Burias-Drak'shal Posted January 1, 2011 Share Posted January 1, 2011 Just wondering if scouts are worthwhile taking in a blood angel army. I was particularly thinking of some scouts armed with sniper rifles. Currently my army is geared greatly towards jump packs, but just wondering if anyone has had any experience using them with BA. Thanks for any assistance! Link to comment Share on other sites More sharing options...
Fortunate Son Posted January 1, 2011 Share Posted January 1, 2011 I have found snipers to be useful against some enemy and not so much against others. It all depends on what you're up against and what role they fill in your army. I like the fact that scouts can outflank, but that's not as useful with snipers. So what role are they filling for you? Link to comment Share on other sites More sharing options...
Dark Legionnare Posted January 1, 2011 Share Posted January 1, 2011 While an extremely minor point sink, I have found that scouts sitting in cover on a capture point with snipers, camo cloaks, and a ML are tough to kill and tend to inflict pretty decent casualties for their point cost. Link to comment Share on other sites More sharing options...
BAJake Posted January 1, 2011 Share Posted January 1, 2011 I swear by my scout snipers.. I like to run a big Death Company and alot of terminators so having a cheap scoring unit that can sit back and hold an objective is nice. add a Missile Launcher and some camo cloaks and for 100 points you have a pretty tough troop choice EDIT- Legionnare has it right! Link to comment Share on other sites More sharing options...
bulley Posted January 1, 2011 Share Posted January 1, 2011 They have their place in a varied ammounts of army. AV spam (like my list) there is zero room for them - its wasting 2 spots where I want my lasplas or asscan razorbacks and meltaguns. In jumper armies I see a point to them - they can be rear field objective holders, and also, if I was to expand to 1750/2k with my jumpers - they can protect my dev's in the back field - and also give me that bit of scoring, and they give my dev's some extra punch in shooting on the cheap (x5 w/ cammo cloaks, 4 snipers and 1 ML, sat infront of my devs - scouts go to ground if shot, but give the dev's an extra cover save/bubble wrap) scouts can also counter charge anything etc.. Hybrid lists - though I am not a fan of them - they can have their place, I do think in hybrid lists if your not taking razor or jumpers its not as good - but still can help Link to comment Share on other sites More sharing options...
Justin2008 Posted January 2, 2011 Share Posted January 2, 2011 I think scouts will always have their place. Whether its outflanking behind the enemies objective holding squad, load off with shotguns and charge the remaining, can contest. Or you can have them in a building with camo cloaks, and snipers, hello Mr 3+ cover save whilst i simply rend your behind. They always have a place, just whether or not you feel they fit in. :D Link to comment Share on other sites More sharing options...
BigBaals Posted January 2, 2011 Share Posted January 2, 2011 Hated my scout snipers in the AdobeDex. I can always find better ways to spend those points. I haven't played an opponent in 3 years that made me feel like his scouts were more than a minor speed bump. Chances are, if it's a sniper scout it's in the backfield on an objective. Everything in our army moves fast, so if those things aren't dead via close combat by the end of turn 4 then I'm either ignoring them for other objectives or my opponent has just reamed me and I'm back peddling for at least a draw. Biker Scouts are a different story. Our local Dark Angels player uses them to bring down his Terminators. One of the Vanilla Players tosses melta bombs on his for turn one tank destruction (i.e. goodbye landraider on turn 1). Those are the only occasions where I blink at Scouts. I don't have codex in hand, but I'm fairly certain that our Scout Bikers belong in Fast Attack. That's my most heavily competed for position, so I just don't see any merit in any of my Hybrid Mech, Mech, or DoA lists for any type of scout. Believe it or not, I don't have any problem with backfield objectives with my DoA lists. I have a 13"-18" Move/Run on turn 5/6 and I can go to ground if I need to once I'm there. Link to comment Share on other sites More sharing options...
Dark Legionnare Posted January 2, 2011 Share Posted January 2, 2011 I swear by my scout snipers.. I like to run a big Death Company and alot of terminators so having a cheap scoring unit that can sit back and hold an objective is nice. add a Missile Launcher and some camo cloaks and for 100 points you have a pretty tough troop choiceEDIT- Legionnare has it right! Haha, sorry mate. Must've beat you to the post by 10 or so seconds. XD Link to comment Share on other sites More sharing options...
BLACK BLŒ FLY Posted January 2, 2011 Share Posted January 2, 2011 I used to always take a small squad back before the PDF codex but seeing they are now BS3 and snipers no longer hit on 2+ they are not high on my list. G ;) Link to comment Share on other sites More sharing options...
BAJake Posted January 2, 2011 Share Posted January 2, 2011 lol some1 tried to tell me snipers hit on a 2+.. im guessing they were thinking of better days. BS3 DOES suck, but hitting half the time with 4 sniper rifles and a missile launcher isnt unplayable. Oh well.. Link to comment Share on other sites More sharing options...
Dark Legionnare Posted January 2, 2011 Share Posted January 2, 2011 I had a 2v2 game once where a friendly techmarine made this ruined building a 3+ with his ability. Me and my ally each had a 5 man scout squad with 1 ML, 4 Sniper rifles, and camo cloaks. Those two squads sat in that ruin the entire game with a 2+ cover save. It was beautiful, Defiler fire, Krak missiles, nothing dislodged them. My ally lost one of his snipers to 3 Krak missiles from a Long fang pack and that was the only scout lost between the both of us. If you play with a techmarine around, pop those scouts into that ruin the techy reinforces. They'll sit there taking pop shots at critical things, pinning a squad every other turn. They do have their place and time though, so don't always field them. Link to comment Share on other sites More sharing options...
Drachnon Posted January 2, 2011 Share Posted January 2, 2011 If you add a priest and a techmarine you'll have scouts in 2+ cover with feel no pain. Which sounds really nasty, to ignore feel no pain they'll need low AP or high S weapons which would be wasted on the 2+ cover saves, and trying to kill them with small arms fire will require 12 wounds per scout. I've added a scout squad to my list after I found out that my list had a hard time dealing with monstrous creature, despite their BS 3 they're still better at killing MC's then tactical marines. Link to comment Share on other sites More sharing options...
Demoulius Posted January 2, 2011 Share Posted January 2, 2011 lol some1 tried to tell me snipers hit on a 2+.. im guessing they were thinking of better days. BS3 DOES suck, but hitting half the time with 4 sniper rifles and a missile launcher isnt unplayable. Oh well.. back in 4th the sniper rule meant every sniper rifle hit on a 2+. back then we had BS 4 as well so otherwise we would have hit at a 3+ :) snipers with cloaks and a reinforced ruin AND FnP does sound abit overkill, should attract some firepower though, specialy if they are holding the extra objective that is winning you the game :P renember that though that a single heavy flamer can quikly mean the death of that squad. wounding on a 3+ and only allowing FnP :lol: be sure to take any speeder that is nearby out asap :P Link to comment Share on other sites More sharing options...
BLACK BLŒ FLY Posted January 2, 2011 Share Posted January 2, 2011 If you add a priest and a techmarine you'll have scouts in 2+ cover with feel no pain. Which sounds really nasty, to ignore feel no pain they'll need low AP or high S weapons which would be wasted on the 2+ cover saves, and trying to kill them with small arms fire will require 12 wounds per scout. I've added a scout squad to my list after I found out that my list had a hard time dealing with monstrous creature, despite their BS 3 they're still better at killing MC's then tactical marines. I don't want to spend that much to buff scouts. Sorry ! :( G :) Link to comment Share on other sites More sharing options...
Demoulius Posted January 3, 2011 Share Posted January 3, 2011 then consider this black orange, most htings that will get thrown at them will instant kill marines as well :) aside from AP4 stuff that ignores cover saves (hvy flamer as an given example) they can do the same thing as a tactical/assault squad for less points. tactical marines can be given a 3+ cover save at most in this example, unless they go to ground. in which case they cant do anything next turn ;) sure theyre BS3/WS3. but like your opponent will grow to say. "they just wont ^_^ ing die" :lol: Link to comment Share on other sites More sharing options...
spec.ops Posted January 3, 2011 Share Posted January 3, 2011 then consider this black orange, most htings that will get thrown at them will instant kill marines as well ;) aside from AP4 stuff that ignores cover saves (hvy flamer as an given example) they can do the same thing as a tactical/assault squad for less points. tactical marines can be given a 3+ cover save at most in this example, unless they go to ground. in which case they cant do anything next turn :rolleyes: sure theyre BS3/WS3. but like your opponent will grow to say. "they just wont ;) ing die" <_< This. A scoring unit with a 2+CS when GTG for 90 points, yes please. And, I would still field them even if they had nurf guns for weapons - that right, nurf guns. =P Link to comment Share on other sites More sharing options...
BLACK BLŒ FLY Posted January 3, 2011 Share Posted January 3, 2011 They don't fit in well with mech or DoA lists. Sure if you are playing a more conventional list like vanilla SM then they could work. G :tu: Link to comment Share on other sites More sharing options...
spec.ops Posted January 3, 2011 Share Posted January 3, 2011 Eh, I can see them working in any list - defensive (not BA style) or offensive (BA style). For example, BA DOA/ Mech go balls to the wall assaulting the enemy, while a rear unit holds the rear objective. Everything is the same about BA DOA/ Mech except you are not putting your objective in the front and you have 90pts less to spend on assault stuff. The good thing is that the enemy still has to cross the board to get to yours or waist resources that would otherwise be spent shooting our RAS. Link to comment Share on other sites More sharing options...
dannygravestones Posted January 3, 2011 Share Posted January 3, 2011 Wow, No one else uses scouts for bait? I like to put 5 scouts on an objective or anywhere else my opponent is sure to see them as an easy target and watch the HORROR on their face when the Landraider/Landspeeder/Terminators/(insert scary DS unit here) deepstrike on their teleport homer. In fact, between drop pods and scouts, I dont have to even use Doa as nothing scatters, ever. PS - I haven't tried it, but I think this might even be a cheese way to safely make Heroic intervention happen, just a thought. Link to comment Share on other sites More sharing options...
BAJake Posted January 3, 2011 Share Posted January 3, 2011 But not every1 uses mech or DOA lists. I typicaly run 10 terminators, 2 priests, a fat death co, and a bunch of scout snipers and bikers and they do well Link to comment Share on other sites More sharing options...
BLACK BLŒ FLY Posted January 3, 2011 Share Posted January 3, 2011 If you're running a more traditional list (tacticals, Devastators, Sternguard, etc.) then I think they'll be a good addition. I don't think they synergize with DoA or mech lists... > DoA lists tend to be small in size. You don't have lots of spare points to play around with and these lists work best with all jump infantry and Stormravens. > Mech lists (razorspam) is all about rolling around the table and blazing away with your tanks. I don't see scouts as being very useful in these types of lists either. DoA and razorspam are both very mobile armies - that is their main strength. A unit of scouts plinking away with sniper rifles and an ML is not going to help out much. G ;) Link to comment Share on other sites More sharing options...
jimbo1701 Posted January 3, 2011 Share Posted January 3, 2011 I always run a 5 man squad with PW/MBs/combi weapon (2/3) if possible. Against guard they always make for a nice outflanking squad to tie up heavy weapon squads or take out a vehicle, and against the other armies they can be useful as a cheap outflanking/infiltrating unit to objective grab. I just use CCW/BP guys as I prefer those to other flavours in BA lists. Link to comment Share on other sites More sharing options...
The Yncarne Posted January 4, 2011 Share Posted January 4, 2011 I would only run scouts with sniper rifles against high toughness armies like Wraithdar or Nurgle. I don't see those armies much. Link to comment Share on other sites More sharing options...
Wildfire Posted January 4, 2011 Share Posted January 4, 2011 While I have never liked snipers, I have theorized that an outflanking CC scout squad or two would be a nice addition to a list that included a bike squad with biker priest. You could turboboost to wherever they appeared, giving your bikers a nice cover save and making the scouts a nasty assault squad on the cheap. Be warned, however, that I haven't played a game since the PDF was around, so this is strictly theory. Link to comment Share on other sites More sharing options...
Demoulius Posted January 4, 2011 Share Posted January 4, 2011 i used to run a close combat scout squad back in 3rd-4th. in the pdf days ive given them perhaps one go and with our current codex also only 1 try. am in the process of repainting them so kinda hard to use them atm... Link to comment Share on other sites More sharing options...
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