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Wolf Scout Snipers


Ghostwolfalpha

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I have a dilemma, I just received my Space Wolves Battleforce in the mail, and like a kid on Christmas, as soon as I got home I opened it up to look over my bounty. Low and behold, the scouts dont have sniper rifles. I think; ok, thats not the end of the world. Then I keep looking and see that the there is also no missile launcher... So far this box has nothing about scouts that I use.

 

If I buy sniper rifles online, will they fit on these torsos? Has anyone made this conversion?

 

This is my first time making scouts. Also my first drop pod, but I have been looking over B&C and have only one more question I cant find the answer to.

 

With the change to Acute Senses, are suicide Scouts viable for the points? It seems the odds of getting the side you want are good, but the short range has me worried. Any advice is welcome.

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Correct me If I am wrong but can't you replace the CCW, with a Bolter and then replace the Bolt pistol with a Sniper Rifle? Then you BEL on into cover, hopefully double tap something squishy then start the BS 4 sniper fun.

 

Bolters let them shoot and move if you need to relocate. Sniper Rifles annoy and most armies are not going to want them sitting on their flank taking pot shots.

 

This works right?

Hello,

it's a nice approach of the scout deployment !!!

I've red again the codex, and you're right: can replace the CCV or/and pistol...

 

As you will arrive behind enemy lines, I would give them a missile launcher: against rear armour (S8 against armour of 10 = 2+ !!!), as you can only shoot. Yes, it will be snap fire, but after...so hide him !

 

The best:

keep them with heavy bolter, sniper rifles, + wolf guard TDA / CYCLONE as pack leader... so he will shoot 2 missiles when arriving !!!

As you will arrive behind enemy lines, I would give them a missile launcher: against rear armour (S8 against armour of 10 = 2+ !!!), as you can only shoot. Yes, it will be snap fire, but after...so hide him !

 

The best:

keep them with heavy bolter, sniper rifles, + wolf guard TDA / CYCLONE as pack leader... so he will shoot 2 missiles when arriving !!!

 

only problem is this has been FAQ'd out now - if you attach an IC (that doesn't have SoTH) they revert to the normal Outflank USR, so it's now a choice of either 'regular' outflanking scouts w/ attached WGPL OR BEL Scouts without one.

I think the plasma gun is actually the best special weapon to take for this approach.

This is not an anti-vehicle unit, if you want one of those I would suggest the standard walk on and melta squads.

 

In my view the bolter + rifle squads are best at taking either light or medium infantry apart and the plasma gun fits right in there. It's rapid fire so when you BEL in you get to rapid fire the bolters and plasma gun, then the things you are going to want to shoot with sniper rifles are also the types of things you will want to be shooting with the plasma gun. This way you don't end up shooting sniper fire at vehicles you are unlikely to hurt.

 

I think the best options are plasma gun, Heavy bolter or missile launcher, in basically that order.

 

Thoughts?

Hello,

yes I red the FAQ, they were speaking about characters, individuals ones, and a wolf guard is not an individual one, he is part of the pack, you canont slipt him form those scouts !!!

They say, 2 pages after, concerning the WGPL: (translated from french FAQ, I don't have the english one...) when a WGPL join a pack, he is becoming entierely part of this pack. For exemple, a WGPL commanding a troop will a abble to saize an objective even he is the last one of this troop. He will be abble to be deployed.....during a mission using particular deployment rules.

In the FRench FAQ, it is page 6, the question avec about WGPL and the aptitude of this troop to be "operationnal". And is the WGPL stay elite choice.

 

 

Hello,

come back again after having found the FAQ in english: I think there is a problem of translation for the French FAQ.......................they never talk about WGPL in the french one !!! Only independent characters !!!

And the translation of the question about WGPL, and the particular deployment: in english it is " deploy in first"

 

That's change a lot of things......as I play against an american guy.............which FAQ we'll follow ????????????????????????????????????????????

Generally speaking, English, as the original language the FAQ was written in, ought to take precident.

 

One other note on outflanking Wolf scouts- This is probably the default build, and it's decent at what it does, although it does require some conversions to get the bolt pistols onto the pistoleer's left hand.

 

5 Wolf Scouts -120 points

-2 Bolt Pistol+Plasma Pistol

-Plasmagun

-2 Vanilla

For my wolf snipers, I personally prefer not to OBEL and just make a standard scout infiltration. That way I'm set up turn one and don't have to worry about moving/shooting with my rifles. They generally get ignored the first turn for my heavy hitters and I usually place them out of range and opposite my main force to make it undesirable to focus on them.

You can try adding a significantly longer barrel (about twice as long should do it) and a scope to make them into stalker pattern bolters, which are similar in functionality to sniper rifles- Although where your scouts got them is something of a conundrum, given that the Ultramarines are the most common users of them, and they're on the other end of the galaxy.

 

The barrel you should be able to do with green stuff, but you might have to dig through a bits box to find enough bolter scopes.

The barrel you should be able to do with green stuff, but you might have to dig through a bits box to find enough bolter scopes.

 

Oh god, no. Just pick up some plastic/aluminum /copper tubing at a hobby crafts store (or online). Way easier than trying to sculpt them.

Daft question.. but can you really give a Wolf Guard in TDA and Cyclone missile launcher to a Wolf scout pack? doesnt seem very.. stealthy or Wolfy to me..

Sadly no - pretty much for that reason, unless using a Wolf Priest's SoTH and having the TDAWG join whichever pack he's with, you can't join TDA to Scouts (same as they can't join Swiftclaws or Skyclaws even if you buy Jump Pack/Bike).

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