ashc Posted March 31, 2018 Share Posted March 31, 2018 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? Link to comment https://bolterandchainsword.com/topic/345767-scouts-primaris-force-ideas-for-chapter/ Share on other sites More sharing options...
HighMarshalAmp Posted March 31, 2018 Share Posted March 31, 2018 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? Link to comment https://bolterandchainsword.com/topic/345767-scouts-primaris-force-ideas-for-chapter/#findComment-5044763 Share on other sites More sharing options...
UnkyHamHam Posted March 31, 2018 Share Posted March 31, 2018 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. Link to comment https://bolterandchainsword.com/topic/345767-scouts-primaris-force-ideas-for-chapter/#findComment-5044770 Share on other sites More sharing options...
Race Bannon Posted March 31, 2018 Share Posted March 31, 2018 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. Corax approves. Link to comment https://bolterandchainsword.com/topic/345767-scouts-primaris-force-ideas-for-chapter/#findComment-5044773 Share on other sites More sharing options...
Cap'm Heckus Posted April 2, 2018 Share Posted April 2, 2018 I did my DIY Primaris/scout (go Badgers!) army as both BA and RG. Depending on my list they are fielded as either Badger Guard or Blood Badgers. Best of both worlds. Link to comment https://bolterandchainsword.com/topic/345767-scouts-primaris-force-ideas-for-chapter/#findComment-5046492 Share on other sites More sharing options...
Sloeberjong Posted April 3, 2018 Share Posted April 3, 2018 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. Link to comment https://bolterandchainsword.com/topic/345767-scouts-primaris-force-ideas-for-chapter/#findComment-5046767 Share on other sites More sharing options...
robofish7591 Posted April 3, 2018 Share Posted April 3, 2018 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. Link to comment https://bolterandchainsword.com/topic/345767-scouts-primaris-force-ideas-for-chapter/#findComment-5047208 Share on other sites More sharing options...
BluejayJunior Posted April 3, 2018 Share Posted April 3, 2018 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. Link to comment https://bolterandchainsword.com/topic/345767-scouts-primaris-force-ideas-for-chapter/#findComment-5047217 Share on other sites More sharing options...
Deathwalker Posted April 3, 2018 Share Posted April 3, 2018 Agressors would beg to differ. Sure they are best used as ranged chaff killers, but they are all packing power fists and will be wounding nearly anything on 2's with no non invun save on the first round of combat. Link to comment https://bolterandchainsword.com/topic/345767-scouts-primaris-force-ideas-for-chapter/#findComment-5047218 Share on other sites More sharing options...
Panzer Posted April 4, 2018 Share Posted April 4, 2018 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. Link to comment https://bolterandchainsword.com/topic/345767-scouts-primaris-force-ideas-for-chapter/#findComment-5047469 Share on other sites More sharing options...
Deathwalker Posted April 4, 2018 Share Posted April 4, 2018 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. Link to comment https://bolterandchainsword.com/topic/345767-scouts-primaris-force-ideas-for-chapter/#findComment-5047501 Share on other sites More sharing options...
Panzer Posted April 4, 2018 Share Posted April 4, 2018 I wasn't speaking BA specific either. They're generally just not a super good melee unit despite everyone having powerfists. The fact that the BA trait isn't doing as much for them as for other units is just additional info. ^^ Link to comment https://bolterandchainsword.com/topic/345767-scouts-primaris-force-ideas-for-chapter/#findComment-5047509 Share on other sites More sharing options...
ashc Posted April 4, 2018 Author Share Posted April 4, 2018 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! Link to comment https://bolterandchainsword.com/topic/345767-scouts-primaris-force-ideas-for-chapter/#findComment-5047624 Share on other sites More sharing options...
novembermike Posted April 8, 2018 Share Posted April 8, 2018 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. Link to comment https://bolterandchainsword.com/topic/345767-scouts-primaris-force-ideas-for-chapter/#findComment-5050414 Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.