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New Scout Tactics?


Mammon

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When I played Wolf Scouts in 4th Ed. I tended to favor the usual "suicide" squad approach. Using 80pts to invest in a small tank-buster team to hit my enemy's beloved vehicles in their oh-so-beloved arses. Now with the new codex, the slightly modified BEL trait, and a new squad size I am curious how my fellow wolf-brothers are planning on deploying their scouts? Are the suicide teams still feasible? What about sniper teams setting up in the enemies rear to shoot vulnerable models - or using the option of Power Weapons to emerge on an enemy's flank and assault them?

 

Personally, I let old tactics ruin taking advantage of the new possibilities for our little stoic wolf commandos. I opted for the suicide route and gave up kill points to my friends horde of orks in an Annihilation match which I lost 4-6. (I was aiming to pop two of his vehicles in the middle of his mob hoping to cause them to explode in the line of slugga boys) Now I am considering trying out a flanking assault team with 10 scouts kited with a flamer and two power weapons plus a WG with a Pfist. Only issue is the price of the squad and WG would total over 200pts.

 

On a side note, how about the new Space Wolf Pack with scout heads? Is it too much or too little? I just now found a use for that pack of scouts I bought a year ago.

 

Anywho, in what ways will you deploy Wolf Scouts in your armies?

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With all of the new squadron rules for guard "BEL" scouts can be destructive as all garbage. Being able to come in on a 3+ anywhere we want and target lemen russ, basilisk formations with melta, bolt pistol rounds just to assault with melta bombs makes me happy. Also to target "important" models hiding behind cover.

Interesting thoughts. I have just been fielding the scouts as a suicide squad going after enemy armor.

I just noticed today that they all can take sniper rifles. I don't think I can bring myself to use an elites slot for a unit of snipers. Esp, when other options are WG, Dreads, Ven Dreads, or suicide scouts.

I want to write up a three scout list just to go up against Tau.

 

"Yeah, its hard to get up close to you.... from the front..."

 

Technically I think you could make an army where two squads of grey hunters pincer against the scouts each led by a Battle leader.

 

Its nice that they gave us Drop Pods... but really it seems like we don't even need em.

 

Anyways on topic, I'll run my scouts as always. Run up to assault and use the melta bombs to take out back-lines and other targets.

 

One scout squad can raise hell on 'carefully protected' back line units.

Scouts can be nice, tailored to the needs. But to me they are a bit lacking in a "take all comers" list.

 

Tought they have Infiltrate and Scout. I will try some games with them, not starting in reserve, but trying to infiltrate them close to the enemy and if I get the first turn, scout and cause mayhem and chaos :D

Sniper scouts don't combine well with BEL ... infiltrate them and use a chooser to make sure that you can deploy them where you want. :D Also, keep in mind that with BS4, you're hitting on 3+, so our scouts make better snipers than SM's.

 

For BEL, either tank hunting or CC. I used to run a mixed squad (2xPW, melta, WG w/THammer) and I am still running this, with an extra combi-melta on the WG. :wub: With Kraks, melta-bombs are less attractive, you're hitting against rear armor anyways, so unless you're going up against a tri-raider list, melta-bombs are overkill.

 

You can also go with two smaller squads, each specialized in either CC or taking down tanks. It also increases your chances of getting a unit of scouts early (since you're rolling twice).

I have been fielding mine with 2x power weapons, MotW, and Meltabombs. Used them over the weekend against a Tau army (tossed Lukas into the squad as well to try him out) and they were my MVPs. Killed 2 full broadside squads and blew up a devilfish. On top of that, my opponent stopped looking at one of my rhinos that crossed the table dropping off Ragnar and 9 GH. I almost felt bad for him......almost. :)

Now are you guys running the full ten man squads? I have a bit before I can get a game in, and as of right now I think I only have five scout models available. Has anyone tried a five man squad with a Wolf Guard?

 

I'm waiting for the Battleforce to bolster my scout numbers to ten and plan on running the smaller squad till I have more available and can compare notes but any insight would be nice.

I have been fielding mine with 2x power weapons, MotW, and Meltabombs. Used them over the weekend against a Tau army (tossed Lukas into the squad as well to try him out) and they were my MVPs. Killed 2 full broadside squads and blew up a devilfish. On top of that, my opponent stopped looking at one of my rhinos that crossed the table dropping off Ragnar and 9 GH. I almost felt bad for him......almost. :)

you cant put lukas into scouts.

 

im still running mine in the BEL kill tanks role, and honestly i have only ever had them NOT come in where wanted them once. 5 men with meltas just makes sure that you are going to kill that tank. its totally cruel to do to someone, but so much fun when you blow the crap outta something like that

I have been fielding mine with 2x power weapons, MotW, and Meltabombs. Used them over the weekend against a Tau army (tossed Lukas into the squad as well to try him out) and they were my MVPs. Killed 2 full broadside squads and blew up a devilfish. On top of that, my opponent stopped looking at one of my rhinos that crossed the table dropping off Ragnar and 9 GH. I almost felt bad for him......almost. :)

 

What the hell? Lukas is an upgrade for a Blood Claw Pack; you can't put him in with the Wolf Scouts.

 

Anyway, I've always taken the largest unit size possible with my Scouts, so as soon as I can I am going to build four more to get to a max pack size of 10+ the Wolf Guard Pack Leader.

 

With a Melta Gun, two Power Weapons, MotW, and a Wolf Guard with a special CCW- you've got more than enough punch to make a viable assault unit, that can back you up with anti-tank as well. Really, not much is safe from them. Why make a small suicide pack, when you can build something that is a threat throughout the game?

 

Valerian

because i still feel that the main threat is from the front, if they even kill one tank, and divert shooting from the front line they have done their job, if they get one unit to assault them, giving my frontline boys some reprieve then they have earned back their points. there doesnt need to be 10 scouts plus WG to be a threat, even just 5 s a threat, they can tie up a heavy weapon unit for a few turns, or take a tank with them, and then go away. its a one trick pony, only way that i would field a full 10 man unit is IF i wanted to have a turn 1 or 2 charge with them on a front line unit. but i want them SOLELY as tank hunters, and as such they are going to be as cheap as possible to get the job done with shooting and assault as well if needed. they are not a unit killer, but a tank killer and a unit tie up.
because i still feel that the main threat is from the front, if they even kill one tank, and divert shooting from the front line they have done their job, if they get one unit to assault them, giving my frontline boys some reprieve then they have earned back their points. there doesnt need to be 10 scouts plus WG to be a threat, even just 5 s a threat, they can tie up a heavy weapon unit for a few turns, or take a tank with them, and then go away. its a one trick pony, only way that i would field a full 10 man unit is IF i wanted to have a turn 1 or 2 charge with them on a front line unit. but i want them SOLELY as tank hunters, and as such they are going to be as cheap as possible to get the job done with shooting and assault as well if needed. they are not a unit killer, but a tank killer and a unit tie up.

 

Toaster, and that is a perfectly acceptable approach; as I always say "figure out what you need the unit to do, then build the unit to do it well.". You and I just want our Scouts to do different things for our armies. So long as the rest of the army meshes well, that is just fine.

 

Valerian

Can only say that I've used 2 squads of 5 plus WG, Meltagun plus Combi-Melta. I felt that I didn't need Meltabombs attacking the rear armour of tanks and I was proved right. Although both squads were both wiped out they managed to bag a Hydra battery with another taking out a Hellhound, a guard squad in combat and a unit of Choir boys before they were all melted. Strangely enough it felt really satisfying to see them die (I had more important stuff in the list) because it meant that they had done enough damage that they were worth shooting at.

 

I think next time that I will just run them with Plasma Pistol and Meltagun in a 5 man 100 point unit and use them the same way - they're very good at hunting tanks and light vehicles even if they aren't shooting at the rear armour all of the time. The fact that they're cheap for what they do is also a bonus.

Doesnt Logan come with TDA, not sure if he can go with scouts, or is that just if they infiltrate or BEL, still digestive new codex!

 

I cant really see my scouts role changing, just a little more chance they might no come on where I want.

 

I was playing ABs instead but now we can only have one of those as opposed to possible 3 BEL scouts 2 x 5wolf packs PP and MGs

 

D

I might use 5 with a single meltagun against some opponents, ones who like to have big targets sit back while shooting (leman russ, defilers, hammerheads come to mind), and against some opponents who are more infantry heavy (guard, orks chaos) I'd just take 10 with as many power weapons as I can afford and have and still 1 meltagun just in case.

 

I can just imagine 10 of them popping up behind a guard platoon firing line and charging as many squads in 1 go as I possibly can, just to give me a 1 or 2 turn oppening for rushing forward blood claw filled rhinos.

personnaly this is my favorite set up, i usually drop 2 scouts in lower point games if needed. It may be a bit expensive put it can take pretty much any role on the battlefield well except long range ^_^

 

wolf scouts:X8, power weapon, plasma pistol, mark of the wulfen, meltagun: 175

Real surprised that I have not seen any mention the most powerful option our scouts now have, MoTW. Forget the PW forget the MB, don't need em. With Krak nades, MG, PP and MoTW if you don't kill what your after then you had some real bad rolling.

 

5 man team, MoTW, MG. PP. 115 points of take on all comers scouts.

 

( I don't like more than 5 as when using BEL sometimes theres just not enough room to deploy them all where I want them.)

 

Vrox

Real surprised that I have not seen any mention the most powerful option our scouts now have, MoTW. Forget the PW forget the MB, don't need em. With Krak nades, MG, PP and MoTW if you don't kill what your after then you had some real bad rolling.

 

5 man team, MoTW, MG. PP. 115 points of take on all comers scouts.

 

( I don't like more than 5 as when using BEL sometimes theres just not enough room to deploy them all where I want them.)

 

Vrox

 

I'm going to fielding that exact sep twice up in my next game, looks very juicy. Great minds think alike and all that. :)

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