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I've never fielded SM scouts, period. Much less Wolf Scouts. So, I have no clue as to what they are good for or what they can do.

 

How well do Wolf Scouts work? Does anyone have experience fielding them in whatever role they fit, and advice on how to outfit the unit?

 

Pointers would be mighty appreciated.

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Yeah, I have to say these are probably the best scouts in the game. They are Space Marines with a 4+ save. They have access to lots of goodies and then can, generally, come in where you want them. I haven't actually played a game with mine yet, but I have a unit painted up for the next time. Meltagun, PW/sniper, plasma pistol/sniper, two regular guys (1 with the Mark). I haven't worked on adding a WG leader to them yet, but I would think he'd be similar to Wolf363839's.
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Agree with wolf363839. They are the best scouts in the game; non-scoring though. I use them in the same setup as him. One of the units which potentially proves their weight in gold. They can destroy several tanks/weak units in CC. I'm still in doubt if taking 2 may be worth it in larger point games: better chance that at least 1 will show up where and when you want. But for now I'm happy with having 1 unit of them.

 

The biggest pro is that they really help against the in my opinion toughest oponent for space wolves: Imperial Guard.

 

But to be honest, against ever army some outflanking meltagun shots + powerfist are usefull. What still bothers me though as they can potentially be useless if they arrive on a flank where they cannot influence the game in any way before it ends. This is so rare though that I'll take the risk.

 

This may sound stupid but I say it nonetheless: dont forget you do not have outflank them. Infiltrating can be a saver move in certain situations.

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Agree with wolf363839. They are the best scouts in the game; non-scoring though. I use them in the same setup as him. One of the units which potentially proves their weight in gold. They can destroy several tanks/weak units in CC. I'm still in doubt if taking 2 may be worth it in larger point games: better chance that at least 1 will show up where and when you want. But for now I'm happy with having 1 unit of them.

 

The biggest pro is that they really help against the in my opinion toughest oponent for space wolves: Imperial Guard.

 

But to be honest, against ever army some outflanking meltagun shots + powerfist are usefull. What still bothers me though as they can potentially be useless if they arrive on a flank where they cannot influence the game in any way before it ends. This is so rare though that I'll take the risk.

 

This may sound stupid but I say it nonetheless: dont forget you do not have outflank them. Infiltrating can be a saver move in certain situations.

Also remember that for the cost of 12 points,you can give 4 o them sniper riles with only losing two attacks from the pack,and that way even if they come in on a bad edge they can still affect the game.

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I have played with and against these guys (with my eldar). I find if nothing else they are a pain to the non-wolf player.

 

Playing with them they have not been allstars, but they have been excellent additions.

 

I've been running: 5 scouts, with powerweapon and meltagun and a WG with powerfist and combimelta. Not many points for a unit that creates alot of trouble for my opponent.

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That's their special talent. Even if they don't kill more than one thing, it is usually something the bad guy really values. And it forces him to either defend his rear, which divides his forces and forces him closer to your killer units, or else he sacrifices his rear and lets your Scouts run amok hunting even more targets.
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I always wanted to field a full 10 man pack, bolt pistoles and CC weapons, 2 power peapons, maybe one with wolfen and melta or flamer. Basicly the goal of this unit in my army would be to come in behind and assault unites like Heavy Weapons or whatever. I wanted to field 2 packs of them, but i figured it would be to many points tied up in a pack that wasnt on the map at the start and might not even show up in a timely fasion.

 

Also isnt bad to take just like 10 of them with nothing but a melta gun. Be good for shooting a tank, then assaulting something, heavy weapons likly. Becouse they dont have power weapons, they wont likly kill the whole squad they assaulted, thus keeping them safe in combat from shooting! In theory.

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I use 7 scouts with a WG leader. These guys really kick ass. WG has combiMelta and power fist. Along with MotW, plasma pistol, meltagun. I tore up an 8 strong unit of Berzerkers.

 

I found a larger unit has more staying power and can cause more havoc. Smaller units just don't last and are easily killed off. Two 5 man squads did not work as well.

 

Rex

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They use to be the bomb. Now they cost more and have a 1in 3 chance of going where you do not want them too. So I stopped using them.

 

As the guys above posted you put a melta on one and 2 plasma on 2 more and keep the unit small. You bring it in and kill something important. Now he has a squad he has to kill, or it keeps killing stuff in the back field. Forces him to send fire behind and that buys time for Grey Hunters to get where they need to be.

 

You can take a max squad and attach a WG pack leader to it. But a WG pack leader is going to make the points heavy and it might not get it's points back. So cheap is usually the way to go.

 

This unit can also take an objective far from the fighting and pull you out a win like that. It could also go somewhere you do not want 33.333% of the time. Which once again is why I would rather have something else these days.

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This unit can also take an objective far from the fighting and pull you out a win like that. It could also go somewhere you do not want 33.333% of the time. Which once again is why I would rather have something else these days.

 

There are only a few missions where they actually can CLAIM the objective as they are not troops. So our scouts is actually not intended for claiming or contesting objectives. They are an elite unit with one goal. Wreak havoc behind enemy lines and take out the heavy tanks hiding in the back. I personally find them close to useless when trying anything but tank hunting. I still havn't tested the 4 Sniper + Melta combo.

 

I usually go for the classic 5 man cheap unit with one plasma pistol, one meltagun and 3 with Bolter or BP&CCW for a nice and cheap 100pts. I can probably count the few times on one hand that this small cheap unit has NOT earned their points back. Usually they turn up. Pop a tank worth 100+ points and is then cut to pieces by enemy shooting but in the process they usually draw fire away from something more important. =)

 

These days however I have a hard time finding 100 points to spare. And I usually dont have any problems with tanks anymore due to the 6 man Long Wolves with 5 missile launcher and attached wolfguard with terminator armour and Cyclone missile launcher. 7 missiles split on two targets is usually enough fire suport to take out enemy tanks fast enough.

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I love them. I take two packs in 1500 points, one at five men with meltabombs, flamer and 2 power weapons and the other at seven with a meltagun instead, but same loadout.

 

Two packs makes it more likely they'll end up where I want at least one of them. Their primary function is to scare the opponent, letting him know that the unit he holds as a major part of his battle plan isn't safe from roving Scouts.

 

So long as one target goes down I'm happy, anything else is an advantage, try and make use of cover against AP4 or better weapons, because the enemy will be targeting them because it doesn't take too long to learn you don't mess with Wolf Scouts (normal Scouts are OK, ours show them how it's done.)

 

Most importantly they are fun units capable of dealing out some serious damage to back of table lurking units.

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Here are a couple Wolf Scouts related topics that might be helpful:

 

10 Wolf Scouts Pack

 

Assaulty Scouts

 

I like my Wolf Scouts so much that I recently built a second pack to complement the first.

 

Both Packs consist of 6 Scouts:

1x Bolt Pistol and Power Weapon

1x Plasma Pistol and Combat Weapon

1x Meltagun

1x Mark of the Wulfen

2x Bolt Pistol and Combat Weapon

 

Pack 1 is lead by a Wolf Guard Leader with Combi-Weapon (Melta) and a Thunderhammer. Pack 2 is lead by a Wolf Guard Leader with a Combi-Weapon (Melta) and a Power Fist.

 

Both Packs have enough anti-tank and anti-infantry capability to be able to take on almost any type of enemy unit, but not so much that they would massacre an enemy force in the turn that they assault, keeping them from being exposed in the enemy shooting phase. I also like having the redundancy of two similar packs; it is less likely that I would get two poor BEL rolls, so at least one of them (if not both) should come in exactly where I want them.

 

Valerian

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yup wolf scouts are worth taking just for the intimidation factor .

my regular opponent hates my scouts .

i run a 5 man squad pw, pp, melta , plus a WGPL Pfist and PP :)

they always kill something . one guy above mentioned giving the WGPL a combi weapon which i think i will start doing it will save 5 points and will probably be better any way . I think I will start taking a sniper rifle as well.

more for the wound allocation advantage on the sniper rifle than anything else . Taking different gear really does help with keeping them alive if you use wound allocation .

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I have fielded scouts in space marines before, and in my opinion, you get what you pay for. Scouts effectiveness is limited, especially if you go with bolt pistols and ccw's. Sniper scouts are great against non-fearless infantry, and can be used to pin them down. The Missile launcher is a worthy upgrade to add as well, because I don't expect to get much more than a crew stunned on vehicles with rending weapons.
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Wolf Scouts are absolutely brutal. There are a lot of ways to use them (Assaulty in large or small squads, small squads of anti-tank specialists, and even shooty), but no matter how you cut it, their standard Space Marine stats, combined with the strategic power of Operate Behind Enemy Lines Outflank.

 

They're almost always where you want them, they fight like Space Marines with only a slightly worse Armor Save, and they can get twice as many special CCWs as a standard squad of Grey Hunters.

 

All in all, a very worthy Elites choice. Heck, against certain armies (Guard, Tau, anything else that wants to shoot me), I field two squads of Scouts.

 

-Stormshrug

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Wolf Scouts are absolutely brutal. There are a lot of ways to use them (Assaulty in large or small squads, small squads of anti-tank specialists, and even shooty), but no matter how you cut it, their standard Space Marine stats, combined with the strategic power of Operate Behind Enemy Lines Outflank.

 

They're almost always where you want them, they fight like Space Marines with only a slightly worse Armor Save, and they can get twice as many special CCWs as a standard squad of Grey Hunters.

 

All in all, a very worthy Elites choice. Heck, against certain armies (Guard, Tau, anything else that wants to shoot me), I field two squads of Scouts.

 

-Stormshrug

And 4 sniper/1 HB set up as infiltrators can do wonders depending on what your opponent fields.

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Love my Wolf Scouts, I always field them and they've been fantastic!

 

7 man squad

1 WGPL w/ Frost Axe, BP and MB

2 WS w/ PW, BP and MB

4 WS w/ BP, CCW and MB

 

They kill tanks, they kill heavy troops hanging in the rear and they'll do a little dance when they're done! Only thing I'm looking to add to it is one guy with a MG and MotW but this pack is already great as is!

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