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Scouts


saphius

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When I first joined this forum the first thread I posted on was about the scout squad I used to run that had always seemed to get the job done, whatever it was, because of their versatility. Now with them not coming up from behind your opponent for sure, having slightly less control of where they end up, I think this unit needs to be capable of most anything.

 

So, when I got the new codex yesterday after a quick analysis I decided what squad I'm going to try first and thought we could all put in some input on how to make an effective, cost effective, unit.

 

My trial squad is as follows:

 

7 Scouts W/

 

2 PW - They need to be able to go H+H with most anything imo.

 

MoTW - The Rending attacks are worth it

 

I opted out of Melta bombs on my first run as I thought two things - First, they have Crack grenades already. Second, Anything that has a higher value rear armor than a crack grenade can handle typically isn't going to be at the rear of an army. - Though I may change this once I re-evaluate and decide that hitting LR's on the flank is worth it.

 

And this is where I had a great Idea...

 

Usually I gave my squad a Flamer so they could thin things out before a charge. But I had this realization. - WG are much cheaper than before, and taking them is a must for GH anyway so I looked at what I wanted to lead this unit.

 

I opted for the following options on my squad.

 

Squad has Melta Gun

 

WG Leader has Combi-Melta AND Combi-Flamer and MoTW. - I loose the Ability to take Monstrous Creaters in H+H slightly But with two power weapons and 2 Rending models I think it will be compensated for. I may get Melta Bombs on the Pack Leader but haven't decided.

 

I know you say strange at the dual combi-Weapons but it clearly says that you can replace either or of the Bolt pistol or Chainsword for a Combi-Weapon.

 

The dual combi-Weapons gives you the ability to shoot two melta shots at anything that can potentially take 1 shot. (Land Raiders on the Flank) and you still have the ability to thin out a unit with a Flamer before a discusting charge. A winning, and legal, combination. (And I must add modeling a combi-melta-flamer will be fun.)

 

 

So to sum up....

 

7 Scouts W/ 2PW, Melta gun, MoTW

 

Pack Leader W/ Combi-Melta-Flamer, MoTW, - Potentially Melta bombs.

 

Ideas, thoughts?

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The WG pack leader doesn't gain the OBEL ability. This has been discussed in several threads already.

 

i was under the impression that the general conclussion was they do gain OBEL, infiltrate and scout as they are treated as unit members once assigned to the squad and not IC...

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as far as scout units go, i keep mine cheap. because when they die (and die they will as they have in almost every other game from shooting), i wont lost to much strength. scouts are NOT an assault unit. even for wolves. we can make them more resilient to charges then any other army, but their intent of use (IMHO) is to make raid attack against an enemies strengths. this does not mean (to me) make a charge, or lead a charge. but get in and take out the biggest threat to the forces on the MLR (main line of resistance) and draw fire away from them, or cause the enemy to move closer to me so that units on the MLR can do their job even faster.
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The dual combi-Weapons cant be fire at the same time , as normal units can only fire one weapon each turn , only MC or vehicles can fire multiple weapons (also terminators with CL) so your wasting points

since when can units only fire one weapon a turn? that would make no sense

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The dual combi-Weapons cant be fire at the same time , as normal units can only fire one weapon each turn , only MC or vehicles can fire multiple weapons (also terminators with CL) so your wasting points

since when can units only fire one weapon a turn? that would make no sense

 

 

He means that a model can only fire one weapon a turn.

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Dual combi-weapons is fantastic! I have found that if scouts don't kill their target, they're likely going to die a very short brutal death, powerfist on the WG or not. I have played a few games with two combi-weapons, and I must say, it's fantastic, and cheap. I play against a lot of mass infantry armies, albiet mounted, and I cannot begin to explain how effective a full WG unit with some (usually 3 or 4) combi-meltas and combi-flamers on the same models is. And once they expend their weapons, they're lambs to the slaughter when it comes to wound allocation... and THAT is awesome.
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Dual combi-weapons is fantastic! I have found that if scouts don't kill their target, they're likely going to die a very short brutal death, powerfist on the WG or not. I have played a few games with two combi-weapons, and I must say, it's fantastic, and cheap. I play against a lot of mass infantry armies, albiet mounted, and I cannot begin to explain how effective a full WG unit with some (usually 3 or 4) combi-meltas and combi-flamers on the same models is. And once they expend their weapons, they're lambs to the slaughter when it comes to wound allocation... and THAT is awesome.

this is a scout thread. but i understand the relation that you are making, but you can only have one wg in your scout unit

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Would there be any idea to run 5 scouts armed with nothing but meltabombs? As I normally field them either with meltagun+plasmapistols or meltagun+meltabombs. Now when I think of it I don't see the point in any extra ranged attacks as the life-time expectancy of a squad sent for behind the lines tankhunt is just a single turn.

Of course if you fail your BEL roll or enemy manages to deploy all his armour over 12" away you might be in trouble.

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