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Few advices needed.


SJumppanen

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I'm just forming my SW list and i'm wondering if i these are bad ideas:

 

1) Full sized GH pack in Rhino with 2 PGs or Flamer and PG in it (and a PW). These would be no WG in these squads.

 

2) Scout pack of 10 with PWs and melta. Do these have any chances against anything like Tac. marine or CSM squad in CC?

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Well the GH with PG in the rhino is good, as beacuse you cant assault after firing PG, and you cant assault out of a rhino anyways,

So you deploy and shoot the heck out of them with the PG, the counter assault when they charge.

 

Taking a wolf standard may also help, that way you can reroll any ones during the assault phase.

 

Youd have to check, but if you delcare your using the wolf standard on the opponents assault phase, it means you get to re roll any 1's, which i believe would include the leadership test for counter assault.

 

This would be an effective unit against other marines.

 

Im not to sure about the scouts though, i dont have alot of experience with them.

But id prob only take 5 and add a Wolf guard with combi melta in there.

throw in melta bombs, and PW if you want, makes a nasty tank poping suprise from behind....

Though not exactly cheap.

I personaly don't use plasmaguns due to their little versatility and the fact that I like to assault more than anything, but one GH squad with plasma can't hurt. I am not a big fan of power weapons either, I'll rather take mark of wulfen.

 

About the Wolf Scouts - usually 5 man squad will do good, taking 10 of them is rather expensive for a squad that is usually expendable as it comes straight into enemy lines. Take meltagun, mark of wulfen and you're golden. Also a Wolf Guard with fist and combi-melta for 43 points is a bargain.

Just to clarify, i do intend to take one smaller Scout pack for AT duties, but i was also considering of taking another bigger one for taking out any long range infantry units in CC. MotW and WG are ofcource options for the Scouts, but i would prefer to put many wounds to the pack before including the WG.
I'm just forming my SW list and i'm wondering if i these are bad ideas:

 

1) Full sized GH pack in Rhino with 2 PGs or Flamer and PG in it (and a PW). These would be no WG in these squads.

 

2) Scout pack of 10 with PWs and melta. Do these have any chances against anything like Tac. marine or CSM squad in CC?

1) Id say youd be better off with a FLamer and a Meltagun in this squad- that way you can fire everything and still assault, and it keeps the close range in your face feel to the pack. Good flexability too.

 

2) Actually, if they charge a tactical squad they have literally three times as many attacks in CC as said tac squad on turn 1, and twice as many each turn thereafter- in return they have a lower armor save, wich will hurt them on the return attacks.

 

While I wouldnt use my scout pack that way, its just a matter of personal choice- I dont like huge scout squads, and Id rather put those points in more Grey Hunters 9/10.

 

So no, neither of those are bad ideas. If your doing to run the scout pack that way though you really should add the second powerweapon on- itll help out loads against infantry.

 

While I agree- max squad is more important than a MotW, Id put a pack leader in their before another scout IF you have three packs in your army you want to do that with.

I'm just forming my SW list and i'm wondering if i these are bad ideas:

 

1) Full sized GH pack in Rhino with 2 PGs or Flamer and PG in it (and a PW). These would be no WG in these squads.

 

2) Scout pack of 10 with PWs and melta. Do these have any chances against anything like Tac. marine or CSM squad in CC?

 

 

Since your GHs, are popping out of a rhino, I'd go for 2 flamers. A power weapon, is a fine choice, if you can't squeeze in a power fist. Power fists are something to think about, though, as walkers are becoming the norm ... at least at my local GW store.

 

Scouts armed with 2 plasma pistols, a meltagun, and a model with the MotW, are great for anti-vehicle duty. I really wouldn't arm a scout pack, for anti-troop, unless I'm using it to kill small HQ squads which hide behind their own lines.

 

With the right gearing, you probably can take on such squads, only if their "nilla". Any boosts due to list,icons, etc, and they'll wipe the ground with you.

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