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Wolf Scouts


Raider

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Hail brothers,

 

im going the aggressive mech infantry road at the moment and consider to use Wolf Scouts. They seem to be a good addition as they should help against enemys with a lot of long range shooting.

 

 

A classic:

 

5 Scouts, 1 Melta, 5 Meltabombs - 110 pts

 

 

Something to consider:

 

5 Scouts, 1 Melta

1 Wolf Guard, 1 Combimelta, 1 Meltabomb - 113 pts

 

 

What are your favourite builds?

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I have two packs of wolf scouts.

 

One with a bit more fire power if i really want to take out a tank or some heavy infantry with shooting: 5 scouts, melta, 2x plasma pistols

And the second a standard pack: 5 scouts, melta, powerweapon

 

I haven't had the chance to use them extensively since I have been playing different army builds lately, but the first one workd quite well for me so far.

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It is important to keep scouts cheap, in case you roll wrong or if you face a horde where they won't be as effective.

 

I am a huge fan of 5 scouts, meltagun and a Wolf Guard with a combimelta. And possibly a meltabomb if you can fit it in.

 

Two melta shots trumps 5 meltabombs IMHO, because of the added threat range it gives your scouts on the turn they come in.

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If you are going with aggressive then consider the following tactc.

 

 

10 wolf scouts 1 plasma pistol, 1 PW, 1 Melta Gun. WG with combi-melta and Thunderhammer, Wolf Priest Saga of the Hunter, Plasma Pistol, Runic Armor, MB & WTN. WTT. We are talking 383, but they hit hard and keep your opponents on their toes in the backfield and flanks.

 

Most games when I get turn one, I will infiltrate this unit as I run them in a list with 3 drop pods and am able to support them quikly. This is a huge advantage as you get the scout rule move through cover with basically a bonus number of troops you can get on the front lines on turn one without having to put Drop Pods/Units in reserve.

 

Very few times have they not been a major factor in the game.

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Probably not a good idea to equip wolf scouts(BS 4) with sniper rifles(3pts each), anyone tried fielding 5 scouts with sniper rifles?

 

 

Yup i have.. try to keep it cheap. Play 2 squad. 5 man team with MB & MG and another 5 with 4 sniper and 1 ML. This unit is to snipe of enemy artilery during the first turn.

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If you are going with aggressive then consider the following tactc.

 

 

10 wolf scouts 1 plasma pistol, 1 PW, 1 Melta Gun. WG with combi-melta and Thunderhammer, Wolf Priest Saga of the Hunter, Plasma Pistol, Runic Armor, MB & WTN. WTT. We are talking 383, but they hit hard and keep your opponents on their toes in the backfield and flanks.

 

Most games when I get turn one, I will infiltrate this unit as I run them in a list with 3 drop pods and am able to support them quikly. This is a huge advantage as you get the scout rule move through cover with basically a bonus number of troops you can get on the front lines on turn one without having to put Drop Pods/Units in reserve.

 

Very few times have they not been a major factor in the game.

 

Saga of the Hunter doesn't give the enhanced outflank rule (I can't think of the name) that WS get. Unless this has been FAQed recently?

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If you are going with aggressive then consider the following tactc.

 

 

10 wolf scouts 1 plasma pistol, 1 PW, 1 Melta Gun. WG with combi-melta and Thunderhammer, Wolf Priest Saga of the Hunter, Plasma Pistol, Runic Armor, MB & WTN. WTT. We are talking 383, but they hit hard and keep your opponents on their toes in the backfield and flanks.

 

Most games when I get turn one, I will infiltrate this unit as I run them in a list with 3 drop pods and am able to support them quikly. This is a huge advantage as you get the scout rule move through cover with basically a bonus number of troops you can get on the front lines on turn one without having to put Drop Pods/Units in reserve.

 

Very few times have they not been a major factor in the game.

 

Saga of the Hunter doesn't give the enhanced outflank rule (I can't think of the name) that WS get. Unless this has been FAQed recently?

 

No, it's the same situation as it was.

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I run mine 10 strong with plasma pistol, plasmagun, power weapon, melta bombs, and a wolf guard with thunder hammer and storm shield. This load out may seem completely off the wall to some of you, but it has never let me down. I can either go after infantry or tanks depending on where I come in at. The plasmagun rarely gets used, but is there in case of monstrous creatures are lurking backfield or if I have to come in on a table edge where I can't charge anything I can still get off a few plasma shots.
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Ideally I use my scouts for tank busting but because I'm a sucker for history and fluff I incorporated some different aspects.

 

I use 5 scouts, equipped with a Meltagun and Melta bombs. Attached is a Wolf Guard with Power Weapon and (currently I just have a chainsword on him but thinking back I'm asking why I didn't just go with a combi-melta...) and a Wolf Guard Battle Leader who is Erik Morkai himself before he becomes Wolf Lord (My army is dated a few hundred years prior to the current era). He's equipped with a frost axe and saga of the hunter, though I may add more since I don't think he's modeled yet.

 

With melta bombs and 2 melta shots it's a pretty effective anti-tank crew with the power to do some damage in combat against average troop units not in power armor. I tried not to make them too versatile for fear of making them too weak against one or the other. My thinking is, if they accomplish their duty in busting a tank they've performed their primary role, but unless that tank is a land raider I've invested too many points into the pack to just take out 1 tank, that's where the melee power comes from. With a WG and WGBL with a power weapon each they should be able to handle most things they can get into contact with.

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