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Blood Angels Scouts


igotsmeakabob!!

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So here's a bit of a question:

With our 5th edition codex, do any of you find scouts particularly useful? Do they fill a role that's otherwise empty? I haven't used them since our PDF (and even then.. maybe once). What's the best use for them? How should they be equipped? Transported? I have a Land Speeder Storm, primed red, that will never see completion or use!

 

So yes, scouts?

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Not speaking from a lot of experience here, but scouts seem like the kind of unit to plop down and sit on your back objective. They can be equipped with snipers that make them effective at a longer range than tac squads, and you can give them locator beacons to drop termies down on them if things look like they're going to get hairy.

Conversely, you could give them bikes and let them scout ahead with T5, give them locator beacons again for the luls.

yes. Scouts are awesome.

 

Fav Tactic...5 man with cloaks and a beacon...drop landraider.

 

I do not think scouts are awesome far from it actually but I think what you have said is the primary use for scouts. They are are scoring models but more importantly you can use them for some tactical insertions and the like. That or as back markers that claim the 'home' objectives and provide supporting fire.

 

Still I think in our codex Scouts are suppassed by other troop choices, namely Assault marines. One can also get locator beacoms with Stormravens too which makes it even easier to not choose scouts.

scouts do not cost 250+ points, nor do they take up a valuable heavy support option. They can be outfitted for next to nothing with weapons that give them some long distance punch and can really annoy monstrous creatures.

 

Scouts are awesome at being scouts. Scouts fulfill a specific role, and that is it. IF you use them to do said role, they do splendid.

 

I dont do the "assault marine" spam, so I enjoy my tactical squads, and scout squads along with my assault squads and death company.

Scouts are great for their points. I equip a five men squad with combat knives and cloaks, and the Sarge will either have a PF with Combi-melta or PW with Meltabombs.

They will infiltrate and scout their way towards enemy positions to launch attack in the first turn or to explode tanks/walkers they meet on their way.

 

And, last but not least, their helmet-less style offers a great variety and possibilities for conversion/a special paintjob.

 

Snorri

Just a note Snorri, Scouts can't get a 1st turn assault unless you go second and the enemy moves towards you.

 

I also stick helmets on all my non-sniper rifle scouts.

I thought a 5-man close combat squad wouldn't be tough enough to even make it into combat... and camo cloaks seem like a waste on them, since if they get used correctly they'll be taking their saves in melee right?

Just a note Snorri, Scouts can't get a 1st turn assault unless you go second and the enemy moves towards you.

 

Infiltrating 18" away from enemy unit(s), in LoS, but in cover.(that's what the cloaks are for), Scout move (hopefully) 6" towards enemy. If I get first turn, I move out of cover(again, hopefully 6") and assault 6". That´s a first turn charge for me.

 

 

In regards of toughness, I use them to assault small squads of heavy weapon-bearers, Devs for example, where the powerweapon will cause maximum damage due to the size of the squad. I must admit, having Furious Charge is a blessing, so I hope for that "1" or simply start a 2nd turn charge with a deepstruck priest. That way, they can also make sure that my Sanguinary Guard can roam unharmed.

 

They need the camo cloaks to get into combat safely and through cover, they will be protected by a 3+ save. That´s worth the 15 points in my books. :HQ:

 

 

Snorri

scouts do not cost 250+ points, nor do they take up a valuable heavy support option. They can be outfitted for next to nothing with weapons that give them some long distance punch and can really annoy monstrous creatures.

 

Scouts are awesome at being scouts. Scouts fulfill a specific role, and that is it. IF you use them to do said role, they do splendid.

 

I dont do the "assault marine" spam, so I enjoy my tactical squads, and scout squads along with my assault squads and death company.

 

Either does a stormraven...a SR with a locator beacon and extra armour is 230 points. Sure it takes up a valuable Heavy Support choice but it is exactly that a valuable support choice that can effectively fulfill multiple combat roles simutaneously such as deliver combat troops (like the DC), contribute supporting fire and ensure that deep striking units land with pin point accuracy.

 

Granted a single unit of scouts with a few upgrades cost half the price but they do not transport troops or cannot deliver a devasting payload of weaponry. I just think that units like the SR are more combat efficent than scouts but that is the beauty of the game...a littel bit of variety and to be fair I do not often see BA scouts on the board.

Just a note Snorri, Scouts can't get a 1st turn assault unless you go second and the enemy moves towards you.

 

Infiltrating 18" away from enemy unit(s), in LoS, but in cover.(that's what the cloaks are for), Scout move (hopefully) 6" towards enemy. If I get first turn, I move out of cover(again, hopefully 6") and assault 6". That´s a first turn charge for me.

 

BRB says you need to infiltrate more than 18" away from the enemy. Even if you're 18.1 inches away from the enemy, if you get into combat on the first turn then that's (even unintentional) cheating via mismeasurement. Not to accuse you of such, but this was a big conversation in our gaming group for a while.

Just a note Snorri, Scouts can't get a 1st turn assault unless you go second and the enemy moves towards you.

 

Infiltrating 18" away from enemy unit(s), in LoS, but in cover.(that's what the cloaks are for), Scout move (hopefully) 6" towards enemy. If I get first turn, I move out of cover(again, hopefully 6") and assault 6". That´s a first turn charge for me.

 

BRB says you need to infiltrate more than 18" away from the enemy. Even if you're 18.1 inches away from the enemy, if you get into combat on the first turn then that's (even unintentional) cheating via mismeasurement. Not to accuse you of such, but this was a big conversation in our gaming group for a while.

 

I am going to have to agree with you on this one. BRB p75. It came up for me with the old Genestealers. As you said makes a big difference.

scouts do not cost 250+ points, nor do they take up a valuable heavy support option. They can be outfitted for next to nothing with weapons that give them some long distance punch and can really annoy monstrous creatures.

 

Scouts are awesome at being scouts. Scouts fulfill a specific role, and that is it. IF you use them to do said role, they do splendid.

 

I dont do the "assault marine" spam, so I enjoy my tactical squads, and scout squads along with my assault squads and death company.

 

Either does a stormraven...a SR with a locator beacon and extra armour is 230 points. Sure it takes up a valuable Heavy Support choice but it is exactly that a valuable support choice that can effectively fulfill multiple combat roles simutaneously such as deliver combat troops (like the DC), contribute supporting fire and ensure that deep striking units land with pin point accuracy.

 

Granted a single unit of scouts with a few upgrades cost half the price but they do not transport troops or cannot deliver a devasting payload of weaponry. I just think that units like the SR are more combat efficent than scouts but that is the beauty of the game...a littel bit of variety and to be fair I do not often see BA scouts on the board.

 

You really are not getting the point I am trying to make, but I get your point very clearly.

 

But trying to compare troops to a transport is a horrid comparison. As to your other points, scouts with a beacon can also help in delivering with accuracy...and in some cases help the unit land behind some cover or close enough to charge after deep striking. A scout squad can fill about one to two roles in a game...hold objective , help with deep striking, or wound MCs and hold objectives...as 2 examples of the top of my head.

 

A scout squad wont get waxed on turn one with one shot from a lascannon either.

 

To each their own, your points are , to a degree, valid. I will still enjoy taking my scouts and using them for what they are built up to do. :lol:

I considered using scouts for a long long while.. I really dig the old metal figures..

 

My main beef is that they are overcosted for their effectiveness. Basically, if you give them camo cloaks, they cost more than tactical marines. If you don't give them camo cloaks, they aren't very survivable.. Ultimately, Tactical Squads and Assault Squads do everything I'd want from scouts much better. The only way I'd actually take them was if we had the LRS, which we don't..

 

Still, infiltrating 5 scouts with camo cloaks, 2 with combat knives, 2 with combat shotguns and Sergeant with Power Weapon Melta Bombs sounds like a great way to distract the opponent..

They're plenty survivable - as long as you arent using them as line troops, or as a distraction force for the rest of your army. Thats not what they're for. Scouts sit around nice and unobtrusively, popping sniper rifle shots or misslie launcher shots off from your zone, or sneak up to an objective, or pile in alongside your advancing assault troops. But they do that while your enemy is having to try and deal witht eh rest of your army.

 

Scouts are a low priority target, as long as you make your opponent choose between other targets. Do I shoot at a 5 man scout squad with a ML which has a moderate risk of damaging my Chimera, or do I shoot at teh 10-man Assault Squad that will destroy my Infantry platoon? Which one would you choose, if you were teh IG commander? Thats how you keep your scouts alive, by not being the big I AM squad, but doing what you do, holding objectives, occasional shots at light/medium vehicles, etc while the opponent is too busy for it to be worth his while attacking your scouts.

They're plenty survivable - as long as you arent using them as line troops, or as a distraction force for the rest of your army. Thats not what they're for. Scouts sit around nice and unobtrusively, popping sniper rifle shots or misslie launcher shots off from your zone, or sneak up to an objective, or pile in alongside your advancing assault troops. But they do that while your enemy is having to try and deal witht eh rest of your army.

 

Scouts are a low priority target, as long as you make your opponent choose between other targets. Do I shoot at a 5 man scout squad with a ML which has a moderate risk of damaging my Chimera, or do I shoot at teh 10-man Assault Squad that will destroy my Infantry platoon? Which one would you choose, if you were teh IG commander? Thats how you keep your scouts alive, by not being the big I AM squad, but doing what you do, holding objectives, occasional shots at light/medium vehicles, etc while the opponent is too busy for it to be worth his while attacking your scouts.

 

 

This.

Just a note Snorri, Scouts can't get a 1st turn assault unless you go second and the enemy moves towards you.

 

Infiltrating 18" away from enemy unit(s), in LoS, but in cover.(that's what the cloaks are for), Scout move (hopefully) 6" towards enemy. If I get first turn, I move out of cover(again, hopefully 6") and assault 6". That´s a first turn charge for me.

 

BRB says you need to infiltrate more than 18" away from the enemy. Even if you're 18.1 inches away from the enemy, if you get into combat on the first turn then that's (even unintentional) cheating via mismeasurement. Not to accuse you of such, but this was a big conversation in our gaming group for a while.

 

 

Also, dont forget the deploy at 12" as long as no unit can draw line of sight...so a first turn charge is very very possible.

Also, dont forget the deploy at 12" as long as no unit can draw line of sight...so a first turn charge is very very possible.

No unit drawing line of sight is pretty :P difficult, from my experience. We don't have a whole lot of blocking terrain, our buildings have windows and even with hills at least ONE enemy model can draw line of sight from somewhere on the table to the scout.

Scouts are a relatively low priority target... Until you hit objective games. They're squishy as all get out and scoring, the first unit even remotely stranded near them is heading straight for them. Also heavy flamers make them cry... and IG have tons of HFlamers.

For me it came down to the simple fact that for 100 points I can have a scoring unit with long range weapons sit somewhere probably on an objective and free up the rest of my assault force to.. well... assault rather than sit.

 

True a Dev squad can deal out more damage for approx the same points, usually a little more, but they don't score which is the point in 2/3 BRB games and a whole pile of non-standard games.

 

Combine that with the Cammo cloak for a 3+ cover save, pinning and rending weapons and a Krak missile, a 5 man unit for 100 points is great.

So a question. Scouts infiltrate. Scouts use cover and rely moreso on shadows and local terrain. For this they have cloaks, camouflage fatigues under their plates, and camo paint. However, would a cloak be enough to cast shadow over the bright red plates or would they camouflage their plates as well?

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