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Wolf Scouts


Trud Coldfist

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Aye, snipers are cool, but ironically enough, theres simply much less insentive to it compared to codex marines. They can't have camo to have stealth, can't score and they have better weapons skill which makes the improvement snipers give pretty pointless. Meaning your paying 18 points effectively for a shooty unit, which is good, but not really worth it considering space marines do it equally as well, with additional perks aside. May as well make them successful ambushers that they have been fluffed as and let other units do the massive creature slaying. Though awesome modling opptunities.

 

If you going to use Plasma, may as well use Pistols, at least your not losing out on the metagun, which is pretty valible and allows you to engage infantry equally as effectively without giving up the charge (which they seem to do equally as well as Grey Hunters, only with slightly less reliable armour). Unless it's intended that these guys avoid close quarters combat and just go for bolters instead.

They can't have camo to have stealth, can't score and they have better weapons skill which makes the improvement snipers give pretty pointless.

 

They also have a better BS, which makes a huge difference in the outcome of the shot compared to a normal SM Scout. Basically 1 out of 3 shots will cause a wound no mater what the targets toughness and a chance at pinning. However, at a low model count for the same points your better off taking 6 Long Fangs with HBs even against T5 targets.

 

5HB give you 15 shot dice at 36" range for 115 points. 6 scouts 1 with HB will get you 8 shots at same range for 110 points. I am always a fan of more dice when they are hitting at the same roll of 3+

 

But for whatever reason you say you want a serious ranged list and your heavy slots are full. Then it's when you put 10 scout snipers 1 with ML for 187 points that the statistics get fun as your almost assured a rending hit. 3.5 of your shots will cause a wound and one of those wounds will be a rending and/or AP3 hit.

Why no Plasma gun? Its rapid fire so if you move then shoot you 2xS7 shots at 12" instead of a single S8 at 12"

 

And if you can get close enough to use the 2D6 pen ability from the melta gun your close enough to assault it, so would be more cost effective to give everyone melta bombs instead. 15pts=single melta shot, or 25pts=5 melta hits. Based of course on the fact that most of us are takin 5 man teams

 

 

Because if You shoot rapid-fire weapons You cannot assault afterwards, whereas, if You miss Your melta shot , You can still attempt to take the vehicle apart with melta bombs, power fists/thunder hammers or krak grenades. OR - if You take out transport vehicle with one lucky melta shot, You can assault its disembarked contents in the same turn. With plasma gun You can't. Pistols are different story, but I don't like making "getting hot" rolls with 4+ armor.

 

Also, the Meltagun will always hit on 3+, even if the tank moved Flat Out or whatever. Sometimes you need 6's to hit with Melta Bombs.

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

 

Just a variation on what others have mentioned.

 

It's fantastic, it's inexpensive, and make my opponents play completely different. I usually run with 2.

 

 

 

As for the Meltabombs vs. Meltagun argument...

 

Meltabomb advantages:

More high S+2D6 damage rolls vs. vehicles. This is fantastic if your opponent has stationary vehicles in the rear of his force firing away.

Possible to multi-charge multiple vehicles.

 

Meltabomb disadvantages:

The lack of a meltagun in the squad makes it just about impossible to kill a transport, then assault the squad inside.

Lack of range, sometimes your opponent will just be too far away for you to assault... but within range for you to shoot.

More expensive.

Having to deal with vehicles that move, which results in you rarely hitting.

 

 

 

Never forget: Scouts STILL have krak grenades, which aren't so bad!

 

 

in other words... go with meltaguns! (and combi-meltas, of course)

2 identical units now;

5 men, 1 meltagun, 1 MotW, joined by a Wolf Guard with fist and combimelta. Only 12,5% chance of not getting a penatrating hit on rear armour (If in range) after which they charge leftovers if at all possible...

 

Great to get your enemy off the table edges, especially those pesky IG with their attillery. Munching through a squadron of basilisks is so much fun. This still keeps them cheapish (100 Pts for the scouts, 43 for the WG)

 

I can also use a combiflamer/powerweapon WG form the same squad, in effect allowing you to tailor your list legally when you deicide which WG joins the scouts.

 

MotW is there because charging in he does at least 3 attacks, on averidge it should be 6 or 7. That's enough attacks for 2 scouts for the same points and rending to boot. (Missing a wound though).

2 identical units now;

5 men, 1 meltagun, 1 MotW, joined by a Wolf Guard with fist and combimelta.

 

 

I've got two identical units, too. 8 Wolf Scouts per Pack, with a Scout with a Meltagun, Plasma Pistol, Power Weapon, and Mark of the Wulfen. I've got two Wolf Guard Leaders available to lead those packs, one WGL has a Combi-Melta and a Thunder Hammer, while the other has a Combi-Melta and a Power Fist. Having all of this built allows me to select pretty much any configuration that I want, going from a small, cheap unit for tank hunting all the way up to two large (albeit expensive) units that can take on anything that the enemy can throw at them. If I feel like really making them a threat to enemy infantry I can even attach a Saga of the Hunter Wolf Priest to one of those Packs with an Oath of War geared toward the appropriate target unit type.

 

As you can probably tell, I really like my Wolf Scouts; they are one of the most effective and versatile units that we have in the codex. The only time I don't play with them is when I just feel like mixing it up a bit and want to rotate a Dreadnought and/or a Lone Wolf into my list (those guys get bored collecting dust on the shelf, too).

 

Wolf Scouts only have one single downside, which is the 4+ Armor Save, while they have several great advantages, such as the ability to get multiple Power Weapons, and the ability to arrive on any table edge fairly reliably.

 

V

I fielded my scouts for the first time last night vs. Tau. I mostly just threw them in because an unexpected job interview ate up the time I was suppose to use to put an army list together.

 

5x, Melta Gun, Power Weapon (1x), Melta Bombs. This unit cost practically nothing.

 

 

They didn't come to the party till turn 4, but completely wrecked face. I let them come in on the side and introduce themselves to 3 crisis suits with WG melting plasma rifles. My plan was to try and tie them down in combat for one turn so that my WG squad could get a little extra movement (away from more plasma suits) by assaulting the first group of suits. The only thing that went wrong was that the squad killed all of the suits in combat and were rapid fired by an entire unit of FW in the next round.

 

In review, they killed WAY more their there points, and as far as game turns, my WG termy army was glad to see all those AP2 weapons get smacked down. I'd do this again for sure. I realize close combat with tau of any kind is never a true test of prowess, but those boys defiantly earned themselves tall ales when we got back to the hall.

I find that giving them the 4 sniper rifles and the heavy bolter,in addition to the plasma pistols (which you can take in addition rather then instead of weapons thanks to the faq) and a MotW.

 

This way,my opponent knows that I can sneak them behind them OR set them in infiltrate to put pressure on a flank. That extra 17 points makes it so your opponent doesn't know for sure what you are going to use them for. And since you are almost guarenteed to earn your points back regardless of how you use them it isn't a problem.

 

And when making lists for tournaments...I find the ability to not allways have them have to OBEL,say against a Fast moving army of Orks or Blood Angels will do wonders. Time and again,I have infiltrated them so that they could take potshots at back armor of Dreads and Vehicles,Or at solo characters hiding behind vehicles to get cover. Nothing stalls a Tank Rush like having 2 squads of scouts popping up behind them ready to pop rounds into their rear armor. 9 times out of 10 they will split their attention in dealing with the scouts and let the rest of your army waste them.

 

And even better is when your opponent reads the sniper rifles and heavy bolters,and thinks they will be infiltrating rather then coming in behind them. Plus having the rifles and bolter means in the unlikely instance that they come in on the wrong side,they will be able to have an impact on the battle.

So you are saying you can actually add sniper rifles to the scouts AND have the specials (Like MotW, Meltagun, plasmapistols)?

 

That is certainly a great idea, as it is even more flexible against armies that tend to stay away from the board sides, or have no valuable rear field targets. so for the price of one plasma pistol they could just sit back and snipe stuff all game.

 

Thanx for the tip, I'll look into it.

 

Edit: Looked it up. You can exchange the bolt pistol for the special (Melta/plasma) and the close combat weapon for the sniper rifle, so yes, this indeed correct. How cool!

 

P.S. My current list unit is 5 men with MotW and meltagun, added with a combimelta fist WG. I have more actual models (For both units I have a plasmapistol, and a powersword scout..) and some additional metal CC models.

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