Markconz Posted March 9, 2018 Share Posted March 9, 2018 So just got 15 more scouts to build (for Sanguinius!) Tossing up between 1x CCW squad, and 2 x bolter with heavy bolter squads. Or just 3 x CCW squads given red thirst... Already have: 1x 5 man CCW squad. 2x 5 man sniper squads. Thoughts? Want to keep at 55, maybe some at 65 with heavy bolter for dakka and hellfire potential? Thanks. Link to comment Share on other sites More sharing options...
Calistarius Posted March 9, 2018 Share Posted March 9, 2018 I’ve got 20 Scouts arriving tomorrow as well. I’m planing on bolters with a heavy bolter for each squad. I’ll likely magnetize the sergeant...and maybe the heavy bolter just in case I need the 40 points else where. I’m not interested in CCW Scouts, personally. I’m merely using them for board control and screen clearing. Riot Earp 1 Back to top Link to comment Share on other sites More sharing options...
Karhedron Posted March 9, 2018 Share Posted March 9, 2018 My CCW Scouts have done nicely so far but I have not experimented with other builds so that may not be a fair comparison. Shotguns look like they could be fun although possibly better on biker Scouts. Kierdale 1 Back to top Link to comment Share on other sites More sharing options...
The Unseen Posted March 9, 2018 Share Posted March 9, 2018 I run them as cheap distraction units that punch well above their weight with a Storm Bolter/Chainsword sarge and the rest with pistols and combat knives. They hands down win vs most other cheap screening units, such as rangers and such, and can even take on 10 man guard squads and come out ahead, as long as your opponent doesn't roll overwatch like a god. (No I'm not bitter about the overcharged plasma and lascannon, and 3 lasgun wounds from charging that infantry squad, why do you ask? 9x19 Parabellum 1 Back to top Link to comment Share on other sites More sharing options...
Panzer Posted March 9, 2018 Share Posted March 9, 2018 Best thing about Scouts is denying enemy reserves/scout deployment and securing your own reserve drop space. Anything else like clearing chaff etc. is just icing on the cake imo 9x19 Parabellum and Calistarius 2 Back to top Link to comment Share on other sites More sharing options...
Kierdale Posted March 9, 2018 Share Posted March 9, 2018 You wouldn’t bother with a combi on the sergeant? More bodies is better than toys? Link to comment Share on other sites More sharing options...
Calistarius Posted March 10, 2018 Share Posted March 10, 2018 (edited) To me it is. They’re allowed to take from melee or pistols list. Unless you’re going the index route. I’m not a big fan of that though now that our book is out. Edited March 10, 2018 by Calistarius Link to comment Share on other sites More sharing options...
toaae Posted March 10, 2018 Share Posted March 10, 2018 I'm going with Bolters and a power sword on the Sarge. As sfPanzer said, their primary purpose to to screen deepstrikers and other similar things. Anything they do past that is just bonus. With that in mind, I choose bolters because they can sit on objectives and still add something (we play Maelstrom pretty exclusively), and the power sword cause, hey, it's 4 points. Link to comment Share on other sites More sharing options...
Riot Earp Posted March 10, 2018 Share Posted March 10, 2018 I like my scouts mainly with heavy bolter and boltguns. You can give the Searge the Stormbolter and Chainswordcombi for cheap extra dakka. I have two of the Heavy bolter squads and one CC squad which i play plain with knives or sometimes with a powerweapon if i have the points left. Link to comment Share on other sites More sharing options...
tychobi Posted March 10, 2018 Share Posted March 10, 2018 Cheap and cheerful my experience with scouts is that its all good. I like a mix and my shotgunners have a reputation now (for lucky armor saves of all things). Scouts swing above their weight. For cool id go a squad of each. For tournament 2 choppy with no upgrade and 1 bolter with heavy bolter. No real wrong way to run em other than cammo cloak. Should have been -1to hit but raven guard. . . Calistarius 1 Back to top Link to comment Share on other sites More sharing options...
Captain_Krash Posted March 10, 2018 Share Posted March 10, 2018 Don't forget about the usefulness of the Landspeeder storm full of Bolt pistol and CC Scouts. Krash Link to comment Share on other sites More sharing options...
TechnoWitch Posted March 10, 2018 Share Posted March 10, 2018 I play them with 3 5man bolter/heavy bolter squads and 3 5man close combat squads. The close combat squads usually do a decent amount of damage and I usually just park the bolter ones on objectives and occasionally use the mortal wound strategem with the heavy bolters. Link to comment Share on other sites More sharing options...
Calistarius Posted March 10, 2018 Share Posted March 10, 2018 Cheap and cheerful my experience with scouts is that its all good. I like a mix and my shotgunners have a reputation now (for lucky armor saves of all things). Scouts swing above their weight. For cool id go a squad of each. For tournament 2 choppy with no upgrade and 1 bolter with heavy bolter. No real wrong way to run em other than cammo cloak. Should have been -1to hit but raven guard. . . Sigh. We can’t have it all, eh? I just got 4 squads in the mail today. I’m pretty stoked. Like I said before, pretty sure I’ll go bolters with heavy bolters for all 4. I don’t plan on charging mine in anywhere. Link to comment Share on other sites More sharing options...
Kallas Posted March 10, 2018 Share Posted March 10, 2018 I've been using four squads: One full knife squad (Bolter and Chainsword Sergeant, though considering swapping out for a Power Sword) One full Bolter squad (Chainsword Sergeant) Two Bolter squads as above but with one Heavy Bolter in each. The Bolter squads are definitely excellent. The Knife squads have never really done much of particular note; the all-Bolter squad is generally pretty solid if somewhat forgettable; and the Heavy Bolters are useful for Hellfire platforms and otherwise slightly upgunned Bolter squads. But Bolters are, IMO, better than knives because of their flexibility. They can contribute in more situations and they're still able to jump into combat decently. Link to comment Share on other sites More sharing options...
Majkhel Posted March 10, 2018 Share Posted March 10, 2018 Bolters for me it is. Though CCW also do their job splendidly. Link to comment Share on other sites More sharing options...
Markconz Posted March 10, 2018 Author Share Posted March 10, 2018 Ok thanks all, has swung me to my first version. Two bolter plus heavy bolter squads, and another CCW squad. Riot Earp and Calistarius 2 Back to top Link to comment Share on other sites More sharing options...
dread05 Posted March 11, 2018 Share Posted March 11, 2018 Odd question and kinda off topic, but, if you were to build the captain of the 10th company, the master of the recruits, how would you build him? Thematically, not competitvly. Link to comment Share on other sites More sharing options...
Majkhel Posted March 11, 2018 Share Posted March 11, 2018 I would think that 10th Company Captain would not be leading from the front as his charges need to be overseed and generally looked after (compared to a fully-fledged battle brother). So I'd go for some long range firepower. The CCW is an obvious addition too (Blood Angel after all), but not the hammer. Maybe a fist? To properly POINT THOSE BRATS IN THE RIGHT DIRECTION!!! Or smash a desk after some hard-night report filing. Jump pack might also be nice to allow him to be "everywhere at once" as he has lots of charges. ;) Demoulius 1 Back to top Link to comment Share on other sites More sharing options...
dread05 Posted March 11, 2018 Share Posted March 11, 2018 But would he still be in full power armor ? :P Link to comment Share on other sites More sharing options...
Majkhel Posted March 11, 2018 Share Posted March 11, 2018 Of course! It's his right a Space Marine. Link to comment Share on other sites More sharing options...
ServoBadger Posted March 11, 2018 Share Posted March 11, 2018 I dug out two squads of Advanced Space Crusade scouts for my last game. Four pistols and a heavy Bolter isn't really optimal but they were surprisingly good at holding objectives and giving a bit of long range fire support, while being better able to charge into stuff that dropped in on them late in the game. (Not that my friends cared one way or the other, but are Advanced Space Crusade scouts legal for tournaments and such?) Kierdale 1 Back to top Link to comment Share on other sites More sharing options...
Kierdale Posted March 12, 2018 Share Posted March 12, 2018 I dug out two squads of Advanced Space Crusade scouts for my last game. Four pistols and a heavy Bolter isn't really optimal but they were surprisingly good at holding objectives and giving a bit of long range fire support, while being better able to charge into stuff that dropped in on them late in the game. (Not that my friends cared one way or the other, but are Advanced Space Crusade scouts legal for tournaments and such?) Of course they are :tu:And I’d love to see photos of them :) Link to comment Share on other sites More sharing options...
Demoulius Posted March 16, 2018 Share Posted March 16, 2018 Ive got a squad of all 3 :D one for close combat chopiness, one for sniping and one for fire support. Tend to only use a small ccw squad and the snipers though. Link to comment Share on other sites More sharing options...
BaldrickRSA Posted March 18, 2018 Share Posted March 18, 2018 Hello, I have between three to four 5x man units all with sniper rifles: 1. Use them as screening units if necessary 2. Hold objectives 3. Take objectives 4. The sixes on wounding, causing a mortal wound, really irritate my opponent 5. Great for picking out units/characters and putting some wounds on them. The mortal wound rolls really irritate my opponent Link to comment Share on other sites More sharing options...
Vulkan81 Posted March 20, 2018 Share Posted March 20, 2018 I use my close combat scouts as a screening unit for better units. I also have 2 armed with sniper rifles to freak my opponent out with the mortal wounds. Link to comment Share on other sites More sharing options...
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