DarkGuard Posted September 23, 2012 Share Posted September 23, 2012 The HB fits their purpose better, the ML is for versatility, but so great without Telion due to the drop in BS. Without Telion I'd prefer a HB or another sniper. Link to comment https://bolterandchainsword.com/topic/255475-scout-armies-in-6th/page/6/#findComment-3183968 Share on other sites More sharing options...
Knives Posted September 27, 2012 Share Posted September 27, 2012 Played a game with 2 Libbys and 16 combat scout squads and 4 small scout bikes squads The army felt alot like a foot guard army. Link to comment https://bolterandchainsword.com/topic/255475-scout-armies-in-6th/page/6/#findComment-3188285 Share on other sites More sharing options...
greatcrusade08 Posted September 27, 2012 Author Share Posted September 27, 2012 Played a game with 2 Libbys and 16 combat scout squads and 4 small scout bikes squads The army felt alot like a foot guard army. Â how did you fare against vehicles? Link to comment https://bolterandchainsword.com/topic/255475-scout-armies-in-6th/page/6/#findComment-3188302 Share on other sites More sharing options...
Knives Posted September 27, 2012 Share Posted September 27, 2012 I lacked heavy fire power... I was playing gray knights Drago List ... He set down two rhino squads as well a single squad behind a defense line quad. The scout army was water over the board. 6 blocks of ruins and 5 objectives held inside them with a 6th out on a street. Â I played large numbers to a small units, for example turn one his left flank was a single rhino, and the attached unit; in two turns 6 combat squads ripped down the rhino and removed the squad to rolling about 5 to 10 dice from each squad. Â The unit dug in-behind a defense line was pelted with 4 bikes teams. It wasn't a fair fight but it was the only thing strong enough to break the quad guns toughness. Â Â The game was just a spam of 4/4 bolter/sniper units and random Sargent set and heavy bolter/missles. I didn't plan on taking on Landraider nor av13, but I didn't need to worry about that type of threat. This edition doesn't allow you to score inside of a tank, so only a few units will hide in a raider and as far as i am caring... I'll chew the lighter transports away. Ignore the bones and Chew the meat... Â I can't handle armies like daemons but its nice to feel that I can mess with a drago list at the moment... small left over units not set to gun down the other rhino took pop shots at the Drago unit. It wasn't effective shooting but.. humorous. I wounded a few of the front line units and had sniper fire wound the apothecary. Â The return fire was just as mean ... I lost a libby hidden in a small combat squad, but I lost a squad... and a few pocket marines in only two turns. My most heavy losses were on the bikes racing to the front at the quad guns. Â Not to sound sloppy on a post game report but ... it was a field test then a combative game. I was suppose to be a joke of an army against a list that will be at Beckycon in the near future. ... Â aside... 80 scouts is alot of damn scouts. 92 counting bikers... Link to comment https://bolterandchainsword.com/topic/255475-scout-armies-in-6th/page/6/#findComment-3188336 Share on other sites More sharing options...
greatcrusade08 Posted September 27, 2012 Author Share Posted September 27, 2012 i said it in 2008 and its still true today "quantity is a quality of its own" Link to comment https://bolterandchainsword.com/topic/255475-scout-armies-in-6th/page/6/#findComment-3188344 Share on other sites More sharing options...
roryokane Posted September 30, 2012 Share Posted September 30, 2012 Perhaps you guys can clear something up for me: Since 5th edition, the Scouts have had their abilities toned down a little to represent the fact that they are, after all, fairly new to the Chapter, so they appear to be somewhat tougher/stronger Stormtroopers with ATSKNF - which in and of itself is not too bad. However, was it not previously the case that Sniper weapons improved your chances of hitting as well as always wounding on 4+? Now looking at the 6th edition there does not appear to be any improvement on "to hit rolls", so losing that AND having scouts at BS3 is something of a double-whammy, isn't it? Or was this change to Sniper rifles introduced in 5th, and I happened to miss it? Link to comment https://bolterandchainsword.com/topic/255475-scout-armies-in-6th/page/6/#findComment-3191992 Share on other sites More sharing options...
greatcrusade08 Posted September 30, 2012 Author Share Posted September 30, 2012 yup it was 5th that nerfed scouts to WS/BS3, 6th ed nerfed them a little more with game mechanics it was 4th edition that had awesome snipers, although 6th ed snipers are pretty cool too.. especially with precision shot Link to comment https://bolterandchainsword.com/topic/255475-scout-armies-in-6th/page/6/#findComment-3192011 Share on other sites More sharing options...
Hyaenidae Posted September 30, 2012 Share Posted September 30, 2012 Really, I gotta say that my scouts are just as they used to be. I usually run something like this: Â Scouts: 5 man: 2 w/ BP-CCW; 2 w/ Shotties; Sgt with PF Â LSS: w/ MM Â Zoom around, pick soft target to pin down, assault out and punch things. LSS zooms off to torch targets of opportunity and medium armour. Â They're one of by best units, by far. Link to comment https://bolterandchainsword.com/topic/255475-scout-armies-in-6th/page/6/#findComment-3192041 Share on other sites More sharing options...
greatcrusade08 Posted October 1, 2012 Author Share Posted October 1, 2012 except that alpha strikes are impossible and the LSS can only scout move half of before. then it can only move 6" if the guys inside want to shoot. Â its taken quite a nerf tbh. Â that being said if we get them as dedicated transports, they will gain the ability to infiltrate, giving us alot more versatility with them Link to comment https://bolterandchainsword.com/topic/255475-scout-armies-in-6th/page/6/#findComment-3192379 Share on other sites More sharing options...
Hyaenidae Posted October 1, 2012 Share Posted October 1, 2012 *shrug* I don't shoot out of 'em anyway, and the MM is there just in case if I get a chance to use it. I use it as a delivery vehicle, where it performs admirably. I just used it tonight against some eldar, and the scouts were on time and on target. Spent almost the rest of the game keeping the Guardians from using their Starcannon (which was in range of my TDA's), whomping the Warlock in a challenge, and finally dying after my tactical squads were in place to finish off the last two Guardians left alive. LSS lost it's MM in first turn, but was able to draw fire after it dropped off the scouts, which was invaluable. Â Nerf or no nerf, I still love 'em. Link to comment https://bolterandchainsword.com/topic/255475-scout-armies-in-6th/page/6/#findComment-3192395 Share on other sites More sharing options...
greatcrusade08 Posted October 1, 2012 Author Share Posted October 1, 2012 Nerf or no nerf, I still love 'em. Â oh agreed 100%.. it would be nice if the new dex gave them a bit more back though. i think just about everyone wants to see dedicated LSS Link to comment https://bolterandchainsword.com/topic/255475-scout-armies-in-6th/page/6/#findComment-3192396 Share on other sites More sharing options...
Hyaenidae Posted October 1, 2012 Share Posted October 1, 2012 Fingers crossed, bro. Â On a side note, your tactica (and my usual opponents damn Rangers, lol) have convinced me to build a squad of sniper scouts. Thanks for the great info, man. Link to comment https://bolterandchainsword.com/topic/255475-scout-armies-in-6th/page/6/#findComment-3192399 Share on other sites More sharing options...
greatcrusade08 Posted October 2, 2012 Author Share Posted October 2, 2012 On a side note, your tactica (and my usual opponents damn Rangers, lol) have convinced me to build a squad of sniper scouts. Thanks for the great info, man. Â no worries, id take them whether they were a good choice or not (big fan of telion), thankfully 6th ed liked them a bit more than the ccw scouts B) Link to comment https://bolterandchainsword.com/topic/255475-scout-armies-in-6th/page/6/#findComment-3193297 Share on other sites More sharing options...
Brother Navaer Solaq Posted October 10, 2012 Share Posted October 10, 2012 I played a game recently against C:SM (chaos). It was a massacre for the beloved vanilla marines. :) Â I use a dakka LSS configuration and managed to tie up an obliterator squad for two turns before the LSS and scouts were fragged. (poor scouts). They did the job of distracting them, but it their equipment was ill suited for going against obliterator. Plus i forgot to use the melta-ccombi with the sergeant. D'oh! Â One question. Still related to using scouts though scouts bikes.... If I were to use a cluster mines and mined a ruin where I deployed some long range support. Does the mine affect me when an enemy unit moves on to the ruin? Link to comment https://bolterandchainsword.com/topic/255475-scout-armies-in-6th/page/6/#findComment-3202938 Share on other sites More sharing options...
Kierdale Posted October 10, 2012 Share Posted October 10, 2012 One question. Still related to using scouts though scouts bikes....If I were to use a cluster mines and mined a ruin where I deployed some long range support. Does the mine affect me when an enemy unit moves on to the ruin? Well, the wording is that the unit which moves into the terrain is hit ("the cluster mines inflict 2D6 hits upon the unfortunate unit once it has finished its move."). It doesn't say that all units in the terrain are hit, so I'd say you're safe. Â The scout bikers evidently told your long range support where and where not to tread -_- Link to comment https://bolterandchainsword.com/topic/255475-scout-armies-in-6th/page/6/#findComment-3202954 Share on other sites More sharing options...
Ishagu Posted October 10, 2012 Share Posted October 10, 2012 Think I'll be buying the models for 5 normal scouts. Â Going to equip them with 4 bolters and a Heavy Bolter. Â Anyone use these guys to any success? Should I give the sargeant a chainsword? Link to comment https://bolterandchainsword.com/topic/255475-scout-armies-in-6th/page/6/#findComment-3204030 Share on other sites More sharing options...
Kierdale Posted October 12, 2012 Share Posted October 12, 2012 Think I'll be buying the models for 5 normal scouts. Going to equip them with 4 bolters and a Heavy Bolter.  Anyone use these guys to any success? Should I give the sargeant a chainsword? Well, how are you planning to use the squad? If you think they're going to be in close combat for a few turns then you could replace the sergeant's bolter with a chainsword. With that and his pistol he'll get an extra attack, but won't be much help when it comes to shooting. Not a great combination with the heavy bolter. Personally I'd recommend replacing his boltgun with a combi-weapon. Then he keeps his pistol: worth a single shot before assaulting, and brings a special weapon to the squad, albeit a single-shot one. Link to comment https://bolterandchainsword.com/topic/255475-scout-armies-in-6th/page/6/#findComment-3205659 Share on other sites More sharing options...
Deiros Posted December 15, 2012 Share Posted December 15, 2012 The 4 bolter+ HB scout squad can be a decent mid field objective holder while you move in a tactical squad or use it to target other long range units like devastators, just infiltrate them close enough for it and let them shoot, they might not kill much but will force your opponent to deal with the nuisance or suffer a poison shot from HB or a hail of bolter fire. Â Has anyone used CCW scouts as a "counter-charge" or for ambushing from cover other units that pass by (similar to suicide squad to wreck a vehicle/walker)? Link to comment https://bolterandchainsword.com/topic/255475-scout-armies-in-6th/page/6/#findComment-3261695 Share on other sites More sharing options...
Cornelias Posted December 23, 2012 Share Posted December 23, 2012 The 4 bolter+ HB scout squad can be a decent mid field objective holder while you move in a tactical squad or use it to target other long range units like devastators, just infiltrate them close enough for it and let them shoot, they might not kill much but will force your opponent to deal with the nuisance or suffer a poison shot from HB or a hail of bolter fire. Has anyone used CCW scouts as a "counter-charge" or for ambushing from cover other units that pass by (similar to suicide squad to wreck a vehicle/walker)?  I use them to act as a "blocker" for a 10 man bolter scout squad, makes it much harder for your opponent to lock your shooty squad down in CC and usually means they rain bolter shells down for most of the game. Link to comment https://bolterandchainsword.com/topic/255475-scout-armies-in-6th/page/6/#findComment-3268551 Share on other sites More sharing options...
greatcrusade08 Posted December 23, 2012 Author Share Posted December 23, 2012 bolter scouts are really growing on me in 6th edition. the changes to rpaid fire, inclusion of overwatch and thier low cost makes them pretty decent  one thing ive always struggled with is what HQ to take with a scout army. i think the generic choice for me is now going to be a librarian with prescience for rerolls to hit with either snipers or a thunderfire cannon.  adding an IC to the t-fire gives us another T7 model to take hits on its behalf, and re-rolls to hit with those templates can be devestating. i think for ease of use ill probably keep him with telions snipers, more hits is more chances of precision shots and rends. Link to comment https://bolterandchainsword.com/topic/255475-scout-armies-in-6th/page/6/#findComment-3268674 Share on other sites More sharing options...
RolandTHTG Posted December 26, 2012 Share Posted December 26, 2012 adding an IC to the t-fire gives us another T7 model to take hits on its behalf, and re-rolls to hit with those templates can be devestating.i think for ease of use ill probably keep him with telions snipers, more hits is more chances of precision shots and rends. Â Wouldn't adding another model to the Thunderfire/tech reduce the majority T to 4, and make it easier to wound the squad? Link to comment https://bolterandchainsword.com/topic/255475-scout-armies-in-6th/page/6/#findComment-3270695 Share on other sites More sharing options...
carnosaur93 Posted December 26, 2012 Share Posted December 26, 2012 one thing ive always struggled with is what HQ to take with a scout army.i think the generic choice for me is now going to be a librarian with prescience for rerolls to hit with either snipers or a thunderfire cannon. Â hmm... as far as i know, vanilla marines dont get acces to the divination powers... so this doesnt seem doable iam araid :/ Link to comment https://bolterandchainsword.com/topic/255475-scout-armies-in-6th/page/6/#findComment-3270704 Share on other sites More sharing options...
greatcrusade08 Posted December 26, 2012 Author Share Posted December 26, 2012 hmm... as far as i know, vanilla marines dont get acces to the divination powers... so this doesnt seem doable iam araid :/ Â ooh you are right, divination is the one form they dont have, which sucks as a BA chap i know uses divination, just another bonus BA has over C:SM then i guess. Â Wouldn't adding another model to the Thunderfire/tech reduce the majority T to 4, and make it easier to wound the squad? Â nope the toughness of the gun is always used and wounds are allocated to the closest models. Link to comment https://bolterandchainsword.com/topic/255475-scout-armies-in-6th/page/6/#findComment-3270740 Share on other sites More sharing options...
carnosaur93 Posted December 27, 2012 Share Posted December 27, 2012 QUOTE (TJWyrm @ Dec 26 2012, 08:47 PM) *Wouldn't adding another model to the Thunderfire/tech reduce the majority T to 4, and make it easier to wound the squad?   nope the toughness of the gun is always used and wounds are allocated to the closest models.  too bad it isnt possible to add servitors to the unit for survivability, even if it was an expensive upgrade...  either way, back to scouts: iam currently building a scout-heavy army, and i was wondering if all you scout-enthusiasts have some advice?... the models i currently have at hand for it is 2 dreads (one allready build as an ironclad), 10 bolter and 10 CCW scouts, ca 15 marines (iam allready building some as sternguard), 3 thunderfires, and bits/bobs for building whatever HQ i could want... also, ill be having 20 sniper scouts soon enough  so in terms of concrete questions, what HQ would do well with such a bunch? and is it even a good composition as a scout-heavy army to begin with?... should i use CC-scouts to keep the thunderfires safe, or would they be better off at the front as distractions, locking down shooty units or melta-bombing tanks?  :EDIT: by the way... the general idea is to pod down sterns and dreads up-close, close-range blasting valuable targets, staying up there as support for the scouts that will be infiltrating and just function as a blunt core for the army, staying cheap on upgrades to allow for more quantity than quality Link to comment https://bolterandchainsword.com/topic/255475-scout-armies-in-6th/page/6/#findComment-3271476 Share on other sites More sharing options...
greatcrusade08 Posted December 27, 2012 Author Share Posted December 27, 2012 its not a bad idea.. if you can open the transports early the thunderfires can go to work on the infantry.. i would personally outflank the ccw scouts, when youve demeched the enemy they can come on the weaker side. Link to comment https://bolterandchainsword.com/topic/255475-scout-armies-in-6th/page/6/#findComment-3271500 Share on other sites More sharing options...
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