lokeiSHP Posted October 19, 2009 Share Posted October 19, 2009 I've been doing some thinking on Wolf Scouts recently after playing a few games with the new dex and I wanted to discuss some thoughts on how people are building out their scout squads. This is focused on units that intend to use OBEL. What kinds of roles are you using your scouts in most often? Anti-Vehicle This is how I have primarily used my WS in the past especially in earlier editions when my local meta-game tended towards having to deal with Basilisks etc. What I see as the optimal squad for this role: 5 Wolf Scouts 2x PP 1x Meltagun Meltabombs Wolf Guard with PF or Thunderhammer (optional in this role but useful if you have to resort to charging the vehicle. Also adds weight if they are forced into an assault role or pushing an assault against units that were in a transport) This should pretty much be able to make most vehicles still in the deployment zone simply go away. Hopefully if you pop a Land Raider or other transport their is enough oomph here to at least cause heavy damage before the scouts get wiped. This squad generally gets pointed at a vehicle that I absolutely need to die, but can also deal out a fair amount of damage to heavy infantry in a pinch. Unless you can get them stuck in close combat, this unit will probably die right away though, so its best to do as much damage as possible the first turn they are on the table. Anti-infantry, assault What I see as the optimal squad: 10 Wolf Scouts 2xPW 1x MoW 1x Meltagun (entirely optional, but useful for cracking open transports to get at the soft bits inside) Wolf Guard with PF Get these guys stuck in. This is a great unit to take on those pesky home defender units or heavy weapons teams and can put a hurting on the enemy quickly. They are more prone to casualties with the lower save but hopefully the second power weapon balances that out. The Wolf Guard with a Powerfist is almost essential in this role, allowing you to hurt anything you encounter and will finish off multiwound models with ease. As above these guys will take a beating if you opponent gets to shoot at them so be aware of your target priorities when bringing this unit in. Anti-infantry, shooting 10 Wolf Scouts 2x PP 1x PG 7x Bolter WG with Combi-plas and WC or PF This unit requires the most finesse as it won't be getting stuck in combat that often so it is more susceptible to enemy fire. That being said it does provide a good deal of threat and could be used in a infiltrate role with good effect as well. This unit should establish a presence on the flank to minimize casualties and force your opponent to defend multiple fronts. I see this unit marching across the flank laying down a blanket of fire. As I said before I tend to use my scouts for anti-vehicle most often, so I'm curious to see how people mix roles, etc. Link to comment https://bolterandchainsword.com/topic/182225-wolf-scouts-thoughts/ Share on other sites More sharing options...
Grey Mage Posted October 19, 2009 Share Posted October 19, 2009 Well, Id say I usually only run a 5 man pack, and up until recently I enjoyed having one of each in it. Now, well I suppose your setups would be good, but Id still want a 5 man pack. OR a 10 man pack, with 9 Snipers and a Missile Launcher on it. Runs 186pts, and would be good against tyranids, for a bit of fun. Link to comment https://bolterandchainsword.com/topic/182225-wolf-scouts-thoughts/#findComment-2156119 Share on other sites More sharing options...
Forseti Posted October 19, 2009 Share Posted October 19, 2009 Personally, I go for small packs, because with 4+ saves, they will die, and they'll do it fast. Especially after they pop a tank, your opponent will definitely make sure they don't get another. As for an assault unit..I'd probably only use one if I decided to play around with a Hunter WGBL. The squad I plan on using is 5 scouts w/ meltabombs, meltagun, plasma pistol, rest have BP+CCW, WG w/ Combi-melta and power fist. Don't have it on hand but I think that comes down at around 125pts, not too shabby especially if they can pop a LRBT or something. Edit: Hehe, I'd only use a 10man sniper/missile unit against Cron players who always bring c'tan. Link to comment https://bolterandchainsword.com/topic/182225-wolf-scouts-thoughts/#findComment-2156121 Share on other sites More sharing options...
lokeiSHP Posted October 19, 2009 Author Share Posted October 19, 2009 Personally, I go for small packs, because with 4+ saves, they will die, and they'll do it fast. Especially after they pop a tank, your opponent will definitely make sure they don't get another. As for an assault unit..I'd probably only use one if I decided to play around with a Hunter WGBL. Agreed, which is why the tank popper unit only has 5 guys (6 with WG), though I suppose you could drop the second PP easily enough. I've had some good success with assault style units in the past, especially when dealing with static units (Devestators) or static armies (I'm looking at you gunline Tau and IG). Again, its fairly key to get them stuck in or in a position to be in cover when return fire comes. The shooting squad is easily the weakest link, but I wanted to put it out there for posterity. I took 10 scouts for the CC unit because you'll want to maximize the number of attacks at the point of contact. Keep in mind that sometimes the biggest thing these guys do is create a threat from a relatively disposable unit (we know they won't live and if they do we are really winning most likely) and even if they draw fire for one turn it can really help us get the advantage. Of course, you always need to watch out for that Heavy-Flamer Landspeeder Link to comment https://bolterandchainsword.com/topic/182225-wolf-scouts-thoughts/#findComment-2156142 Share on other sites More sharing options...
Yeti Posted October 19, 2009 Share Posted October 19, 2009 The best way to describe my scouts is "concentrated punch". :) I run 6 scouts (2 power weapons, meltagun) w/WG (still haven't finalized equipment ... other than the combi melta) IMO, the secret to keeping them alive is to get into CC with a unit. The problem with popping a tank in shooting is that you can't charge something else (unless it's a transport ... ) and you're either stuck out in the open or, at best, get a 4+ cover save. Getting into CC stops you from getting shot up and with some power weapons ... they usually hold their own. Take my last couple of games for example: - Last game vs. tau - Came in turn 3, charge some broadsides, killed them, charged some Firewarriors and chased them down, survived shooting (by 5 FW), and took down a Hammerhead on the last turn. If I'd have gone for the hammerhead first, they'd have gotten shot to bits by 2-3 squads of FW and the broadsides would have stayed alive, probably until the end of the game. - Apocalypse vs. Dark Angels - Came in turn 2, charged a tac squad w/ librarian and took them down in 2 rounds of assault. Then got charged by SM scouts and killed them off too, dying in the process. I've been doing this for quite some time (getting them into CC, vs exclusive tank hunting) and they usually kill 3-4x their points in troops and tanks and quite often last too the end of the game. Not bad for 7 guys with 4+ saves ... One thing to keep an eye out for is a tank next to a squad. I usually forgo shooting and combi-charge both units. The PFist/THammer in the wolf guard goes after the tank while the scouts go after the squad. One other little bit ... think long and hard before paying for meltabombs. Unless your going after a tri-raider list, I don't really see the point. Scouts now come standard with Kraks and since you're hitting against rear armor anyways ... meltabombs vs AV10/11 is a bit of overkill. ^_^ Link to comment https://bolterandchainsword.com/topic/182225-wolf-scouts-thoughts/#findComment-2156335 Share on other sites More sharing options...
Toasterfree Posted October 19, 2009 Share Posted October 19, 2009 its not so overkill if you have to go against a dread and you dont kill it. MBs even if there is one raider are worth taking. Link to comment https://bolterandchainsword.com/topic/182225-wolf-scouts-thoughts/#findComment-2156340 Share on other sites More sharing options...
Olaf Posted October 19, 2009 Share Posted October 19, 2009 4 snipers and a missile launcher has been working pretty well for me. infiltrate, then fire away. Link to comment https://bolterandchainsword.com/topic/182225-wolf-scouts-thoughts/#findComment-2156402 Share on other sites More sharing options...
lokeiSHP Posted October 20, 2009 Author Share Posted October 20, 2009 Take my last couple of games for example:- Last game vs. tau - Came in turn 3, charge some broadsides, killed them, charged some Firewarriors and chased them down, survived shooting (by 5 FW), and took down a Hammerhead on the last turn. If I'd have gone for the hammerhead first, they'd have gotten shot to bits by 2-3 squads of FW and the broadsides would have stayed alive, probably until the end of the game. Yeah, thats my target priority there most likely as far as the Broadsides go. Instant win for the PF. I agree about multiple charging though. In fact if I had thought about that and brought MB's in my game last week I could have had a 2 for 1 deal on Land Raiders :-P. I can see where MB's might be overkill but that part of the discussion too and certainly they can be useful when you absolutely need to get the job done. I'd say you are generally tooling your guys for anti-infantry. Are you tempted to take the max squad in that role or are you happy at 6 guys? Link to comment https://bolterandchainsword.com/topic/182225-wolf-scouts-thoughts/#findComment-2156596 Share on other sites More sharing options...
MadMonk Posted October 20, 2009 Share Posted October 20, 2009 I normally run two 5 man squads with melta gun that why when both squads hit the table they can pop two tanks and letting my oppent try too kill both squads while the rest of my army bears down on them in rhinos Link to comment https://bolterandchainsword.com/topic/182225-wolf-scouts-thoughts/#findComment-2156712 Share on other sites More sharing options...
megamat008 Posted October 20, 2009 Share Posted October 20, 2009 I only ever field 5 man packs with a Meltagun and MB now that Plasma pistols and PW have gone up in price. They always manage to destroy at least a tank. I'm slowly leaning toward Lone Wolves though, as I tried to field 3 of them last week and they were wonderful, one of the buggers even survived the battle, giving up a KP :P Link to comment https://bolterandchainsword.com/topic/182225-wolf-scouts-thoughts/#findComment-2156716 Share on other sites More sharing options...
Ullr Direfang Posted October 20, 2009 Share Posted October 20, 2009 i have only done 5 man and was going to do some 6 but that might change. i tend to run two types. one with melta gun and bombs and a plasma pistol or weapon depending on what i am fighting. the other is 2 plasma pistol and one plasma gun, and a power weapon..... might get mark of the wulfen mixed in there soon, Link to comment https://bolterandchainsword.com/topic/182225-wolf-scouts-thoughts/#findComment-2156864 Share on other sites More sharing options...
Yeti Posted October 20, 2009 Share Posted October 20, 2009 Yeah, thats my target priority there most likely as far as the Broadsides go. Instant win for the PF. I agree about multiple charging though. In fact if I had thought about that and brought MB's in my game last week I could have had a 2 for 1 deal on Land Raiders :-P. I can see where MB's might be overkill but that part of the discussion too and certainly they can be useful when you absolutely need to get the job done. I'd say you are generally tooling your guys for anti-infantry. Are you tempted to take the max squad in that role or are you happy at 6 guys? I like to think I'm equipped for both tanks and infantry. Everyone with kraks, a meltagun, a combi-melta and a power fist/thunder hammer usually does the job vs. tanks. The two power weapons add the infantry killing power that keeps them in the fight vs. units and evens the odds when facing power armor. As for squad size ... I don't plan on increaing them. At 7 guys, they can already roll up half an IG/Tau army and are more than a match for any devastator or SM scout squad of equivalent points. If I had the elite slots and/or models, I'd probably add a second squad before bumping them up to 10. 4 snipers and a missile launcher has been working pretty well for me. infiltrate, then fire away. Go all the way for a 10 man squad. With BS4 we shoot better than SM snipers, might as well make the most of it. Link to comment https://bolterandchainsword.com/topic/182225-wolf-scouts-thoughts/#findComment-2156875 Share on other sites More sharing options...
Valerian Posted October 20, 2009 Share Posted October 20, 2009 Personally, I go for small packs, because with 4+ saves, they will die, and they'll do it fast. Especially after they pop a tank, your opponent will definitely make sure they don't get another. As for an assault unit..I'd probably only use one if I decided to play around with a Hunter WGBL. Just remember that if you join a WGBL with Saga of the Hunter to your Wolf Scouts, they will lose Behind Enemy Lines and would have to deploy via standard Outflank rules. Not necessarily reason enough to not do it, but the loss of the BEL advantage must be considered. V Link to comment https://bolterandchainsword.com/topic/182225-wolf-scouts-thoughts/#findComment-2157310 Share on other sites More sharing options...
BDS Posted October 20, 2009 Share Posted October 20, 2009 I have run mine at 5 men, melta bombs, MoW. In one game they had nothing to do when they came in as it was versus Blood angels jump pack heavy..so they hopped in a razor back and finally blew up a Baal Pred turn 6. In another game they shined....came in right on the spot, assaulted a defiler...penned it with quess what...mark of the Wulfen and two melta bombs...nice...killed two of their own, but ok. Took a short stroll and assaulted a dred....blew it up. one guy left with contested an objective. So worth every little penny. In the future I will add a melta gun and run with or with out melta bombs. In a larger game I would like to try a unit of 10, 2 pwr wpn, Mark of Wulfen, Melta gun, 6 sniper rifles.....this unit can do it all and will never be out of position....For more fun I would add a wolf guard with mark of wulfen and combi flamer...this is quite pricey though, but it can do it all. BDS Link to comment https://bolterandchainsword.com/topic/182225-wolf-scouts-thoughts/#findComment-2157343 Share on other sites More sharing options...
AcidBurn Posted October 20, 2009 Share Posted October 20, 2009 personally i use mine as tank hunters. i have 6 scouts use them all with the basic weapon load out but equip them all with melta bombs and hope they come on from my opponents side. and bye bye tanks. Link to comment https://bolterandchainsword.com/topic/182225-wolf-scouts-thoughts/#findComment-2157417 Share on other sites More sharing options...
Frijj Posted October 20, 2009 Share Posted October 20, 2009 In a 1500 game today i player them in two units of 10 with melta bombs. The most important thing aboutany unit is to make sure they compliment the other elements of your force. I split my force into 3 sections. Charge forward, stand and shoot, run behind. The 20 scouts had a wolf guard battle leader with them. only with the one squad, which was the run behind section. The charge section had 40 grey hunters. with a wolf priest. The stand and shoot was a vindicator, and a Long fang pack (4 missiles and a heavy bolter). They worked really well together, and in 1500 people don't ecpect 41 power armour guys to run at them, and 21 dudes to not be ont he board to start with. Iv rn them in small units, and it didn't work for me at all(was just lacking in hit) So run them how you want, but it will help to run them complimentary to your force!! Hope this helps. Link to comment https://bolterandchainsword.com/topic/182225-wolf-scouts-thoughts/#findComment-2157462 Share on other sites More sharing options...
pchappel Posted October 21, 2009 Share Posted October 21, 2009 Ran a smaller squad against a Tau force the other night... MotW, Melta gun, plasma pistol, power weapon and a WG attached with Combi Melta and Frost Blade. Was the only time the MotW didn't really do much for me, but will still probably take him. The WG was very consistent and got 3 kills/turn in close combat while they cleared Fire Warriors and suits off of an objective. Still more or less a suicide squad, and will likely try a sniper heavy squad at some point if only to try something different... Not sure how many armies will be keeping expensive tanks and the like within assault range of their back line once folks realize just how powerful that scout assault can be... Link to comment https://bolterandchainsword.com/topic/182225-wolf-scouts-thoughts/#findComment-2158071 Share on other sites More sharing options...
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