greese_m0nkey Posted October 6, 2009 Share Posted October 6, 2009 Question? Does a WG in a scout pack still have to be in scout armor? I know they can’t have the TDA WG with them but what about a WG in PA. I haven’t seen anything saying we can’t since the last FAQ for 4th addition. Link to comment https://bolterandchainsword.com/topic/180675-new-scout-tactics/page/2/#findComment-2140105 Share on other sites More sharing options...
Wena Posted October 6, 2009 Share Posted October 6, 2009 Can a WG even take scout armor? WG have been able to use PA in scout packs since 4th edition. I have yet to see anything that has changed this. Link to comment https://bolterandchainsword.com/topic/180675-new-scout-tactics/page/2/#findComment-2140175 Share on other sites More sharing options...
Toasterfree Posted October 6, 2009 Share Posted October 6, 2009 the only army that i can thin of off the top of my head where you can reduce an armor save is DH. WG do not have an option for SA, so retain PA and gain the abilities of the scout unit since they are not an IC Link to comment https://bolterandchainsword.com/topic/180675-new-scout-tactics/page/2/#findComment-2140391 Share on other sites More sharing options...
WG Vrox Posted October 6, 2009 Share Posted October 6, 2009 maybe its because 1 bloke with Mark of the Wulfen is overrated by everyone and there dog and its pretty rubbish Not sure if your calling it rubbish because of points, game play, fluff or vs.other options or all of them, but I suggest you read the thread that math hammers it out vs. PW and PF, MotW is the winner. Maybe not every GH or BC unit will have MoTW in my list, but on a small strike force like our WS it's a very nice option. Why, because you get rending and rending gives you both PW attacks against infantry and AP value against vehicles. With Krak or MB you get 1 attack with MotW your have a potential of 8 attacks. 4+6+3 is enough to pen a dread kraks can only ever glance. Not going to try and convince you with words, so you should play test it and then call it rubbish. Vrox Link to comment https://bolterandchainsword.com/topic/180675-new-scout-tactics/page/2/#findComment-2140725 Share on other sites More sharing options...
Yeti Posted October 7, 2009 Share Posted October 7, 2009 Not sure if your calling it rubbish because of points, game play, fluff or vs.other options or all of them, but I suggest you read the thread that math hammers it out vs. PW and PF, MotW is the winner. Maybe not every GH or BC unit will have MoTW in my list, but on a small strike force like our WS it's a very nice option. Why, because you get rending and rending gives you both PW attacks against infantry and AP value against vehicles. With Krak or MB you get 1 attack with MotW your have a potential of 8 attacks. 4+6+3 is enough to pen a dread kraks can only ever glance. Not going to try and convince you with words, so you should play test it and then call it rubbish. Vrox While I beleive that it's fairly effective, I just have a problem with a raving lunatic who can't control himself in a scout pack. :tu: Other than that though ... sounds like a good option to take. ;) Link to comment https://bolterandchainsword.com/topic/180675-new-scout-tactics/page/2/#findComment-2140745 Share on other sites More sharing options...
AdeptusDavidus Posted October 7, 2009 Share Posted October 7, 2009 Maybe he's not a raving lunatic. Maybe he's a kung-fu superman. Maybe he's a master fencer with his combat-blade sabre. Maybe he's trying out some kind of experimental light power-armour that the Iron Priests have cooked up. I mean, this is the age of "counts as". Why not embrace it? :tu: Link to comment https://bolterandchainsword.com/topic/180675-new-scout-tactics/page/2/#findComment-2140756 Share on other sites More sharing options...
King Tiger Posted October 7, 2009 Share Posted October 7, 2009 but I suggest you read the thread that math hammers it out vs. PW and PF, MotW is the winner. no thanks, I find the chaos theory (which is what mathammer is) to be just as useless as mark of the wulfen, yes you COULD get rending attacks from it, but you could also roll no 6's at all and allow the enemy there armour saves, where as a power weapon/fist is at least always ignoring armour saves and isn't self reliant on 6's to be useful. Link to comment https://bolterandchainsword.com/topic/180675-new-scout-tactics/page/2/#findComment-2141807 Share on other sites More sharing options...
Corver Posted October 7, 2009 Share Posted October 7, 2009 Last week when my GH were charged by a wraithlord i wish my MotW guy hadnt failed his saving throw he just had to take from the flamer. he was the only thing in the unit that could have hurt the thing! I'm definitley taking one as a scout, they are not beserkers all the time, only in CC they can even shoot now. Link to comment https://bolterandchainsword.com/topic/180675-new-scout-tactics/page/2/#findComment-2141999 Share on other sites More sharing options...
Valerian Posted October 8, 2009 Share Posted October 8, 2009 Not sure if your calling it rubbish because of points, game play, fluff or vs.other options or all of them, but I suggest you read the thread that math hammers it out vs. PW and PF, MotW is the winner. Maybe not every GH or BC unit will have MoTW in my list, but on a small strike force like our WS it's a very nice option. Why, because you get rending and rending gives you both PW attacks against infantry and AP value against vehicles. With Krak or MB you get 1 attack with MotW your have a potential of 8 attacks. 4+6+3 is enough to pen a dread kraks can only ever glance. Not going to try and convince you with words, so you should play test it and then call it rubbish. Vrox While I beleive that it's fairly effective, I just have a problem with a raving lunatic who can't control himself in a scout pack. :D Other than that though ... sounds like a good option to take. :P Yeti, Just change your perspective about what MotW is all about (like some of the others have suggested). Instead of thinking of him as a guy who is losing it and becoming a wild berzerker, maybe just think of him as a sort of unit champion, or simply a guy who has learned over time to better harness the extra power of the genetic legacy of Russ. V Link to comment https://bolterandchainsword.com/topic/180675-new-scout-tactics/page/2/#findComment-2142734 Share on other sites More sharing options...
Hfran Morkai Posted October 8, 2009 Share Posted October 8, 2009 I'm planning in adding two five man sniper packs to my Great Company as I tend to take things in pairs. And I'll add another BEL pack armed to deal with pretty much anything. I would have liked the minimum squad size to be something stupid like two scouts, highly evocative in my eyes, the sniper and his spotter. Might try and organise something like this in friendly games as it seems to fit the role of Wolf Scouts well. Also an opportunity for a nice diorama. Link to comment https://bolterandchainsword.com/topic/180675-new-scout-tactics/page/2/#findComment-2142739 Share on other sites More sharing options...
antique_nova Posted October 8, 2009 Share Posted October 8, 2009 how about scouts with plasma weapons and attach a wolf guard in there with a frost axe and a flamer? you have good anti-tak and anti-horde there. :). jsut double up the scout squads to two squads. ^^ thanks antique_nova Link to comment https://bolterandchainsword.com/topic/180675-new-scout-tactics/page/2/#findComment-2142803 Share on other sites More sharing options...
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