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Suicide Storm Team


Mysticaria

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See to me that set-up is the epitomy of scouts, a small 5 man unit, dropping behind enemy lines to disrupt enemy actions. I always think scouts should operate in small squads (when was the last time you saw 10 snipers sitting together, or a team of 10 men trying to infiltrate together) small squads just seem more scout-like!

 

anyone who plays me sees ten man squads on a regular basis, i dont think 5 man is more fluffy than 10, although it does smack of 'the rule of cool' to have 5 man squads in a speeder flying headlong into danger.

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I would have thought a small infiltrating team would need to be small, I would of thought scout groups and sniper teams would be small, even 5 men seems a lot from a realistic standpoint. Elite commando units might be a few men more, but in the space marine role thats where I see sternguard. I know marines don't need to follow the same guidelines as todays military, anyway...

 

Scouts are pretty cool either way!

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if we look at US army special forces as a comparison, they use small teams of 12 men, usually consisting of two each of: Weapons Sergeants, Communications Sergeants, Medical Sergeants and Engineering Sergeants.

Delta force which was based on the SAS, has squadrons of between 75-85 that break down into no less than 4-6 operators.

 

the SAS itself has 60 men squadrons, that breaks down into 4 troops of 16 with a seperate command.. these 16 men 'can' break down into patrols of 4 men, each with a different speciaility

the most famous patrol bravo two zero was eight strong, which IMO is about right for a combat unit, in order to have two of every specialist.

 

Of course ther above is simply modern military, WH40k is fantasy based.

scouts themselves are not autonomous combatants, they are 'marines in training', each sergeant is responsible for the men under his command, and with some exceptions (due to unique nature of tenth co) this is usually full squads of ten (as per codex astartes)

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I have had alot of success with 5 scouts, power weapon and melta bombs in a flamer storm. If you have first turn they have bombs and 4 grenades for transport busting that auto hit(multi assaulting 2 seems to be not too difficult in my area) or the bombs for raiders. If you have second turn you again have the grenades/bombs for support vehicles on the back edge or the striking at I power weapon for hitting small support squads such as long fangs or lootas. The best part is the whole shebang is only 155 points iirc

 

Nice squad. This seems like it could take advantage of the cerebrus launchers fairly well. 4x power weapon attacks and 12 regular attacks is pretty good. When I first started playing scouts this was exactly the squad I was running (they worked really good with 2 of these squads getting combo charges) but just started thinking our metagame here has gone more vehicles. Last tournament I think only 1 guy deployed non-vehicle models on the table at the start of the game. One meltabomb and 4 kraks changes is good for transports I suppose.... just not going to be going after those LRs.

 

-Myst

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