Godhead Posted November 15, 2009 Share Posted November 15, 2009 Since the new codex took away the ability to have 2 plas pistols and two power weaps. What does everyone seem to think is the better loadout options? 2x pp, 2pw, 1 of each, or none at all? Also what's everyone experiences with the randomness added with BEL? What armies do they seem to be working well against and which ones do they seem to just get shut down? I think sometimes they just don't come in where I want/need them which seems to be a waste as a whole. One last thing, how is everyone's experiences working out with a scout pack with a pack leader? I know it breaks the cardinal rule of keeping them cheap, but has anyone ran em with a WG with a TH(or fist) and a Storm shield? Thanks. Link to comment https://bolterandchainsword.com/topic/184835-wolf-scouts/ Share on other sites More sharing options...
Grey Mage Posted November 15, 2009 Share Posted November 15, 2009 Personally, I think its best to take two of one, and a meltagun. Wich one depends on your tastes, and how reliable you find a melta-shot to be. If you want more ranged power, take the plasma pistols to help you bust armor and MCs, otherwise nab the PWs to help you assault enemy transports. Leaders- very useful. You dont have to go overboard... but that extra 50pts will almost always make its points back.... especially with the new OBEL. Link to comment https://bolterandchainsword.com/topic/184835-wolf-scouts/#findComment-2184864 Share on other sites More sharing options...
Wolf Guard Nostromo Posted November 15, 2009 Share Posted November 15, 2009 My experience is largely in line with what GM says - the most effective seems to be 2 of a single upgrade, and for me this has worked better as plasma pistols. In terms of effect, it is great against alot of different foes, with IG being particularly vunerable and mech eldar making them fairly useless due to the randomness. Finally... Pack leaders. My fav has been wolf claw/combi melta but I have opted out more often than not due to exactly the point you make - I like to keep them cheap and this instantly makes them distinctly more costly. The pl makes them pretty unstoppable though, and has single handedly won me a game against a tau firebase army. Link to comment https://bolterandchainsword.com/topic/184835-wolf-scouts/#findComment-2184901 Share on other sites More sharing options...
CaptainSinon Posted November 15, 2009 Share Posted November 15, 2009 always give the special weapon guy mark of the wulfen Link to comment https://bolterandchainsword.com/topic/184835-wolf-scouts/#findComment-2185476 Share on other sites More sharing options...
Ullr Direfang Posted November 15, 2009 Share Posted November 15, 2009 always give the special weapon guy mark of the wulfen ummm.... no.... never give the mark of the wulfen to a guy with a special weapon, he doesn't get the bonuses..... Link to comment https://bolterandchainsword.com/topic/184835-wolf-scouts/#findComment-2185492 Share on other sites More sharing options...
Wolf Lord Cuneglas Posted November 15, 2009 Share Posted November 15, 2009 always give the special weapon guy mark of the wulfen ummm.... no.... never give the mark of the wulfen to a guy with a special weapon, he doesn't get the bonuses..... How does he not get the bonus? Link to comment https://bolterandchainsword.com/topic/184835-wolf-scouts/#findComment-2185555 Share on other sites More sharing options...
stinkenheim Posted November 15, 2009 Share Posted November 15, 2009 because the rules for MOTW state that they are made with tooth and claw and cannot gain any bonus from special close combat weapons wielded by the model. therefore he may have a power fist/wolf claw/ frost blade etc but he will still only gain d6+1 attack at str 4 with rending, no ignore saves, rerolls or double strength Link to comment https://bolterandchainsword.com/topic/184835-wolf-scouts/#findComment-2185559 Share on other sites More sharing options...
Evilmerlin Posted November 15, 2009 Share Posted November 15, 2009 Having played three games against Tyranids, I feel that for a Wolf Scout pack in an all comers list, you really want that Wolf Guard either with Power fist or Wolf Claw. I took a 5 men pack with Melta Gun and a Plasma Pistol. While they would have been adequate against most (if not all) back field armour units, they were fairly ineffective against Tyranids and I felt that Wolf Guard with a special CCW would have done wonders to balance that. Link to comment https://bolterandchainsword.com/topic/184835-wolf-scouts/#findComment-2185564 Share on other sites More sharing options...
Valerian Posted November 15, 2009 Share Posted November 15, 2009 because the rules for MOTW state that they are made with tooth and claw and cannot gain any bonus from special close combat weapons wielded by the model. He didn't say to give MotW to a model with a special close combat weapon; he said to give it to the model with the special weapon (i.e. the Melta Gun), which is a good idea. Valerian Link to comment https://bolterandchainsword.com/topic/184835-wolf-scouts/#findComment-2185571 Share on other sites More sharing options...
stinkenheim Posted November 15, 2009 Share Posted November 15, 2009 then i stand corrected i think myself and another here misunderstood what he meant. alternatively give it to someone who hasn't got any upgrades at all... but hey, good catch there dude Link to comment https://bolterandchainsword.com/topic/184835-wolf-scouts/#findComment-2185576 Share on other sites More sharing options...
WG Vrox Posted November 16, 2009 Share Posted November 16, 2009 then i stand corrected i think myself and another here misunderstood what he meant. alternatively give it to someone who hasn't got any upgrades at all... but hey, good catch there dude I would say that in most games it makes sense to give the MotW to the model carring the MG. Regaining the lost 2HW bonus + extra makes it a much easier decision on who get the wound dice. but yeah depending on the load out it may not. The reduced chance of having to put wound dice on the Melta Gun model in a squad means you will get more use out of him throughout a battle. In addition there are times I knew the pack would not last in CC and have had to put a PW hit on the Melta Gun model in favor of the extra attack a 2 CC weapon model would offer. Nice idea. Vrox. Link to comment https://bolterandchainsword.com/topic/184835-wolf-scouts/#findComment-2185640 Share on other sites More sharing options...
Jonas Stromclaw Posted November 16, 2009 Share Posted November 16, 2009 I use a five man squad with melta and 2 plasma pistols. While they are extremely nasty the turn they arrive (out of six games they've killed 3 hammerheads and two leman russ) after that they get butchered by any nearby units. Im gonna experiment with sending my skyclaws zooming up the board to support them in the next game, see if the two units can stay alive longer together. Anybody try this? Link to comment https://bolterandchainsword.com/topic/184835-wolf-scouts/#findComment-2185691 Share on other sites More sharing options...
Ullr Direfang Posted November 16, 2009 Share Posted November 16, 2009 because the rules for MOTW state that they are made with tooth and claw and cannot gain any bonus from special close combat weapons wielded by the model. He didn't say to give MotW to a model with a special close combat weapon; he said to give it to the model with the special weapon (i.e. the Melta Gun), which is a good idea. Valerian .... honestly didn't even think that.... i still like to keep upgrades like that spread out. not that my scouts that are tank hunting get MotW but i might try that on my anti-infantry scout pack. Link to comment https://bolterandchainsword.com/topic/184835-wolf-scouts/#findComment-2185696 Share on other sites More sharing options...
Godhead Posted November 16, 2009 Author Share Posted November 16, 2009 im thinking about TH/ss for my packleader and I still might give MOTW to the pack as well. It might give the pack a little more longevity the turn after it arrives, plus make it a bit more flexible as to what you get to hunt with it. Link to comment https://bolterandchainsword.com/topic/184835-wolf-scouts/#findComment-2186495 Share on other sites More sharing options...
Psephos Posted November 17, 2009 Share Posted November 17, 2009 Would you make your Packleader wear Powered Armor or would you throw him in Terminator Armor? Psephos Link to comment https://bolterandchainsword.com/topic/184835-wolf-scouts/#findComment-2187009 Share on other sites More sharing options...
SpaceWolf13C Posted November 17, 2009 Share Posted November 17, 2009 terminator armored pack leaders can't join scouts so the choice is simple Link to comment https://bolterandchainsword.com/topic/184835-wolf-scouts/#findComment-2187012 Share on other sites More sharing options...
Psephos Posted November 17, 2009 Share Posted November 17, 2009 I totally missed that little Caveat. Thanks for pointing that out. I am now very glad I haven't gone beyond the planning phase of my scouts! Psephos Link to comment https://bolterandchainsword.com/topic/184835-wolf-scouts/#findComment-2187018 Share on other sites More sharing options...
craponastik Posted November 25, 2009 Share Posted November 25, 2009 Which is better though? Bolter or bolt pistol/CCW? In other words, would this be a good loadout: 10 x Wolf Scouts - 2 powerswords - plasmagun - MOTW - 8 x Bolters 1 Pack Leader w/ wolf claw and combi-plasma Link to comment https://bolterandchainsword.com/topic/184835-wolf-scouts/#findComment-2195513 Share on other sites More sharing options...
Godhead Posted November 25, 2009 Author Share Posted November 25, 2009 I'm pretty dead set against bolters. I am sold on the 2x PP load out (if you are going to go with anything more than a meltagun) I'm want to try out the ss/th on a packleader hopefully that with MOTW on the melta model will make the squad a viable multi threat again. The problem with bolters IMO is that you lose the ability to assault in the CC phase. If I was going to kit a scout squad like that id prob just for sniper rifles. Link to comment https://bolterandchainsword.com/topic/184835-wolf-scouts/#findComment-2195565 Share on other sites More sharing options...
nurglespuss Posted November 25, 2009 Share Posted November 25, 2009 I would say bolters (if the unit is designed to support e.g. a drop pod grey hunter squad), other than BP & CCW. I'm just sad they can't take shotguns ^_^ Link to comment https://bolterandchainsword.com/topic/184835-wolf-scouts/#findComment-2195604 Share on other sites More sharing options...
Wolf Guard Hengist Posted November 25, 2009 Share Posted November 25, 2009 As of late my opinion on scouts has changed a little due to the unstable nature of OBEL, for a pure tank busting squad I have been fielding 5 scouts with meltabombs. Cheap and cheeful and still has the 12" threat range of a Meltagun and if the dice are against you and you end up where you dont want to be (which has happened to me several times already) you dont have a super expsensive unit sat on the board doing nothing. As I've said this is my experience with a tank killer unit I havent really tried to use the unit in any other role just yet. Link to comment https://bolterandchainsword.com/topic/184835-wolf-scouts/#findComment-2195635 Share on other sites More sharing options...
Grey Mage Posted November 25, 2009 Share Posted November 25, 2009 As of late my opinion on scouts has changed a little due to the unstable nature of OBEL, for a pure tank busting squad I have been fielding 5 scouts with meltabombs. Cheap and cheeful and still has the 12" threat range of a Meltagun and if the dice are against you and you end up where you dont want to be (which has happened to me several times already) you dont have a super expsensive unit sat on the board doing nothing. As I've said this is my experience with a tank killer unit I havent really tried to use the unit in any other role just yet. You do realise that meltabombs are more expensive than just getting having a meltagun right? And yes Nurglepuss.... I wish we had shotguns too. Link to comment https://bolterandchainsword.com/topic/184835-wolf-scouts/#findComment-2195636 Share on other sites More sharing options...
Hfran Morkai Posted November 25, 2009 Share Posted November 25, 2009 My pack runs like so: Pack Leader Thunder Hammer Storm Bolter (This is a theme I have going with WG) 5 Scouts Meltabombs Meltagun And if I can find the points I might try to throw a power weapon or two in there to assist in infantry hunting roles for when no armour presents itself as an easy target. BEL is interesting to say the least. Yesterday in a Wolf vs Wolf training scenario my scouts turned up on the left flank which unfortunately only had an empty rhino with two storm bolters, however the meltagun missed and I charged, missing most because it had moved cruising speed, so next turn I did the same thing and managed to take it out. So two times out of six you can be expected to not get a board edge you want, which is what makes them so much fun in my opinion, they didn't make their points back but they kept me entertained. Link to comment https://bolterandchainsword.com/topic/184835-wolf-scouts/#findComment-2195639 Share on other sites More sharing options...
Wolf Guard Hengist Posted November 25, 2009 Share Posted November 25, 2009 They are yes but if I'm looking at popping something within the Meltas 12" threat range (6"move + 6" Melta pen range) the Meltagun is only one shot. I can essentially get 5 attacks with the meltabombs on anything within 12" and if it didnt move they auto hit. There is a 15 point difference between the two but I reckon you get a lot for those 15 points, but if you have the points spare why not take both for the sake of an extra 10 points? Its only because I didnt have 10 points spare I ended up using that config and liked it. Link to comment https://bolterandchainsword.com/topic/184835-wolf-scouts/#findComment-2195642 Share on other sites More sharing options...
Grey Mage Posted November 25, 2009 Share Posted November 25, 2009 They are yes but if I'm looking at popping something within the Meltas 12" threat range (6"move + 6" Melta pen range) the Meltagun is only one shot. I can essentially get 5 attacks with the meltabombs on anything within 12" and if it didnt move they auto hit. There is a 15 point difference between the two but I reckon you get a lot for those 15 points, but if you have the points spare why not take both for the sake of an extra 10 points? Its only because I didnt have 10 points spare I ended up using that config and liked it. The only reason I mentioned it was because you said you didnt want an "expensive" squad sitting around doing nothing... and then proceeded to say you make the squad more expensive. Its confusing, no? Link to comment https://bolterandchainsword.com/topic/184835-wolf-scouts/#findComment-2195647 Share on other sites More sharing options...
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