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6th ED Scout Load out


Brother Mjollner

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So once upon a time , I'd made my own scouts, bare arms, shoulder pads from the Kroot, heads, spears, n axes, from chaos muradars, I'd had them all armed with bolt pistols and CCW , with a plasma pistol or two mixed in and a melta gun... With 6th ED, should you still utilize them with pistols and CCWs or should they now be carrying bolters, with a missle launcher or heavy bolter?

 

Trying to figure out what I want to paint up for the winters advance..

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The death of CC Wolf Scouts has been greatly exaggerated. Admittedly, I have squads of Bolter/Heavy Bolter as well as Sniper armed Scouts. But the CC ones still manage to make people sweat.

 

I've also been tempted to run the Wolf Scout Death Star -

Total Cost: 328

 

1 Wolf Guard Battle Leader w/ Mark of the Wulfen, Saga of the Hunter, Plasma Pistol x2, 2 Fenrisian Wolves

1 Marked Wolf Guard in Power Armour, Plasma Pistol X2

2 Wolf Scouts, Plasma Pistol, Bolt Pistol, Close Combat Weapon

2 Wolf Scouts, Bolt Pistol, Close Combat Weapon

1 Wolf Scout w/ Mark of the Wulfen, Meltagun, Close Combat Weapon

 

6 Plasma Pistol shots, 4 Bolt Pistol shots, 1 Meltagun shot

3d6+6 Rending and 18 regular CC attacks on the charge

The death of CC Wolf Scouts has been greatly exaggerated. Admittedly, I have squads of Bolter/Heavy Bolter as well as Sniper armed Scouts. But the CC ones still manage to make people sweat.

 

I've also been tempted to run the Wolf Scout Death Star -

Total Cost: 328

 

1 Wolf Guard Battle Leader w/ Mark of the Wulfen, Saga of the Hunter, Plasma Pistol x2, 2 Fenrisian Wolves

1 Marked Wolf Guard in Power Armour, Plasma Pistol X2

2 Wolf Scouts, Plasma Pistol, Bolt Pistol, Close Combat Weapon

2 Wolf Scouts, Bolt Pistol, Close Combat Weapon

1 Wolf Scout w/ Mark of the Wulfen, Meltagun, Close Combat Weapon

 

6 Plasma Pistol shots, 4 Bolt Pistol shots, 1 Meltagun shot

3d6+6 Rending and 18 regular CC attacks on the charge

 

It does look tempting and I may end up trialling this haha - I might also try out adding a Wolf Priest (Runic, Wolves and Combi-Melta), a Rune Priest (Master of Runes, BRB Powers, Runic and Plasma Pistol or Combi-Melta) and max the pack out at 10 men - yes it's immensely costly but the look on your opponents face when that truckload comes into their back line.

The death of CC Wolf Scouts has been greatly exaggerated. Admittedly, I have squads of Bolter/Heavy Bolter as well as Sniper armed Scouts. But the CC ones still manage to make people sweat.

 

I've also been tempted to run the Wolf Scout Death Star -

Total Cost: 328

 

1 Wolf Guard Battle Leader w/ Mark of the Wulfen, Saga of the Hunter, Plasma Pistol x2, 2 Fenrisian Wolves

1 Marked Wolf Guard in Power Armour, Plasma Pistol X2

2 Wolf Scouts, Plasma Pistol, Bolt Pistol, Close Combat Weapon

2 Wolf Scouts, Bolt Pistol, Close Combat Weapon

1 Wolf Scout w/ Mark of the Wulfen, Meltagun, Close Combat Weapon

 

6 Plasma Pistol shots, 4 Bolt Pistol shots, 1 Meltagun shot

3d6+6 Rending and 18 regular CC attacks on the charge

 

You do know that you may gain even more effect on the marked Wolf guard by running 2x Combi plasmas!!! You still have the marked attacks so you dont care for CC weapons. You can still fire 2 plasma shots per turn but only for 2 turns but for 10 points less. And how often have you experienced the need for plasma shots more then twice per game???

 

I'm trying out two really decked out units right now of 6 scouts.

Replace CC weapon with bolters (One for each scout)

The replace bolt pistol for all scouts but one with sniper rifles.

The last odd scout gets either a missile launcher or melta gun depending on flavour.

This unit can fill almost any role on the battle field. Usually they start infiltrating in a covered position with sniper rifles or in a position so that they can scout move into the position they need.

IF they have to they can still be mobile due to bolters. They have the melta for armour or dreads coming to close and the bolters can give them all the rapid fire they can need if some one moves in to close.

 

 

I have even been known for going all out on the scout units.

Right now I'm running two scout packs.

 

The old classic suicide scout pack that goes behind enemy lines

5 Scouts:

1 plasmapistol (+ bolt pistols) and CCW

1 Melta gun and CCW

3 Bolters and CCW

Nice and cheap and ALWAYS makes their points back... Unfortunatly consumes a rare Special slot.

 

Special Operations Group [sOG]

8 scouts:

Replace bolt pistols with 7 Sniper Rifles

Replace the last bolt pistol with Melta Gun

Replace all CCW with Bolters

THEN add in two plasma pistols on top as they do NOT replace a weapon at all?

So two scouts will now be armed with three weapons!?!?! All the swiss army knife style of scouts you want for around 180pts. :)

 

Depending on enemy they can do it all! Coming in from the rear with melta and plasma to take out tanks or HQs before taking up sniper positions where needed. They can go in as forward observers and then scout move into melta range and be ready to take out tanks/transports in turn one. They can go in as mid field snipers and hold up objectives. So for me they act as a true Special Ops unit. So far this unit has been outstanding for the points, BUT they take up a special slot and as we all know spare special slots is a rare things for Space Wolves. So spending two just to have two units of swiss may be a bit much.

You do know that you may gain even more effect on the marked Wolf guard by running 2x Combi plasmas!!! You still have the marked attacks so you dont care for CC weapons. You can still fire 2 plasma shots per turn but only for 2 turns but for 10 points less. And how often have you experienced the need for plasma shots more then twice per game???

The problem with that build is - you can't Assault after firing your Plasma shots.

You do know that you may gain even more effect on the marked Wolf guard by running 2x Combi plasmas!!! You still have the marked attacks so you dont care for CC weapons. You can still fire 2 plasma shots per turn but only for 2 turns but for 10 points less. And how often have you experienced the need for plasma shots more then twice per game???

The problem with that build is - you can't Assault after firing your Plasma shots.

 

True but I only use it to wreck vehicles rear armour or fire on units I'm not going to assault and for that it works out fine.

It also works fine for beeing assaulted. But as I mentioned I play defence with scouts, not offence. ;)

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