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Multiple Wolf Scout units worthwhile?


Totengraber

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How many points of Space Wolves are you planning on collecting?

 

This question should prove very useful overall: if you want the options, have the carrying cases and the ability to transport your army, then it might be worth it.

 

What are you trading for the scouts?

They are amazing! AMAZING! I always take 2 packs of 5, armed with a melta gun. and melta bombs. Sometimes I even give them 2 power weapons. Their upgrade choices are just amazing, not to mention they can be led by a WG and you can give him a combi-melta and a PF for even more tank hunting/killing

I've thought about using a group of 5 to infiltrate/outflank and then another unit with sniper rifles to distract/annoy infantry units. I've never used them, but I'm curious to seem how useful snipers will be vs. IG, Orks, and Necrons (what I usually play against). I figure if they can pin just a single unit, making it easier for me get to assault range, it's worth it.

 

Oh yes. Russ knows they're worth it.

 

I use two packs at 1800pts, both consisting of 5 Wolf Scouts with a Meltagun and a Wolf Guard with a PF/TH and a Combi-melta. They work wonders and are more than sufficiently reliable.

 

Interesting choice. That certainly adds extra vehicle killing capabilities with the PF/TH WG. I'll have to give that a whirl in a game.

I have every wolfscout model out there so thats over 15 and i dont even own plastics to go with those new heads :)

 

As in game, its all up to a play style, If your a more mid fielder there useful as it takes out the long range you wont get to, if your stay back and shoot, there there to be a distraction only as most stuff is in range of las rocket. If your full on aggressive, they will get there with your core army to help out.

 

But if there the old young metal ones the older old dudes metal ones or the even older crazy punk metal ones and your a wolf fan, there worth it ^_^

I've thought about using a group of 5 to infiltrate/outflank and then another unit with sniper rifles to distract/annoy infantry units. I've never used them, but I'm curious to seem how useful snipers will be vs. IG, Orks, and Necrons (what I usually play against). I figure if they can pin just a single unit, making it easier for me get to assault range, it's worth it.

 

Oh yes. Russ knows they're worth it.

 

I use two packs at 1800pts, both consisting of 5 Wolf Scouts with a Meltagun and a Wolf Guard with a PF/TH and a Combi-melta. They work wonders and are more than sufficiently reliable.

 

Interesting choice. That certainly adds extra vehicle killing capabilities with the PF/TH WG. I'll have to give that a whirl in a game.

 

This loadout ensures that they can take any armour short of a Land Raider o a Monolith with a reasonable chance of success and then charge whatever was inside. They can even reliably kill rifledreads (and my Scouts have already killed many regular Dreadnoughts and Venerable Dreadnoughts as well). Ork Battlewagons with Meganobz that try to advance close to the flank HATE them, Rhinos with Tactical/Combat squads fear them and Wave Serpents loaded with Dire Avengers are a joke since their Energy fields don't work against shots aimed at the rear AV. Really, give them a try.

 

My Scouts have already gained quite a reputation.

This loadout ensures that they can take any armour short of a Land Raider o a Monolith with a reasonable chance of success and then charge whatever was inside. They can even reliably kill rifledreads (and my Scouts have already killed many regular Dreadnoughts and Venerable Dreadnoughts as well). Ork Battlewagons with Meganobz that try to advance close to the flank HATE them, Rhinos with Tactical/Combat squads fear them and Wave Serpents loaded with Dire Avengers are a joke since their Energy fields don't work against shots aimed at the rear AV. Really, give them a try.

 

My Scouts have already gained quite a reputation.

I'm going to try a WG with SS/PF my next friendly with my melta scouts, for giggles. We'll see how it goes.

This loadout ensures that they can take any armour short of a Land Raider o a Monolith with a reasonable chance of success and then charge whatever was inside. They can even reliably kill rifledreads (and my Scouts have already killed many regular Dreadnoughts and Venerable Dreadnoughts as well). Ork Battlewagons with Meganobz that try to advance close to the flank HATE them, Rhinos with Tactical/Combat squads fear them and Wave Serpents loaded with Dire Avengers are a joke since their Energy fields don't work against shots aimed at the rear AV. Really, give them a try.

 

My Scouts have already gained quite a reputation.

I'm going to try a WG with SS/PF my next friendly with my melta scouts, for giggles. We'll see how it goes.

 

I honestly think that the SS will be a terrible investment.

 

Scouts should be kept relatively cheap because they WILL die the turn after they arrive and kill something. That's what they're for - kill as much as possible and then get hosed by enemy fire. And if they get sprayed by plasma, just allocate it to some regular Scouts and don't risk the Wolf Guard. I'd rather improve their firepower by giving the WG a combi-weapon.

Scouts should be kept relatively cheap because they WILL die the turn after they arrive and kill something. That's what they're for - kill as much as possible and then get hosed by enemy fire.

 

You're doing it wrong.

 

Agreed. I haven't found that to be the case at all. So far, my Scouts have been 'almost' as survivable as any other Marine, which is what you'd expect from T4 4+Save troops. They are particularly survivable when you get them into close combat with non-assault oriented units (like Devastators, Ork Lootas, etc.), where they can win fights for you, while avoiding the firepower of the entire enemy force.

 

Valerian

Scouts should be kept relatively cheap because they WILL die the turn after they arrive and kill something. That's what they're for - kill as much as possible and then get hosed by enemy fire.

 

You're doing it wrong.

 

Agreed. I haven't found that to be the case at all. So far, my Scouts have been 'almost' as survivable as any other Marine, which is what you'd expect from T4 4+Save troops. They are particularly survivable when you get them into close combat with non-assault oriented units (like Devastators, Ork Lootas, etc.), where they can win fights for you, while avoiding the firepower of the entire enemy force.

 

Valerian

 

Well, yes. They can get into combat, THEN kill their target and get hosed by enemy fire.

 

I don't think I'm playing it wrong since it is pretty much what I intend them to do. They present a serious threat and the opponent has to deal with them which means he can't be paying that much attention to my army's real hammer - the bikes. Scouts help me with target saturation. If I wanted them to survive, I would probably be using bigger packs with power weapons.

Well, yes. They can get into combat, THEN kill their target and get hosed by enemy fire.

 

I don't think I'm playing it wrong since it is pretty much what I intend them to do. They present a serious threat and the opponent has to deal with them which means he can't be paying that much attention to my army's real hammer - the bikes. Scouts help me with target saturation. If I wanted them to survive, I would probably be using bigger packs with power weapons.

 

If the way you play them is to die within a turn, then you're self-defeating their usage after their initial goal. You can go that route, it's your army, your call.. I just think it's inaccurate and a bit inappropriate to blanket-statement that they're only intended to live for a turn or so.

Scouts should be kept relatively cheap because they WILL die the turn after they arrive and kill something. That's what they're for - kill as much as possible and then get hosed by enemy fire.

 

You're doing it wrong.

 

Agreed. I haven't found that to be the case at all. So far, my Scouts have been 'almost' as survivable as any other Marine, which is what you'd expect from T4 4+Save troops. They are particularly survivable when you get them into close combat with non-assault oriented units (like Devastators, Ork Lootas, etc.), where they can win fights for you, while avoiding the firepower of the entire enemy force.

 

Valerian

 

Well, yes. They can get into combat, THEN kill their target and get hosed by enemy fire.

 

Which is why I make it my goal to destroy an enemy unit after two combat phases, in their turn, so I am free to move, shoot, and charge a new unit my turn. This prevents my Scouts from getting hosed by any enemy fire.

 

If I wanted them to survive, I would probably be using bigger packs with power weapons.

 

Which is exactly how you help them survive, and also why you shouldn't use blanket statements like "Scouts should be kept relatively cheap because they WILL die." If you don't design them to be expendable, then often they are not. I've found large Scout packs to be extremely effective and durable.

 

V

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