minigun762 Posted August 6, 2010 Share Posted August 6, 2010 Assuming for a second that this was a viable plan (can't say it is yet), what would be the best way to use Chaplains with a full sized Scout squad decked out with BP/CCW? On paper I like the idea of 30+ attacks all hitting on 4's and rerolling backed up by a few Power Weapons swings for munching through big hordie squads or objective campers but deployment and losing the Scout specific traits like Outflanking present a real problem. Any ideas? Link to comment https://bolterandchainsword.com/topic/208101-chaplains-and-cc-scouts/ Share on other sites More sharing options...
Iron Father Ferrum Posted August 7, 2010 Share Posted August 7, 2010 The benefit of Scouts is their specialty deployment, whether you Infiltrate, Outflank, or stick 'em in a LSS. Like you said, you lose those abilities when you stick a Chaplain in there. I think you'd be better off putting the Chappy with an Assault Squad and allow the Scouts to do their own thing. Link to comment https://bolterandchainsword.com/topic/208101-chaplains-and-cc-scouts/#findComment-2483024 Share on other sites More sharing options...
greatcrusade08 Posted August 7, 2010 Share Posted August 7, 2010 it can be a good way of running a LR assault unit.. they arent specialists bu they ARE cheap which can negate the expensive raiders somewhat. The only other choice if running a themed army would be to throw one in to back up the HQ of choice, either shrike or Khan.. I admit ive run a khan chappy and 10 scout combo before and it is savage on the charge.. S5, I5, rerolls on attacks and khans instakill ability for enemy HQ at I6 too Link to comment https://bolterandchainsword.com/topic/208101-chaplains-and-cc-scouts/#findComment-2483031 Share on other sites More sharing options...
pattison Posted August 8, 2010 Share Posted August 8, 2010 it can be a good way of running a LR assault unit.. they arent specialists bu they ARE cheap which can negate the expensive raiders somewhat. The only other choice if running a themed army would be to throw one in to back up the HQ of choice, either shrike or Khan.. I admit ive run a khan chappy and 10 scout combo before and it is savage on the charge.. S5, I5, rerolls on attacks and khans instakill ability for enemy HQ at I6 too I was about to advise this. Putting (ccw) scouts in a LR is kind of perverted, but it works really well. I have attached Lysander to them, my opponent was all about laughs, but at the end they performed rather well. Okay I would only recommend this group for strictly friendly fun games, but the chappy&scouts in LR combo sounds really promising. Not to mention Khan... Btw I run ccw scouts in my list, but they ride in a LSS. Sometimes a game-deciding unit. Link to comment https://bolterandchainsword.com/topic/208101-chaplains-and-cc-scouts/#findComment-2483891 Share on other sites More sharing options...
Captain Idaho Posted August 8, 2010 Share Posted August 8, 2010 The only other choice if running a themed army would be to throw one in to back up the HQ of choice, either shrike or Khan..I admit ive run a khan chappy and 10 scout combo before and it is savage on the charge.. S5, I5, rerolls on attacks and khans instakill ability for enemy HQ at I6 too Yeah, now that is just awesome! Could you imagine the look on an opponent's face when their army is taken apart by a Scout Uber unit?! Priceless! Link to comment https://bolterandchainsword.com/topic/208101-chaplains-and-cc-scouts/#findComment-2483930 Share on other sites More sharing options...
greatcrusade08 Posted August 8, 2010 Share Posted August 8, 2010 The only other choice if running a themed army would be to throw one in to back up the HQ of choice, either shrike or Khan..I admit ive run a khan chappy and 10 scout combo before and it is savage on the charge.. S5, I5, rerolls on attacks and khans instakill ability for enemy HQ at I6 too Yeah, now that is just awesome! Could you imagine the look on an opponent's face when their army is taken apart by a Scout Uber unit?! Priceless! done it.. i charged a 20 man ork slugga mob, my opponent laughed hed take half my unit with him.. i hit first, 19 boys dead edit: bad spelling Link to comment https://bolterandchainsword.com/topic/208101-chaplains-and-cc-scouts/#findComment-2484002 Share on other sites More sharing options...
mowglie Posted August 8, 2010 Share Posted August 8, 2010 If you want to put a chappy in a unit of scouts, I think the LR is the way to go. I think it misses the bar for "good"; it certainly won't stand up to other codices equivalent death star units. It is, however, hilarious. I vote 10 scouts + chaplain + khan in LRR for late-game assaulting off objectives. Link to comment https://bolterandchainsword.com/topic/208101-chaplains-and-cc-scouts/#findComment-2484007 Share on other sites More sharing options...
ShinyRhino Posted August 9, 2010 Share Posted August 9, 2010 Folks have already pointed out the loss of Infiltrate, Scout, and Outflank. IMO, these are the force multipliers that make a Scout Squad worth using. Sure, you could do a Land Raider Bomb with Scouts inside, but if you're investing all those points in a Death Star unit, why not just go a few points more, and use an Assault Squad, sans jump packs instead? Link to comment https://bolterandchainsword.com/topic/208101-chaplains-and-cc-scouts/#findComment-2484459 Share on other sites More sharing options...
Ryjak Posted August 9, 2010 Share Posted August 9, 2010 No reason you can't have a Jump Pack Chaplain join an infiltrated Scout unit right before they charge into hand-to-hand. I suppose it can be difficult to set-up, though. Link to comment https://bolterandchainsword.com/topic/208101-chaplains-and-cc-scouts/#findComment-2484538 Share on other sites More sharing options...
greatcrusade08 Posted August 9, 2010 Share Posted August 9, 2010 OR if your using an SC with infiltrate or outflank such as khan or shrike, in which case you dont lose any rules Link to comment https://bolterandchainsword.com/topic/208101-chaplains-and-cc-scouts/#findComment-2484784 Share on other sites More sharing options...
minigun762 Posted August 10, 2010 Author Share Posted August 10, 2010 Folks have already pointed out the loss of Infiltrate, Scout, and Outflank. IMO, these are the force multipliers that make a Scout Squad worth using.Sure, you could do a Land Raider Bomb with Scouts inside, but if you're investing all those points in a Death Star unit, why not just go a few points more, and use an Assault Squad, sans jump packs instead? Thanks for the advice all. Shiny's statement pretty much verified my first thoughts on the matter. You give up too many of the innate bonuses of Scouts to try and put them in a Land Raider. Link to comment https://bolterandchainsword.com/topic/208101-chaplains-and-cc-scouts/#findComment-2485457 Share on other sites More sharing options...
pattison Posted August 10, 2010 Share Posted August 10, 2010 No reason you can't have a Jump Pack Chaplain join an infiltrated Scout unit right before they charge into hand-to-hand. I suppose it can be difficult to set-up, though. Or you infiltrate with a unit of ccw scouts having a teleport homer, than you bring down a termie chaplain right next to them attaching him to the squad right away... Link to comment https://bolterandchainsword.com/topic/208101-chaplains-and-cc-scouts/#findComment-2485501 Share on other sites More sharing options...
greatcrusade08 Posted August 10, 2010 Share Posted August 10, 2010 No reason you can't have a Jump Pack Chaplain join an infiltrated Scout unit right before they charge into hand-to-hand. I suppose it can be difficult to set-up, though. Or you infiltrate with a unit of ccw scouts having a teleport homer, than you bring down a termie chaplain right next to them attaching him to the squad right away... this could cause problems. firstly the TDA couldnt run down a beaten opponent, secondly the unit would good shot up at close range for a turn, i doubt there would be many left to benefit from the chappy and thirdly, youd have to rely on getting the reserve roll for the TDA chappy, whcih can only happen 2nd turn onwards at which point the scouts would either be in cc or dead. Best way is Shrike and chappy combo both with JP, who infiltrate and move up to join an infiltrating/scouting unit for a fleet first turn charge. alternatively this unit can outflank, although for this i prefer khan, chappy and scouts, the furious charge makes a big difference. Folks have already pointed out the loss of Infiltrate, Scout, and Outflank. IMO, these are the force multipliers that make a Scout Squad worth using.Sure, you could do a Land Raider Bomb with Scouts inside, but if you're investing all those points in a Death Star unit, why not just go a few points more, and use an Assault Squad, sans jump packs instead? I think the point is that scouts arent a death star unit (nor are assault marines IMO).. the assault marines are still a fair amount more expensive than scouts and whilst htye do miss out on infiltrate/scout/outflank unless your army is catered to support them in that role then theres no point using them as such. Being cheap is a strength in its own right, and assault scouts make a great bodyguard for a hero like calgar or lysander.. and they outweight the expense of a hero and raider somewhat Link to comment https://bolterandchainsword.com/topic/208101-chaplains-and-cc-scouts/#findComment-2485681 Share on other sites More sharing options...
pattison Posted August 11, 2010 Share Posted August 11, 2010 No reason you can't have a Jump Pack Chaplain join an infiltrated Scout unit right before they charge into hand-to-hand. I suppose it can be difficult to set-up, though. Or you infiltrate with a unit of ccw scouts having a teleport homer, than you bring down a termie chaplain right next to them attaching him to the squad right away... this could cause problems. firstly the TDA couldnt run down a beaten opponent, secondly the unit would good shot up at close range for a turn, i doubt there would be many left to benefit from the chappy and thirdly, youd have to rely on getting the reserve roll for the TDA chappy, whcih can only happen 2nd turn onwards at which point the scouts would either be in cc or dead. Umm, it's just a possible solution on "how to get a chappy for the infiltrating/outflanking scouts" question, but I didn't say that it's a good one. <_< But it may still work if you don't want to rush your scouts into cc, but you don't want to keep them close to your deployment zone either. Who knows, might come handy.. I wouldn't do this all, just tried to brainstorm. Link to comment https://bolterandchainsword.com/topic/208101-chaplains-and-cc-scouts/#findComment-2485957 Share on other sites More sharing options...
pattison Posted August 11, 2010 Share Posted August 11, 2010 <_<?! Link to comment https://bolterandchainsword.com/topic/208101-chaplains-and-cc-scouts/#findComment-2485962 Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.