is catching the charge mid-wheel and denying the host its wheel-room; the one matchup that beats the storm by never letting it move)
Termscampaign-level feud: while it stands, the White Scars gain bonus Reputation for a decisive win in which they broke contact and wheeled clear of the anvil (proving the storm cannot be caught); but the enemy gains Reputation for every battle in which it pinned or fixed the host and forced it to stand and trade, whatever the result - proving the charge can be caught mid-wheel. The feud runs until one side is driven off the contested world
Whothe steppe hunters (the fast and outriding forces the White Scars ride beside - a mounted raiding gang, a Land Speeder or bike wing, a scout-auxilia clan, any power whose game is speed and the flank; the natural kin of a chapter that fights the whole war on the move)
Termscampaign-level alliance: while it holds, the steppe hunters ride with the White Scars - the ally scouts one enemy territory for free each post-battle phase (revealing its defences), lends a fast asset once per campaign phase (a free outflanking fighter or a pre-battle reposition in one battle), and shares the hunt's spoils (a discount on a mount upgrade or a free master-crafted repair per phase). In return the White Scars ride at their side and share the run-down of a common foe; the alliance runs until the hunt is done or the war moves on
The steppe hunters are the natural kin of the White Scars — a mounted raiding gang, a Land Speeder or bike wing, a scout-auxilia clan, any power whose game is speed and the flank. While the alliance holds, the hunters ride at the Chapter's side: they scout one enemy territory for free each post-battle phase, revealing its defences; they lend a fast asset once each campaign phase, a free outflanking fighter or a pre-battle reposition in a single battle; and they share the hunt's spoils, a discount on a mount upgrade or a free master-crafted repair. In return the White Scars ride beside them and share the run-down of a common foe. The alliance holds until the hunt is done or the war moves on.