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Eternal Warrior

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Guest Drunk Guardian

I like them with Boltguns, a Flamer, and if the points are available, then Melta Bombs - though Melta Bombs are better served on Swiftclaws than Scouts. Even if you can't Melta Bomb up, the Krak Grenades will still let you do some damage on eligible targets.

aye i used to run OBEL scouts in 5th, very effective.

They can stil be effective coming on with plasma weapons etc, theyre just not as good as they used to be at this due to not being able to charge (getting them on at the same time as an outflanking hunter/priest squad seems a good option though).

These days i tend to take a squad of about 7-8, armed with sniper rifles and a heavy bolter or missle launcher. Good unit to sit infront of my long fang lines. Precision shots can be super nice if/when you get them smile.png Jsut wish i had the option for camp cloaks!

I too used to love my Scouts in 5e; they were my favorite unit, in fact.  I ran two large packs, with attached Pack Leaders, all geared for close combat.  With the death of that approach in 6e, I have simply shelved them completely.

 

As mentioned by a few folks above, they can be effective in other load-outs that are geared toward shooting, either by Sniper Rifle at a distance, maximizing BS4 rifles, or by tooling up with Plasma Pistol(s) and Meltgun for solid anti-tank shooting against rear armor.  The problem with this second approach is that they are extremely vulnerable to return enemy fire immediately after they do their damage, and can't "hide in the (relative) safety" of close combat as they could before.

 

Since I don't feel like completely buying, building, and painting a newly configured Wolf Scouts pack, I haven't bothered with them at all, and simply lean toward more Hunters in Pods and Fangs.

 

V

  • 2 weeks later...
I run 5 scouts with sniper rifles, 2 with plasma pistols and 1 with a plasma gun. Their only mission in life is to harass enemy Hq and to keep enemy armor busy for a turn or two. If they make it back, great, if they didn't…they were just going to sit all alone in the Meade hall anyway

That seems like an odd combination, Wodan.  If they've got Sniper Rifles, that's a 36" range, and good standoff from enemy.  the Pistols, however, only have 12" range, so it seems like you wouldn't get much use out of them, and 30 points are wasted.

 

V

last game i took 2 squads of them, 6 guys in each, 2xp.pistol, 1xmeltagun, and bolters.

They came on OBEL the same turn i had a twin plasma GH pack with wolf priest also arrive (it helped that id managed to roll the 'reroll reserves' warlord trait!!!). Both scout packs managed a fair bit of damage...one even survived to the end by jumping into a spare razorback and turboing across the table to deny an objective last minute.

Probably not the most cost effective units, but it was fun having 20+ plasma and melta toting bodies walk onto various different board edges on turn 2 biggrin.png

do you mean a 4+ Armour Save with a 2+ cover save? tongue.png Heavy flamers on land speeders would sort them out no problem haha or regular flamers they'd have to take their 4+ armour save instead of the tasty 2+ cover msn-wink.gif

aye, i think we got hugely mixed up last game (few too many bevvies during friday night wargaming) and somehow read that going to ground allows you to take the cover save against template/blast weapons rather than the armour save.

I have one heavy flamer in my whole army, and he landed about half a board away to deal with other things :D

When people actually start playing games, with all the broken inquisitor combos, I have seen floating around the web. Then sniper scouts are going to be an auto include.

how come??

lots of lists with several inquisitors in small squads?

I only got that 5 scouts from the combatforce. I equiped em with a heavy bolter a bolter and the other3 with boltpistol and chainsword/combatknife. Well... I am not a big fan of scouts since 6th ed. In 5th my ulramarines got sniperscouts.

do you mean a 4+ Armour Save with a 2+ cover save? tongue.png Heavy flamers on land speeders would sort them out no problem haha or regular flamers they'd have to take their 4+ armour save instead of the tasty 2+ cover msn-wink.gif

aye, i think we got hugely mixed up last game (few too many bevvies during friday night wargaming) and somehow read that going to ground allows you to take the cover save against template/blast weapons rather than the armour save.

I have one heavy flamer in my whole army, and he landed about half a board away to deal with other things biggrin.png

>When people actually start playing games, with all the broken inquisitor combos, I have seen floating around the web. Then sniper scouts are going to be an auto include.

how come??

lots of lists with several inquisitors in small squads?

do you mean a 4+ Armour Save with a 2+ cover save? tongue.png Heavy flamers on land speeders would sort them out no problem haha or regular flamers they'd have to take their 4+ armour save instead of the tasty 2+ cover msn-wink.gif

aye, i think we got hugely mixed up last game (few too many bevvies during friday night wargaming) and somehow read that going to ground allows you to take the cover save against template/blast weapons rather than the armour save.

I have one heavy flamer in my whole army, and he landed about half a board away to deal with other things biggrin.png

>When people actually start playing games, with all the broken inquisitor combos, I have seen floating around the web. Then sniper scouts are going to be an auto include.

how come??

lots of lists with several inquisitors in small squads?

So you can snipe the inquisitor

aye nah i got that :)

 

for me though, relying on sixes to hit, then a 4+ to wound, then having him take no look out sir.....still doesn't seem an autoinclude to me (dont get me wrong, i like taking sniper scouts for just this reason, but dont get why your meaning theyre now better to take out an inquisitor..say compared to any other special character?)

aye nah i got that smile.png

for me though, relying on sixes to hit, then a 4+ to wound, then having him take no look out sir.....still doesn't seem an autoinclude to me (dont get me wrong, i like taking sniper scouts for just this reason, but dont get why your meaning theyre now better to take out an inquisitor..say compared to any other special character?)

if you take them with a rune priest, so you can get re rolls, and move the scouts, your only firing snap shots. due to sniper riffles being heavy weapons. so you get to re roll all your shots that are not 6's meaning a lot more possible 6's. or take a wolf priest for the referred enemy.

eh, really??? does it work like that?? i presumed that you couldnt get precision shots if firing snap shots?

 

however if what you say is true it would be interesting to see the maths between rolling just sixes (with rune priest) or just rolling to hit as normal/taking normal wounds as well.

wolf priest wouldnt be good for this tactic as he only allows you to reroll 1's with PE.

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