Aeddon Posted December 23, 2009 Share Posted December 23, 2009 Hello Wolf-Brothers, Like some of you, one of the things that most excited me about our new codex was our Wolf Scouts. A while ago I picked up the battleforce and have been using a five man squad, armed with a Power Weapon and a Plasma Pistol. I plan on adding a meltagun once I've got the bit for it but so far I really haven't had a lot of luck with them. In one case they charged a Devastator Squad, lost combat and died shortly after. Another time they succeeded in pulling a BA Assault Squad off of an objective...but they succeeded a little too well and even though he assaulted into cover I still got wiped out. The other time haven't been much more impressive. I liked the Wolf Scouts, even did my paint scheme as Erik Morkai's Great Company but the more I play them the less I want to field them. Am I just running them wrong or does this sound all to familiar? Thanks. Frith, Aeddon Link to comment https://bolterandchainsword.com/topic/188026-scouts/ Share on other sites More sharing options...
Evilbob Posted December 24, 2009 Share Posted December 24, 2009 When I take scouts, I either use 5 men with meltabombs and a power fist with plasma pistols to take out vehicles. But if I intend to fight troops with them, I've found it best to take a bigger squad just so they don't get overwhelmed by troop or assault choices. Link to comment https://bolterandchainsword.com/topic/188026-scouts/#findComment-2224848 Share on other sites More sharing options...
gojira316 Posted December 24, 2009 Share Posted December 24, 2009 Since the strength of the Space Wolves codex lies in close quarters I've been using my Wolf Scouts to take out vehicles. Having two units of eight with Melta Bombs and a Meltagun has been a game changer several times. Nothing is more important than making your opponent have to deal with something behind him blowing up the support elements of their army. Link to comment https://bolterandchainsword.com/topic/188026-scouts/#findComment-2224942 Share on other sites More sharing options...
40k Junkie Posted December 24, 2009 Share Posted December 24, 2009 Since the strength of the Space Wolves codex lies in close quarters I've been using my Wolf Scouts to take out vehicles. Having two units of eight with Melta Bombs and a Meltagun has been a game changer several times. Nothing is more important than making your opponent have to deal with something behind him blowing up the support elements of their army. Many players run heavy mech army, or they park their ranged threat as far away from danger as they can ;) Like our Long fangs for example. But! if you have 2 units of scouts coming in and are planning that, 1 they attack rear gaurd mech units, or 2 that they go after what your opponent things is safe and sound in the rear with the gear. *former military ;) This really can make your opponent scared. Everyone, or atleast most players know that our scouts are nothing to laugh at, and will play accordingly. I like this build, I find it pretty good, cheap and flexible. However because of how critical our elite slots are I would really only take 1 unit of them, maybe when I do my foot slogging troops I would take two units of them. 5 scouts, 1 meltagun, 1 plasma gun, 1 power weapon, and melta bombs for 140 pts- I use this unit in the roles that I have above. They can really force your opponent to be less aggressive about rushing forward and if you use that well you can take more time picking them off. 10 scouts, 1 meltagun, 2 power weapons, a MotW, and melta bombs for 255 pts... Yes I know that is really expensive but against an army that is less mech, your opponent is going to have to really protect his butt. 28+d6 attacks on the charge, with 2 power weapons, and d6+2 of those are rending. I love MotW btw :) Link to comment https://bolterandchainsword.com/topic/188026-scouts/#findComment-2224971 Share on other sites More sharing options...
WG Vrox Posted December 24, 2009 Share Posted December 24, 2009 I have had mixed luck with them, twice out of 6 games they have rolled onto a side of a table that has been empty and been a waste of points. Other times they come on kill their first target then get killed in return before their second turn. Now don't get me wrong the target they killed more than made up their points but for consistant results I find I would rather go with a different type of unit that will pay off better like a long fang unit or a Vindicator. Where they do pay for themselves is in the pych war, your opponent having to worry about them and plan the game out knowing they can pop up anywhere I find can be used a a solid tactic. Try running them cheap and for sure take a melta gun, that thing is the money maker. Good luck Vrox. , Link to comment https://bolterandchainsword.com/topic/188026-scouts/#findComment-2224992 Share on other sites More sharing options...
Grey Mage Posted December 24, 2009 Share Posted December 24, 2009 Dont expect them to win battles by themselves, and always give them a WGPL if you intend to shove them into combat against anything tougher than a Broadside team. Link to comment https://bolterandchainsword.com/topic/188026-scouts/#findComment-2225013 Share on other sites More sharing options...
jester262 Posted December 24, 2009 Share Posted December 24, 2009 Mine usually at least pop one vehicle or do enough to disrupt something in his back field. Then, I expect them to die. Link to comment https://bolterandchainsword.com/topic/188026-scouts/#findComment-2225220 Share on other sites More sharing options...
Yeti Posted December 24, 2009 Share Posted December 24, 2009 The trick with scouts is to balance versatility and cost. They have to be able to take on just about anything (within reason ... ) and perform, without breaking the bank points wise. Personally, I've always avoided a dedicated anti-tank role. Even with a cover save from hiding behind a wreck, scouts are too fragile to take any kind of sustained fire ... and they will get a lot of attention if you let your opponent. My usual setup is 6 scouts, 2x power weapon and a melta. I attach a Wolf Guard with frost blade and a meltabomb. The squad is a terror in CC, can take down tough opponents and is more than capable of taking on vehicles. If a vehicle is being particularly annoying, I'll usually try to multii-charge it along with another squad. That way, there's still a good chance that I'll be locked in combat, and safe from shooting. Link to comment https://bolterandchainsword.com/topic/188026-scouts/#findComment-2225238 Share on other sites More sharing options...
Emperor's Scourge Posted December 24, 2009 Share Posted December 24, 2009 Stupid question, but I got a Battleforce as an early Christmas present so I have new Scouts to play with. If you put a WGPL in a five man squad does the WG benefit from the Scout Squad's special rules or do they lose them because the WGs there? Link to comment https://bolterandchainsword.com/topic/188026-scouts/#findComment-2225279 Share on other sites More sharing options...
Grey Mage Posted December 24, 2009 Share Posted December 24, 2009 He joins them, and is a member of their squad- so their rules. Link to comment https://bolterandchainsword.com/topic/188026-scouts/#findComment-2225305 Share on other sites More sharing options...
Schertenleib Posted December 24, 2009 Share Posted December 24, 2009 Wolf Guard is a part of the unit so all unit rules still apply. Link to comment https://bolterandchainsword.com/topic/188026-scouts/#findComment-2225307 Share on other sites More sharing options...
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