Barnie25 Posted November 8, 2013 Share Posted November 8, 2013 How does the scout special rule work with and HQ, cause in order to unlock this squad you have to take a HQ. However the only HQ with scout is Sammael. I want to run the squad with a Librarian on a bike and a field generator to beef them up a little. Does this mean they can't use their scout ability? Link to comment https://bolterandchainsword.com/topic/283021-ravenwing-command-squad-hq/ Share on other sites More sharing options...
Cyfax Posted November 8, 2013 Share Posted November 8, 2013 In order to use the scout rule only one model in the unit (so in this case, the RW Command squad) has to have the scout rule. So if you get your librarian HQ on a bike to unlock the command squad, then attach him to the command squad (so he's part of that unit now) they should be able to scout with the whole unit (now including the librarian). The same applies to their other special rules as well, Hit & Run and Skilled Rider. Only one model needs to have the special rule in order for the whole squad to benefit from it (in this case the librarian) Hope that helps! Link to comment https://bolterandchainsword.com/topic/283021-ravenwing-command-squad-hq/#findComment-3516832 Share on other sites More sharing options...
Barnie25 Posted November 8, 2013 Author Share Posted November 8, 2013 Thanks this certainly helps! Link to comment https://bolterandchainsword.com/topic/283021-ravenwing-command-squad-hq/#findComment-3516845 Share on other sites More sharing options...
Larhendiel Posted November 8, 2013 Share Posted November 8, 2013 So for the insanity's sake, if I add Sam to unit of termies that don't deep strike, they can now be re-deployed as they're scouts and they can do hit&run!? That would be hilarious, have to try it out :) Link to comment https://bolterandchainsword.com/topic/283021-ravenwing-command-squad-hq/#findComment-3516916 Share on other sites More sharing options...
Cyfax Posted November 8, 2013 Share Posted November 8, 2013 Apart from it being slightly weird, it seems possible. Only 'negative' I see is that the terminators are infantry and can therefore only scout 6 inch, where Sammael would usually be able to scout 12". Which probably still means quite a bit of footslogging. Hit & Run seems fun, extra charges means extra attacks/shooting (and Hammer of Wrath on DW Knights) although the 3d6 Hit & Run move might make charging back a bit risky. If the enemy consolidates d6 the other way, you could get stuck in the open. But could be fun to try Link to comment https://bolterandchainsword.com/topic/283021-ravenwing-command-squad-hq/#findComment-3517092 Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.