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Scouts + Primaris force, ideas for chapter


ashc

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So I have quite a collection of scouts (4 squads, ccws, sniper rifles and 2 unassembled) now thanks to various acquisitions and I'm quite interested in running them as the main force of a marine army, then backed up by other stuff - mainly primaris as that's what I also have thanks to a dark imperium box. Problem is I'm unsure as to which chapter to use. I have some ideas to narrow it down:

 

Raven Guard - seem like a great fit, strong benefit for scouts and great stratagem for infiltrating primaris.

 

Ultramarines - solid abilities for a shooting force, access to telion

 

Dark angels - again favour shooting, supported by the 'wings and love some plasma

 

Blood Angels - different approach but get up in your face and powerful in combat - ccw scouts and intercessors get some good mileage from their abilities.

 

So what do people think?

Raven Guard, with the -1 to hit, would be my choice for Scouts. So I'd vote for them if Scouts are meant to be your main force.

Telion is great, sure, and as long as he's alive, he'll boost the scouts around him. But you shouldn't choose a chapter for just one single model - what if he dies?

 

But you've mentioned benefits for Scouts. I'm running UMs myself but what other benefits for Scouts are there?

Can always bring a patrol detachment with Telion and a big sniper squad just to play Scions of Guilliman on them to pump out 2+ rerollable hits.  Good for throwing out mortal wounds on characters.  Otherwise, Raven Guard seems like the wiser choice.

I have a DIY chapter (Dutch Legion) that has Scouts and Primaris marines. I use the RG rules, they work great and they're fun to play. They go well with super sneaky Aggressors.

 

However, I haven't had much luck with snipers. Big or small units, I can't seem to get those 6's for mortal wounds. I like a couple of general scout units, whether they're bolter or ccw armed scouts they do control parts of the board from the start of the game. I'd say probably you get more use out of the bolter scouts. 

I ran some scouts with my primaris recently.  The snipers and missile launcher didn't do anything, but my heavy bolter scout was dropping mortal wounds every turn with hellfire shells, which helped quite a bit!  I will definitely be adding a few more of them to the army.

Blood Angels scouts can definitely punch well above their weight class with the +1 to wound. 

Raven Guard would be pretty good with more ranged scouts. 

I would try to decide what you're looking for in the army first and what sort of Chapter units you would like to get. BA may not be the best choice if you don't want to use Death Company, Sanguinary Guard, Vanguard Vets, or any other melee units. Red Thirst makes Intercessors decent in combat, but there aren't really any heavy hitting melee Primaris.

Aggressors just have too few attacks and are too good at shooting to use them as proper melee unit. They also have to walk up the whole board instead of having deep strike and jump pack moves.

The BA trait is kinda wasted on them as well unless you're punching T5+ stuff.

For about 100p you get an average of two AP-3 D1d3 wounds on your target. That's just not good.

Aggressors just have too few attacks and are too good at shooting to use them as proper melee unit. They also have to walk up the whole board instead of having deep strike and jump pack moves.

The BA trait is kinda wasted on them as well unless you're punching T5+ stuff.

For about 100p you get an average of two AP-3 D1d3 wounds on your target. That's just not good.

Oh, I wasn't speaking specifically to BA's there SF, just that agressors -can- hit hard in CC. Actually, I would be more inclined to use White scars if you need to move up, or really raven guard. infiltrating aggressors is just damn nasty.

Thanks for all the replies so far. Raven Guard were my first thought so I'm glad others with way more 8th experience than me think so too. Sfts seems like it would support primaris well, it's a shame Lias Issodon doesn't play nicely with primaris though!

 

I would try to decide what you're looking for in the army first and what sort of Chapter units you would like to get. BA may not be the best choice if you don't want to use Death Company, Sanguinary Guard, Vanguard Vets, or any other melee units. Red Thirst makes Intercessors decent in combat, but there aren't really any heavy hitting melee Primaris.

 

I don't completely disagree with this but one of the nice things about Red Thirst is that it makes standard Primaris marines surprisingly dangerous in melee. Intercessors aren't a dedicated melee unit, for example, but you've still got 8 normal hits and 3 power sword hits in a basic squad. Adding Red Thirst to that makes them act like they're S5-7. Hellblasters are probably the least efficient Primaris melee unit but they're not even that bad with Red Thirst.

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