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How to arm the OBEL Wolf Scouts.


Menathorn

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Then I will get my head into it. Any tips on how to model them?

 

For real?... ugh, one post under this one has the answer you seek... look, I wasn't even too lazy to get you the link... ^_^

 

Click Here for Free Candy, I mean scout modeling tips...

Another new reason to bring scouts,

 

Few times here and there I would bring my scouts in the OBEL way, pop the tank that was causing me grief and be stuck in a corner with nothing else to kill because of the limited 6" move. I am sure I am not the only one that his has happened to, but the new rule "RUN" page16 helps us get them back into the action.

 

5th edition just gets better and better for our scouts

 

Sgt Vrox

Yeah, in the end, there really is no reason NOT to take them. They dominate in any aspect that you equip them for, they have that nice BS 4 that make other marine players just shake their heads about, and they are a nice cheap(ish) unit for what they can do.

 

Plus, lets face it, they look damn good. And bling is half of what waging war in the 41st millenium is all about. The other half of course being ale.

Mine have become known as the "scouts of doom" at my gaming club, doesn't seem to matter how you arm them they always cause havoc :D

 

I've had them shoot up and then charge a unit of 20 dark eldar warriors only losing 1 scout in the process, they then went on to collapse that flank of the dark eldar advance.

 

Popping up behind defilers with a melta and plasma pistols is also a favorite.

 

And noticed a few of you talking about taking some of the lovely new shotguns, as anyone had a chance to test them in game yet? I plan to this weekend but was wondering what luck others where having.

 

 

Fang

My Scouts run as such:

 

6 Scouts

2 plasma pistols, melta gun, frags, meltas, bolt pistol x3, close combat weapon x5

 

If I feel like beefing up their Infantry killing potential I might give them x2 power weapons.

 

Runs around 145pts IIRC without power weapons.

The second squad "Gemini" made up of 6 wolf scouts armed with 2pp 1mg 3sg popped up OBEL at the rear of a totally outfitted Pred commanded by Antaro Chronu himself. Upon destroying that shinny tank at the end of second round of shooting, Antaro popped out and with an amazing snap shot cracked point man Symol's helmet with a lethal shot to the head. Instead of taking allowing their desire for revenge guide them toward Antaro they turned left and flanked a sniper squad of scouts, with shot guns and plasma weapons blazing they assulted and desimated the entire squad of 8 snipers. Loosing only shot gunner Herth in the fray they once again turned their sights on Commander Antaro. The poor commander only lived long enough to fire his pistol once more with a shot that glanced off the armor of marine Xivan before he was melted in a bio mass of plasma matter.

 

Love the new shot guns, wish I could have a squad of 15 Blood Claws armed with those babies.

I have a standard pack size of four, they take a Plasma gun, two Plasma pistols one has a Bolt pistol and they all have Melta bombs. Sometimes I swap the Plasma gun for a Flamer, depending on how I feel or if my son wants to take the other model in his list. I have a couple of WS's with the Heavy bolter but they rarely are included in my tournament lists.

 

I feel that the scouts best role is OBEL and in that form they are tank hunting, sometimes they may go after a HQ or another squad that has stayed on the back of the table. Just having the WS's in a list can make your opponent make changes to his deployment, like lining the table edge with a Fire Warrior every two inches and leaving only a small gap for the WS's to come on and in front of them will be a big mob of Kroot.

 

Using the WS's for OBEL is a risky thing and as such I refer to mine as 'suicide scouts' as there have been a few missions where they don't make it to turn 6, however they make back more than their points in lost enemy armour and dead troops.

 

The only time I took two packs, one of four and the other of six was in an Apocalypse game and I was happy with the way things worked out, it kept my opponent guessing as to where they would deploy and while he was thinking of where to put his armour to keep it safe from the scouts he was not concentrating on the Warhound Titan.

 

With their 4+ save you don't expect scouts to stay on the table for long but I had one pack last until turn five against an nasty Nid army, surprised the hell out of the Nid owner as he really wanted to take that flank. Still in the end he won on VP's.

 

Thylacine

I am trying out a squad of 6 scouts from the C: SM

 

5 sniper rifles 1 HB with hellfire and stealth cloaks. I hope to park them in a cover getting 3+ cover saves and force some until to go to ground

 

hitting on 3, wounding on a 4+ regardless of strength, Rending, Pinning tests for every wound is a nice combo.

 

As for the HB hellfire round, in C:SM I look at weapon chart it says see page 100, on page 100 it says see page 66 on page 66 it does not say what poison does, wow. Can anyone explain how hellfire round works?

I took some time to look up what I wanted, and with your help I found myself with a pack looking like this.

 

6 Wolf Scouts

2 Plasma Pistols & CCW

2 Power Weapons & BP

1 Melta Gun

Frags all around

 

Might add a WGPL with Fist and a Combi-melta. What do you think? Should there be a add on of Melta bombs?

2x plasma pistol and a melta gun. kills tanks dead and is dirt cheap. melta hit and 2 strength 7 hits to rear armour really hurts any armies tanks.

I had been rolling along with out scouts for a bit as i liked my land speeder tornado too much. with the advent of fifth and the lack of survivability for the speeder the scouts are on their way back in.

I took some time to look up what I wanted, and with your help I found myself with a pack looking like this.

 

6 Wolf Scouts

2 Plasma Pistols & CCW

2 Power Weapons & BP

1 Melta Gun

Frags all around

 

Might add a WGPL with Fist and a Combi-melta. What do you think? Should there be a add on of Melta bombs?

 

 

yup yup, this is same way as i arm mine, with the armies i normally fight against i leave the melta bombs at home, but against my mates mechanized chaos army there just evil :D I almost always take the WGPL with a fist and plasma pistol as i prefer the re-usability over a combi weapon, this setup serves me well.

6x Scouts

Frags

Melta Gun

2x Power Weapon

120pts

 

The plan is they come on shoot and assault an expenise unit and then after that it is iounus on any thing they kill (also if I had points left I would a WGPL for another power weapon minimum coming on my opponents board edge)

 

Icewolf

The two packs I tend to run are:

 

Tank Hunters

 

5 x Scouts - 1 MG, 2 PP and MB

 

Dev Hunters

 

5 x Scouts - 1 Flamer, 2 PW and MB (MB's are for insurance)

 

Which pack I use depends on the opponents army and sometimes I'll add in a WGL with TH, WTN, MB and BP just for kicks.

 

My scouts have developed quite a reputation at my LGS, I've lost count of the dev squads, tanks and baneblades my scouts have caused havoc with :P . My favorite battle with my scouts was when they demolished four of the seven tanks in a 1500pt Forge World Armored Company!! ;) . I lost the last of them in turn 6 but they definitely earned their ale that day, and the guy I was playing refuses to use that army when we are playing :lol: :D .

I took some time to look up what I wanted, and with your help I found myself with a pack looking like this.

 

6 Wolf Scouts

2 Plasma Pistols & CCW

2 Power Weapons & BP

1 Melta Gun

Frags all around

 

Might add a WGPL with Fist and a Combi-melta. What do you think? Should there be a add on of Melta bombs?

 

- Good pack. Well rounded. - If you add a WGPL, Make it Combi-Flamer and TH/PF (whichever you preffer). Already have 2 PP and a Melta gun. The flamer is a for sure hit, and gives you big squad killing ability. (Like the firewarrior line with a Kroot trap - One flamer shot will dominate.) And a TH will shake vehicles, and Stun MCs letting you kill them without to much damage.

 

I would recommend Melta bombs if you can afford them. (personally I run them instead of the Plasma Pistols if points are needed.) - Dual charges are amazing when charging Vehicle/Vehicle, or - Vehicle/Infantry so your in combat the next round and can't get shot. And with PWs you can handle CC.

 

Gets around 200 pts decked out though. For 1500 pt games and higher I don't leave without them.

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