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Scouts


jadex1

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I might have misspelled Tactics... oh well its late for me... Anyways i had a few questions for Scouts. Namely how do you use them, how do you get the bang ofr your buck? I know for the most part when i use them, i get them out and usually there a distraction but don't last for to long. I just noticed that you could make your scouts close combat oriented and i was wondering if anyone does that and how well it works. So any information would be good, im trying to build a way for me to get the most effectiveness from them and still keeping them Wolfy.

 

 

thanks guys.

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I take a small pack of five (I miss having four in the old codex, it was something unusual) armed with Meltabombs and a Meltagun and attached Wolf Guard with Thunder Hammer and Storm Bolter. The Thunder Hammer is simply part of my theme so a Powerfist is almost as good and saves some points. If I have the points spare I'll stick a Power Weapon on one Scout though they should be picking on softer targets such as Devastator squads but ideally vehicles.

 

My strategy is two-fold:

 

Fear: Our Scouts used to be feared because they would always turn up behind the enemy and cause havoc with Meltabomb, Plasma Pistols and so on. Now it's a bit more random but knowing that your Russ/Basilisk/Whirlwind/Devastators are in potential trouble from any board edge makes your opponent think, does he move forward allowing the rest of your forces to engage rapidly or sit back and hope the Scout pack fails abysmally?

 

Tank hunting: The role my unit is equipped to deal with, they make even a Land Raider a juicy target with those Meltaguns and Meltabomb attacks. But rather than going straight for the juiciest target I'll see what units are not too isolated but also not right in the middle of the enemies lines and try taking it out, before moving on to the next target.

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I like small squads, so I can infiltrate if outflanking seems a bad idea, and because I prefer to run them cheap and effective- 5 man, with a Meltagun and 1-2 PWs, runs about 100pts and tends to make every one of them back +.

 

Giving them a WG is also a good idea I find, for some durability, and the extra killy.

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I'm probably going to try out two packs of scouts in a tournament next week. Gonna have them like this:

 

5 Wolf Scouts - Meltagun, Meltabombs

 

7 Wolf Scouts - Meltabombs, 2x Power Weapon

 

If I got the points, I'm gonna add a WG to each, but I think they pack quite enough punch as it is. One for main AT, one for assaulting.

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