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Best WG loadout for our Scouts


WG Vrox

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- This is my Scout makeup, 6 WS 1 Melta Gun, MotW, Plasma Pistol.

 

when reveiwing lists I see that a combi melta / Power Fist seems to be the popular choice. I have ran a variety of options and am leaning toward a PW/BP MB loadout for a cost effective option. Since I only run 1 scout squad they at times come in on a edge that does me no good, what have you found to be the best Wolf Guard load out for your 1 scout unit?

 

for some reason my search feature is not working after switching to a different browser FF. So forgive the lack of my searchfu.

 

Vrox

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Thus far, I have used 5 WS w/ MG, PW, PP, MotW with an attached WGPL w/ CM & powerfist. I've liked how the have performed, but am seeing a lot of Mech guard in my area and am planning to free up the points for Meltabombs just to make sure I can get rid of that Leman Russ squadron. I've found that the power weapon isn't all that necessary.

 

-Huzzah

I load out my scouts witha Melta and a WGPL with combi-melta and power fist. Cheap and expendable. If they pop a tank and survive the next round, even better. IMO, Scouts are more than likely to die being surrounded by most armies so just pick out the best target, take it out, and move on to the next target of opportunity if they can keep going.
I used to run my with Thunder hammer and storm bolter, but I changed that for combimelta, when my meltagun scout missed couple of times. There is really no much mathhammer etc for me choosing TH instead of PF, but I wanted some difference - WGPL in GH packs all have PF, and that thing looks so damn cool ;).
- This is my Scout makeup, 6 WS 1 Melta Gun, MotW, Plasma Pistol.

 

when reveiwing lists I see that a combi melta / Power Fist seems to be the popular choice. I have ran a variety of options and am leaning toward a PW/BP MB loadout for a cost effective option. Since I only run 1 scout squad they at times come in on a edge that does me no good, what have you found to be the best Wolf Guard load out for your 1 scout unit?

 

for some reason my search feature is not working after switching to a different browser FF. So forgive the lack of my searchfu.

 

Vrox

 

I've got two Wolf Guard Leaders with Combi-Melta, one has a Power Fist and one has a Thunder Hammer. I have two packs of Wolf Scouts, so they can each be assigned to each lead one of those, or if it is a game where I don't feel like running Scouts, they can be assigned to go lead a pack of Grey Hunters each. They do very well, and have something significant to contribute regardless of where I want them to go. They can help with anti-tank, they can help kill infantry. They can't be singled out in close combat, so there is no reason not to take the high-strength weapons (Fist or Hammer), especially considering their 2 base Attacks.

 

V

As many others have said...

 

5 Scouts, 1 Meltagun. Wolf Guard w/ Power Fist & Combi-Melta.

 

Works wonders, and is insanely inexpensive, coming in at a mere 128 points.

 

On occasion, provided I have extra points left over, I will purchase melta bombs for the squad.... but usually not.

My WG that I run with the squad has a wolf claw.

 

Its cheap and can crack tanks or high armored targets.

 

How do you crack tanks with a wolf claw, do you mean you hit them in rear armor, so same as a normal CC attack?

 

 

The squad as a whole.

 

Meltagun for tanks. Wolf Claw for terminators or meganobz.

So only a couple of responses from those who don't load out their WG with a Power Fist. I was hoping for more detail from someone who used only either a Power Sword or Wolf Claw or Frost Blade / Melta Bombs so I could get some perspective on what to expect. If anyone has play-tested and switched back I would l like to hear why.
So only a couple of responses from those who don't load out their WG with a Power Fist. I was hoping for more detail from someone who used only either a Power Sword or Wolf Claw or Frost Blade / Melta Bombs so I could get some perspective on what to expect. If anyone has play-tested and switched back I would l like to hear why.

 

Most folks put a Power Fist on the WGL of their Scouts for the same reason pretty much every Marine Sergeant in the game gets one: you can count on almost every hit to wound regardless of target, you get more hits on Walkers, more attacks on vehicles, can cause Instant Death on most models, etc. Every unit should have a PF, and the WGL is the right one, and the only one, that can get one for your Scouts. More importantly, there is no good reason not to get him one.

I use the Wolf guard with a power weapon and a combimelta. I have had moderate success. I recently played in a tourney and my scouts were very moderate in there usefullness. I run 5 with a meltagun, power weapon and plasma pistol. I have not had the chance to hit anything other than foot slogging reaguard stuff. When I outflank I am usually hitting something like small squad stuff. I have not hit IG or any big mech stuff yet.

 

 

I am considering going to 8 wolfscouts with a wolf guard pack leader and then a wolf guard battle leader attached. Perhaps if it was more of a robust unit people would adjust more to it. I am not sold on their value or there usefullness.

Combi-Melta, Wolf Claw, Meltabombs. I've had pretty good luck with this combo. Considering that Wolf Scouts are relatively more fragile than their Power Armored brethren, I like to try to inflict as many wounds as possible up front, and the Meltabombs let him get the job done on tanks. I do use PF/CM and TH/CM on two of my other pack leaders, however, and they've also performed very well in the past.

 

-Stormshrug

So only a couple of responses from those who don't load out their WG with a Power Fist. I was hoping for more detail from someone who used only either a Power Sword or Wolf Claw or Frost Blade / Melta Bombs so I could get some perspective on what to expect. If anyone has play-tested and switched back I would l like to hear why.

 

 

I had originally modeled my WG with a wolfclaw because I liked the look of it. I ended up changing back toa PF as I was sending my Scouts against more Armor targets that Infantry.

I run my wolf scouts cheap. 5 scouts with meltagun. Led by a wolf guard with powerfist and combimelta. They almost always kill something important. My Brother plays guard and he has grown to fear the wolf scouts. My wolf scouts are becoming a hated unit for my opponents. :lol:

Combi-melta and powerfist is pretty effective, though a thunder hammer looks cooler :D However...

 

...for sheer multi-tasking ability I suggest 5 or 6 scouts with MoW and a meltagun + ... wait for it ... 1 wolf guard with MoW and a combi melta. This has alot of advantages but the main two are that... first, it isn't that expensive, points wise... And second, it gives you both two melta shots against hard targets and also gives you 2D6 + 4 Rending attacks (at I4, which really helps!) on the charge which is handy against vehicle rear armour and numerically superior opposition.

 

This combo is very good at popping a transport and engaging the contents, and while this depends on you opponents positioning, it can be a nasty surprise that you have a pack capable of arriving, popping a transport and then charging effectively in the same turn - the stuff of legends.

 

There are plenty of options which work, but the combi-melta and MoW is my current favourite - handles nearly all close range situations + brings out the real character of our chapter for me - slightly unpredictable but deadly at close range. Add melta bombs if you fancy a truly flexible and potentially game winning but overpriced assassin.

 

A WGPL MoW is also a great modeling op - mine is one of the old wulfen models with melta bombs and a combi-melta added - looks great!

You've already kind of beefed out that squad so I wouldn't skimp on the WG. Seeing that you already have a ton of attack potential with the squad I'd run WG W/ Combi-Flamer, Combi-Melta and MoTW.

 

This gives you a potential of what, 31 attacks on the charge? Sixteen rending. You now also have 2 meltas that allow you to blow up a tank, then take it in CC. You can also use the flamer to hit an infantry unit before you assault should they be the best target. It also thins things out for when you would like to multi-charge vehicles and infantry.

 

With 2 MoTW you can also still take on MC's, and do work on vehicles rear armor. Costs 43 points for this one, same for Combi + Powerfist. Give it a try.

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