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Sniper Scouts


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I have only used them a little at this point (my dice don't like to roll 6's). After seeing the new BRB FAQ I think I might try again. Small squad of Snipers with a ML and a WGBL with Saga of the Hunter to improve my cover save looks tempting.

 

 

Sadly they cannot take camo-cloaks...

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I have only used them a little at this point (my dice don't like to roll 6's). After seeing the new BRB FAQ I think I might try again. Small squad of Snipers with a ML and a WGBL with Saga of the Hunter to improve my cover save looks tempting.

 

 

Sadly they cannot take camo-cloaks...

 

He didnt claim they could. They would get the increased cover save because of the Saga.

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I have only used them a little at this point (my dice don't like to roll 6's). After seeing the new BRB FAQ I think I might try again. Small squad of Snipers with a ML and a WGBL with Saga of the Hunter to improve my cover save looks tempting.

 

 

Sadly they cannot take camo-cloaks...

 

He didnt claim they could. They would get the increased cover save because of the Saga.

 

 

I know :) I was just ranting... Meaning, if they had camo-cloaks, the Saga would have be almost mandatory now... Sadly, but they don't...

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Still not worth it for the cost of taking someone with the Saga.

Best to bung them in some woods and shoot people all game.

 

I'm been thinking about a small 5-man sniper wolf scout pack myself recently. Think they could be alright.

 

Give them all sniper rifles for +3pts each. These replace their close combat weapons.

Give 1 a melta gun for +10pts. This replaces his bolt pistol.

 

See what I did there? :)

 

So now you've got the regular 5 Wolf Scouts with a melta gun, but for + 15pts, they all got sniper rifles, allowing you to field them in a choice of 2 roles for your games.

 

They were 85pts but now come to a nice round 100pts.

 

Thoughts?

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Still not worth it for the cost of taking someone with the Saga.

Best to bung them in some woods and shoot people all game.

 

I'm been thinking about a small 5-man sniper wolf scout pack myself recently. Think they could be alright.

 

Give them all sniper rifles for +3pts each. These replace their close combat weapons.

Give 1 a melta gun for +10pts. This replaces his bolt pistol.

 

See what I did there? :P

 

So now you've got the regular 5 Wolf Scouts with a melta gun, but for + 15pts, they all got sniper rifles, allowing you to field them in a choice of 2 roles for your games.

 

They were 85pts but now come to a nice round 100pts.

 

Thoughts?

 

You are absolutely correct - C:SW allows this option, because it's "any model" :). I was always thinking if they could be made more CC oriented with sniper-rifles - like taking lots of them, giving sniper rifles to some of them, mark and leaving the basic loadout to the rest. But Your idea is interesting :)

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Well, mine always die in close combat after firing their melta gun from behind enemy lines.

And if they don't die, it's because they're miles away from EVERYTHING. Might as well get the sniper rifles out.

 

My next batch of Wolf Scouts will have magnets on their backs so I can clip on some of the Heresy Miniatures sniper rifles :)

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Well, mine always die in close combat after firing their melta gun from behind enemy lines.

And if they don't die, it's because they're miles away from EVERYTHING. Might as well get the sniper rifles out.

 

My next batch of Wolf Scouts will have magnets on their backs so I can clip on some of the Heresy Miniatures sniper rifles :)

 

 

My just refuse to die, because they can take care of themselves with mark, PW and wolfguard with thunderhammer. I run 10 of them. And they are expensive :) - but rock hard in CC.

 

Seeing, as You inspired my wolf scout conversions, I would wonder which bits You'd use for sniperscouts? As You intend to magnetise them, no issue with choice of hands then?

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Hail brothers,

in bigger games and Apoc I tend to field two packs of snipers, one with a heavy bolter and one with the missile launcher, on occasion I even add a plasma gun.

They get sniper rifles and bolters to thin out advancing enemy units and they perform very well, with the new FAQ they might even get nastier to kill, me like :huh: .

 

For CC and Melta missions I still have more than enough scouts. The Melta missions are usually carried out by five men packs with pack leaders and the really CC orientated pack has a flamer, a wulfen and a nasty pack leader.

 

I am very fond of our scouts, I like their feel and game performance.

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Nothing wrong with our snipers in the right list the ability for snipers to hit on a 3+ is pretty big for the 40k universe.

 

I found that running bigger numbers such as 7+ seems get get the best results. Of course a ML is a must, but nothing wrong with the HB either as it matches ranges and does not tempt you into shooting something snipers should not shoot.

 

Keep in mind that per kill there is a pinning test and rending is a most outstanding thing.

 

Now what is a crying shame is them taking away our shotguns.

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Snipers on a wolfscout is a waste of their operate behind enemy lines, thats my oppinion.

 

True, but sometimes you don't even want to put them to BEL as opponent is coming at you anyway (Daemons). And sometimes you might wish to have squad of snipers that can infiltrate to some good positions.

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But is it worth paying +15pts to make them more versatile?

 

Depends on your rolling I have had games where I miss every shot and others where I can't miss and rolling 6s like crazy so yeah just 1 marine kill with a follow up failed pinning test is worth 15 points.

 

But same with using OBEL I have rolled and came in on edges where they end up doing nothing for the entire game, games where they don't even show up till turn 5 and others where they come in on turn 2 miss all there shots, assault and do nothing then get taken out to the man in the following turn.

 

all depends on how they are used and how well you roll.

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I was figuring to just find a nice piece of cover to deploy them into with the WGBL and SotH. Maybe send a Melta Scout team OBEL to take out some back line armor. To bad SotH doesn't give Infiltrate or Scout. That would just make things easier all around.
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Shotguns are just for those boy scouts who have not learnt to hit a barn door yet, we have throwing axes (I like to think so anyway) and can hit a Thunder Wolf in the eye from 80 feet, we don't need a pansy weapon to hit the target for us.

 

Heheh, in all seriousness, it would be cool, but then I like just having the pistol anyways. Feels more meaty then a shotgun.

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I run a Heresy era Morkai company and was looking for some infantry based suppressive firepower.

 

Now the obvious choice was Long Fangs with Heavy Bolters but it feels more right taking Scouts and being able to pin an enemy is not to be sniffed at. I'm looking forward to trying them out.

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well i play tested them a bit a while ago and i found out whirlwinds usually do the job way better, since they force a pinning test with -1 to LD and ap4 or ap5 and ignore armor is a killer vs certain troops. And even against MEQ if you get like 6 guys under the template, which is often the case, you are very likely to kill 1-2. If you have 2 WW shooting at that Squad you will probably force 2 pinning test with -1 and 1 morale check. And even with LD 9 they are very likely to fail one of these tests. Just make sure you deploy your WWs behind some cover, so behind a piece of terrain or for example a Razorback which will still allow the WW to have line of sight to its target but will obscoure about 80-90% of the vehicle and therefor grand you the cover save.

 

jsut my expiriences and of course this will take up important heavy support choices!

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