LongFang24 Posted February 16, 2011 Share Posted February 16, 2011 One of my favorite units in the space wolves codex is the scouts, with the ability to basically jump on the table and blow things up is awesome. I was just wondering what would the best load out be if you wanted to field more then the normal 5-6 I was thinking two squads of 8 with melta and mark of the wulfen with a wolf guard in each squad equipped with combi-melta and power fist. I think you could cause a lot of trouble with two squads possibly coming in on the same table edge. I am aware if things dont go as planned it could be a lot of points wasted in two squads. I'm looking for squads that aren't necessarily suicide bombers and die right after they get on the table. Link to comment https://bolterandchainsword.com/topic/222557-wolf-scouts/ Share on other sites More sharing options...
CainTheHunter Posted February 16, 2011 Share Posted February 16, 2011 One of my favorite units in the space wolves codex is the scouts, with the ability to basically jump on the table and blow things up is awesome. I was just wondering what would the best load out be if you wanted to field more then the normal 5-6 I was thinking two squads of 8 with melta and mark of the wulfen with a wolf guard in each squad equipped with combi-melta and power fist. I think you could cause a lot of trouble with two squads possibly coming in on the same table edge. I am aware if things dont go as planned it could be a lot of points wasted in two squads. I'm looking for squads that aren't necessarily suicide bombers and die right after they get on the table. The expensive version which I am using from time to time is 11 models. 10 scouts with melta, mark, two power weapons + wolf guard with thunder hammer and combimelta. They take out armor then assault its contents with confidence. They are damn expensive but can take a good amount of punishment and then dish out response. The Scout with Mark is notorious for rolling 6s and then getting 8 attacks on the charge :o After a couple of games they earned serious respect from opponents, which means they are getting much more attention now and thus are being fielded on rare occasions only :) Link to comment https://bolterandchainsword.com/topic/222557-wolf-scouts/#findComment-2660709 Share on other sites More sharing options...
MaveriK Posted February 16, 2011 Share Posted February 16, 2011 sounds interesting and fun! its almost like Erik Morkai great company list, a nice change compared to a Logan-wing. Link to comment https://bolterandchainsword.com/topic/222557-wolf-scouts/#findComment-2660715 Share on other sites More sharing options...
Sigmund Hammerhand Posted February 16, 2011 Share Posted February 16, 2011 I think one of the problems you'd run into is that wolf scouts, reliable though their OBEL rule may be, can sometimes rock up in the completely wrong place at the completely wrong time. And the bigger the unit you take is, the more problematic that becomes. I once desperately needed at least one of my two packs to show up and rid me of a troublesome predator with chronus in it (a nasty piece of work, that - BS5, ignores shaken and stunned...). What happened was that until turn 4, none showed up, and when they showed up, I rolled a 1 and a 2, which basically meant neither squad showed up where they needed to be. Also, against armies like imperial guard you have to take into account officers of the fleet (-1 to your reserve rolls) messing everything up for you as well, just when you have to blow up that damned russ spewing 5 plasma templates at you. You will also need to play a list that can then support the scouts once they've arrived - a 4+ save isn't going to keep them alive too long. One thing I can think of to get the maximum use out of them is to play a list that is very much focused on moving to your opponent as quickly as possible to stop them moving away from the board edge, so that your scouts have some targets after spectacuarly annihilating their first one. That'd mean no long fangs, for example as they'll get left behind and picked apart or at least prevented from shooting (10 storm troopers in a valkyrie can do that job quite nicely for a while, at least - they'll die, but they'll do their job, as can genestealers outflanking and so forth). I think what you'd need to do if you wanted to focus on scouts is perhaps start by having only one squad (preferably the smaller of the two) outflanking, and the big one (the aforementioned 11 model squad) infiltrating. One problem you need to take into account is also mobility - they are great at showing up in the right place and destroying something, but usually a smart opponent doesn't cluster targets for them together (of course a really good player could force their opponent to cluster targets - I don't seem to be able to do it). So your expensive squad takes out one target, perhaps two, and then they sit there waiting to be shot to smithereens because they've got nowhere to go. Link to comment https://bolterandchainsword.com/topic/222557-wolf-scouts/#findComment-2660737 Share on other sites More sharing options...
Adarul Greystalker Posted February 16, 2011 Share Posted February 16, 2011 Wolf scouts are my favorite unit as well, and I'm planning a new pack of them as soon as I get the conversions figured out. I would personally recommend two small units of scouts. This eliminates some of the potential for having your guys stranded in the wrong place due to poor outflank rolling. My standard unit is comprised of a wolf guard with combi-melta and powerfist (the tried-and-true standard), a wolf scout with meltagun, power weapon, and close combat weapon, and four normal scouts. If you're considering expanding the pack, I would recommend always adding an additional scout before taking a mark of the wulfen (that goes for grey hunters too). On average, another scout gives you a very similar number of attacks, an additional ranged weapon, and another wound. You lose rending, but the advantages are normally worth it. Link to comment https://bolterandchainsword.com/topic/222557-wolf-scouts/#findComment-2660765 Share on other sites More sharing options...
Schertenleib Posted February 16, 2011 Share Posted February 16, 2011 I love my scouts. Don't usually have a problem with them coming in on the wrong side of the board, but they do have a bad habit of getting lost in the woods. Have trouble some games rolling for my reserves. :P Link to comment https://bolterandchainsword.com/topic/222557-wolf-scouts/#findComment-2660923 Share on other sites More sharing options...
LongFang24 Posted February 16, 2011 Author Share Posted February 16, 2011 Thanks a lot for the reply's! CaintheHunter I really like your idea around your setup, I'm going to try and field a squad similar to yours and see how I like it. Since I am very new to Space wolves it should help playing different army lists to see what works the best! I was thinking of running a list with drop pods...Hopefully I could get enough guys together to form a small mob! If all else fails you an always just drop like normal and go a different approach. Anyone think that could work? Link to comment https://bolterandchainsword.com/topic/222557-wolf-scouts/#findComment-2661188 Share on other sites More sharing options...
The Son of Russ Posted February 16, 2011 Share Posted February 16, 2011 Yeah it could work, attacking on all fronts is always good to scare your opponent. But i would suggest you stick to smaller squads. 2 squads of 5 wolf scouts with meltaguns, melta bombs on each model and power weapons, they are extremely well rounded to face any situation, and only moderately priced. Link to comment https://bolterandchainsword.com/topic/222557-wolf-scouts/#findComment-2661363 Share on other sites More sharing options...
Lord Clinto Posted February 16, 2011 Share Posted February 16, 2011 I usually run a full 10-man pack with melta, pw and Mark. Then, if I'm feeling mean, I'll add on a WG also with the Mark. Point this at the closest infantry unit/units. My last fight I multi-charged 2 9/10-man units of TSons. Out of a possible 41 wounds (I think) I ended up with something like 27 wounds, nearly decimating both squads with my opponents poor armor saves. Link to comment https://bolterandchainsword.com/topic/222557-wolf-scouts/#findComment-2661395 Share on other sites More sharing options...
Gerwulf Posted February 16, 2011 Share Posted February 16, 2011 I have two squads. One with meltagun and two plasma pistols and one with melta gun and one power weapon. I stopped using the power weapon one until I find out how to use it better, but the meltagun/PP one is quite handy to kill tank or heavy infantry lurking at the back. The two plasma pistols might be overly expensive, but they give me that touch more firepower that I sometimes need. Haven't added a combi weapon wolfguard with them, yet, since I haven't used them in ages and I just recently painted up some combimelta/PF WG. I probably should revisit my scouts again :D Link to comment https://bolterandchainsword.com/topic/222557-wolf-scouts/#findComment-2661467 Share on other sites More sharing options...
Valerian Posted February 17, 2011 Share Posted February 17, 2011 I love my scouts. Don't usually have a problem with them coming in on the wrong side of the board, but they do have a bad habit of getting lost in the woods. Have trouble some games rolling for my reserves. :D Yep, I love my Wolf Scouts, too. Definitely my favorite unit. I have creamed Blood Angels Assault Squads with my Scouts. I've got two packs that are exactly the same, consisting of 8 Marines, 1 with Melta Gun, 1 with Plasma Pistol, 1 with Power Weapon, and 1 with MotW. Each have a Wolf Guard Leader with Combi-Melta and Thunder Hammer. Expensive, but they bring so much capability, and synergize well with my other forces in Drop Pods. Valerian Link to comment https://bolterandchainsword.com/topic/222557-wolf-scouts/#findComment-2661638 Share on other sites More sharing options...
Wulfebane Posted February 17, 2011 Share Posted February 17, 2011 I miss abusing smoke bombs... Link to comment https://bolterandchainsword.com/topic/222557-wolf-scouts/#findComment-2661726 Share on other sites More sharing options...
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