Totengraber Posted November 16, 2011 Share Posted November 16, 2011 I have a trade offer including 9 Wolf Scouts, however, I already have a unit of 5 with a meltagun. Would it be worthwhile to even run more than one unit of Wolf Scouts? Thanks! BTW, I'm new to playing Space Wolves; I have 3 games under my belt. Link to comment https://bolterandchainsword.com/topic/242052-multiple-wolf-scout-units-worthwhile/ Share on other sites More sharing options...
Karack Blackstone Posted November 16, 2011 Share Posted November 16, 2011 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? Link to comment https://bolterandchainsword.com/topic/242052-multiple-wolf-scout-units-worthwhile/#findComment-2925347 Share on other sites More sharing options...
Lord Ragnarok Posted November 16, 2011 Share Posted November 16, 2011 Yeah, This largely depends on the list size and composition. As they are random it may be a good idea to limit the randomness with some efficiently built scout units Link to comment https://bolterandchainsword.com/topic/242052-multiple-wolf-scout-units-worthwhile/#findComment-2925353 Share on other sites More sharing options...
Vlk Posted November 16, 2011 Share Posted November 16, 2011 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. Link to comment https://bolterandchainsword.com/topic/242052-multiple-wolf-scout-units-worthwhile/#findComment-2925402 Share on other sites More sharing options...
Krablauch Posted November 16, 2011 Share Posted November 16, 2011 I would have to say that it is all situational. Do you find yourself facing whirlwinds or anything else that hides in the back of the board? If so, then yes 2 packs of scouts led by a WG would be great. Link to comment https://bolterandchainsword.com/topic/242052-multiple-wolf-scout-units-worthwhile/#findComment-2925404 Share on other sites More sharing options...
-Leman Russ- Posted November 16, 2011 Share Posted November 16, 2011 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 Link to comment https://bolterandchainsword.com/topic/242052-multiple-wolf-scout-units-worthwhile/#findComment-2925406 Share on other sites More sharing options...
Ghent Posted November 16, 2011 Share Posted November 16, 2011 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. Link to comment https://bolterandchainsword.com/topic/242052-multiple-wolf-scout-units-worthwhile/#findComment-2925503 Share on other sites More sharing options...
Valerian Posted November 17, 2011 Share Posted November 17, 2011 Wolf Scouts are my favorite unit in the codex. I always plan to take a pack, and try to take two packs, if I can. Valerian Link to comment https://bolterandchainsword.com/topic/242052-multiple-wolf-scout-units-worthwhile/#findComment-2925577 Share on other sites More sharing options...
WG Vrox Posted November 17, 2011 Share Posted November 17, 2011 Also depends on if you want to play with different load outs. Such as a unit of scouts with sniper rifles, duel plasma pistols, power weapons, ext.. Link to comment https://bolterandchainsword.com/topic/242052-multiple-wolf-scout-units-worthwhile/#findComment-2925612 Share on other sites More sharing options...
Max_Dammit Posted November 17, 2011 Share Posted November 17, 2011 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 ^_^ Link to comment https://bolterandchainsword.com/topic/242052-multiple-wolf-scout-units-worthwhile/#findComment-2925656 Share on other sites More sharing options...
Vlk Posted November 17, 2011 Share Posted November 17, 2011 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. Link to comment https://bolterandchainsword.com/topic/242052-multiple-wolf-scout-units-worthwhile/#findComment-2925711 Share on other sites More sharing options...
Ghent Posted November 17, 2011 Share Posted November 17, 2011 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. Link to comment https://bolterandchainsword.com/topic/242052-multiple-wolf-scout-units-worthwhile/#findComment-2925809 Share on other sites More sharing options...
Totengraber Posted November 17, 2011 Author Share Posted November 17, 2011 Thanks for the ideas, guys!! They are the metal ones shown on GW's site and I kinda like them. I went ahead on the trade. I'm just starting out with SW, so I'm not sure what my army composition will be quite yet. Link to comment https://bolterandchainsword.com/topic/242052-multiple-wolf-scout-units-worthwhile/#findComment-2925856 Share on other sites More sharing options...
Vlk Posted November 17, 2011 Share Posted November 17, 2011 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. Link to comment https://bolterandchainsword.com/topic/242052-multiple-wolf-scout-units-worthwhile/#findComment-2925884 Share on other sites More sharing options...
Wulfebane Posted November 17, 2011 Share Posted November 17, 2011 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. Link to comment https://bolterandchainsword.com/topic/242052-multiple-wolf-scout-units-worthwhile/#findComment-2925897 Share on other sites More sharing options...
Valerian Posted November 17, 2011 Share Posted November 17, 2011 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 Link to comment https://bolterandchainsword.com/topic/242052-multiple-wolf-scout-units-worthwhile/#findComment-2925994 Share on other sites More sharing options...
Vlk Posted November 17, 2011 Share Posted November 17, 2011 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. Link to comment https://bolterandchainsword.com/topic/242052-multiple-wolf-scout-units-worthwhile/#findComment-2926210 Share on other sites More sharing options...
Wulfebane Posted November 17, 2011 Share Posted November 17, 2011 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. Link to comment https://bolterandchainsword.com/topic/242052-multiple-wolf-scout-units-worthwhile/#findComment-2926220 Share on other sites More sharing options...
Valerian Posted November 17, 2011 Share Posted November 17, 2011 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 Link to comment https://bolterandchainsword.com/topic/242052-multiple-wolf-scout-units-worthwhile/#findComment-2926246 Share on other sites More sharing options...
Vlk Posted November 17, 2011 Share Posted November 17, 2011 Alright, I should have been more specific. I see your point. Link to comment https://bolterandchainsword.com/topic/242052-multiple-wolf-scout-units-worthwhile/#findComment-2926257 Share on other sites More sharing options...
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