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SW Scouts with sniper rifles


Gop

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Damn on that termi rule. I missed that one. Thanks Wulfebane. Reshuffle list, version 97 coming up.

 

In some games, there isn't a really good target for the behind the lines shennanigans, so infiltrating them into a nice forest, building etc. is yet another option if you can't shove your meltagun up a tanks exhaust pipe. Sniper Scouts seem a versatile unit for only a few more points.

I painted up an eight man unit with sniper rifles and a heavy bolter, def the best combination in my opinion. The only drawback have found is that we usually randomly role for mission etc, and several times I have not been able to place them on the board as they are obviously elites not troops, and have had to spend a couple of turns getting into a good firing position, unlike my buddies vanilla marines who suffer from a lower ballistic skill but are always able to deploy into a decent firing position on deployment as they are troops... most frustrating. I forget the name of that deployment... you can only place one HQ and two Troops , and the rest of the army move on in turn 1. ....Most frustrating. I also run a standard BEL unit with melta bombs, who on their last outing took out two Iron Warriors Vindicators and some Iron Warriors before biting the dust. Two units with two very differant uses.
I forget the name of that deployment... you can only place one HQ and two Troops , and the rest of the army move on in turn 1. ....Most frustrating.

That sounds like Dawn of War. However, I understood that in all 3 missions you can always deploy Infiltrators as normal:

In all three types of deployment, the sequence is the same. First players deploy their forces (apart from any unit left in reserve or that chose to use their 'infiltrate' special rules). Then they deploy their infiltrators (as described on page 75), and finally move units with the 'scouts' special rule (see page 76).
I forget the name of that deployment... you can only place one HQ and two Troops , and the rest of the army move on in turn 1. ....Most frustrating.

That sounds like Dawn of War. However, I understood that in all 3 missions you can always deploy Infiltrators as normal:

In all three types of deployment, the sequence is the same. First players deploy their forces (apart from any unit left in reserve or that chose to use their 'infiltrate' special rules). Then they deploy their infiltrators (as described on page 75), and finally move units with the 'scouts' special rule (see page 76).

Dawn of War modifies this :

Troops and HQ units th at can infiltrate can do so, as

long as at the end of deployment the player still has

a maximum of one HQ and two Troops units on the

table. Lastly, players make any scout moves.

Which works for Space Marine scouts, but screws ours over (if we're trying to infiltrate) because ours are elites instead of troops.

 

Thats why I use a pure sniper team for fun, to many chances to get screwed by random rules when playing competetivly. (IMO)

 

I am very much warming up to the idea of adding 3 snipers as a back up to the BEL melta team though. 9 points to add a ton of versatility almost seems to good to pass up.

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