happybounce Posted October 17, 2009 Share Posted October 17, 2009 So I don't know why this didn't occur to me until this afternoon- probably because of my love for tac squads in rhinos- but scouts can infiltrate and then scout move, right? Which potentially would put them within 12" of the enemy first turn, right? Which- combined with Shrike as a general, because he's awesome and gives the whole army fleet- could very well mean a first-turn assault with a bunch of Scouts, right? Is this awesome, or am I missing something? Or has this already been talked to death and I just missed the boat? I'm gonna go ahead and say that this is awesome, and I'm awesome for thinking of it. Go me. Link to comment https://bolterandchainsword.com/topic/182081-scouts-are-awesome/ Share on other sites More sharing options...
Iron_Chaos_Brute Posted October 17, 2009 Share Posted October 17, 2009 It works, but it's a bit glass-hammer-y. Put Shrike with 10 Hammernators to balance things out a bit. Make sure you have a combi and PF on the sergeant for opening transports and charging the contents, though. Link to comment https://bolterandchainsword.com/topic/182081-scouts-are-awesome/#findComment-2154889 Share on other sites More sharing options...
chapter master 454 Posted October 17, 2009 Share Posted October 17, 2009 yes it gives you a first turn assault but when if your opponent sees you do this then ether way you don't get it: 1. if he goes first then he'll just move his men back or blow your men to bits (depends if your in the open or not), or 2. he'll see your army what it is and deploy with a further 6" cushion (or if he's an ork with lots of boys just laugh and let you go first whether or not he deploys first or second). It's a nasty idea but you must be careful, scouts are very durable and tend to be a fire army, if your scouts get bogged down too long your army will burn out so be wary, might want to bring some line breakers to ensure a smooth forward march. Link to comment https://bolterandchainsword.com/topic/182081-scouts-are-awesome/#findComment-2154980 Share on other sites More sharing options...
Commander Proteus Posted October 18, 2009 Share Posted October 18, 2009 Aside from the fact that your scouts will be shot at, or will be avoided, assuming your idea works, there's another problem to be solved. If you plan to charge, first turn, and you take a load of scouts, where's your fire support? For the most part, unless you have significant firepower, your scouts will be charging full-strength units. Yeah, they can unload pistols or shotguns, but those will only do so much, especially if your scouts are up close and personal from the get go. These units will be easily surrounded, and likely to get stuck. This has its advantages, you now have an assault to tie up some units and block fire lanes, and your opponent's plan is a bit botched, but your scouts are pretty much dead. That may support your army, but it will be costly. Your call buddy. My two cents, -Proteus Link to comment https://bolterandchainsword.com/topic/182081-scouts-are-awesome/#findComment-2155095 Share on other sites More sharing options...
Shiodome Posted October 18, 2009 Share Posted October 18, 2009 you can't 1st turn assault with scouts unless you have fleet. the scout rule very clearly states 'you must remain more than 12" from the enemy" when doing your scout move. so you need to be able to move more than 12" for the 1st turn assault. Link to comment https://bolterandchainsword.com/topic/182081-scouts-are-awesome/#findComment-2155142 Share on other sites More sharing options...
Sternguard sergeant McColl Posted October 18, 2009 Share Posted October 18, 2009 Shiodome, you might want to re-read the OP. Anyway, this has been done before, and It'll get boring and predictable quick, it'll also be scoffed at by certain armies. Link to comment https://bolterandchainsword.com/topic/182081-scouts-are-awesome/#findComment-2155193 Share on other sites More sharing options...
glsn Posted October 18, 2009 Share Posted October 18, 2009 If and when I use this tactic, I use it against vehicles. I don't have a dedicated CC scout squad, just a bunch of bolter scouts with a leader with a fist. I have them charge vehicles that are tough in front but weak behind. If the enemy has forces guarding his fronts, I'll outflank them. If the enemy doesn't have vehicles, I just use them as bolter scouts. Mind you, I'm more of a mud army anyways (a mix of earth and water), so I don't usually use fire tactics. Link to comment https://bolterandchainsword.com/topic/182081-scouts-are-awesome/#findComment-2155502 Share on other sites More sharing options...
greatcrusade08 Posted October 18, 2009 Share Posted October 18, 2009 to be honest whilst very good on the first turn (but not against all armies), if you fail the roll off, youll be buggered. Rely on scout bikers and LSS teams to do the first turn charging, leave shrike at home! Gc08 Link to comment https://bolterandchainsword.com/topic/182081-scouts-are-awesome/#findComment-2155511 Share on other sites More sharing options...
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