Jump to content

Is there a place for Wolf Scouts?


Recommended Posts

As the title says. I was wondering if there is an argument for using wolf scouts right now as I don't really see them in any lists.

I guess their viability is restricted because they don't have the 'normal' infiltration rule Codex scouts have (so they can't really act as a screen). On the other hand they could do suicidal attacks from any board edge, but would there be situations in which that would be efficient

Link to comment
https://bolterandchainsword.com/topic/357385-is-there-a-place-for-wolf-scouts/
Share on other sites

Sadly they are just worse than basic scouts. Normal scouts are troops which has them be a strong source of cp as a very cheap troop choice. Plus the infiltrate ability helps them achieve mid field objectives. Our scouts are sadly neither of these things making them a poor competitive choice.

 

As to the fluff they are fluffy but the current rules dont reflect it. They should be universally better than scouts so they should at least have all the tricks. Tge elite battlefield role is fluffy but the lack of skills is frankly confusing

They should be universally better than scouts so they should at least have all the tricks. Tge elite battlefield role is fluffy but the lack of skills is frankly confusing

I was thinking along those lines. They're grown up marines as opposed to the standard version. Maybe one should think about the new infiltrators as actual Wolf Scouts now. Which are troops. Oh well

Sadly they are just worse than basic scouts. Normal scouts are troops which has them be a strong source of cp as a very cheap troop choice. Plus the infiltrate ability helps them achieve mid field objectives. Our scouts are sadly neither of these things making them a poor competitive choice.

As to the fluff they are fluffy but the current rules dont reflect it. They should be universally better than scouts so they should at least have all the tricks. Tge elite battlefield role is fluffy but the lack of skills is frankly confusing

Unfortunately whoever wrote our codex believed that weapon options alone were enough to make them elite choice, not the tactical flexibility or CP farming that standard scouts enjoy.

I would be fine with them staying elite choices. That's fluffy. But weapon options Lone do not an elite make. Honestly I would like them to either have a similar ability like long fangs reroll ones (no babysitter required) or BS 2. And the regular scout infiltrate. They could go up a point (or 2 if they end up being a bit too good) each to off set their gains. But I want them to be bad(cuss) elites like the fluff has them.

Hmmm... maybe the normal infiltration rule and/or some more melee power would suit them. Or a "fall back and still shoot" rule like the Utramarines have, it would be fitting for swift survivalists, I think. In any case they should be a lot more "tricky"...

Hmmm... maybe the normal infiltration rule and/or some more melee power would suit them. Or a "fall back and still shoot" rule like the Utramarines have, it would be fitting for swift survivalists, I think. In any case they should be a lot more "tricky"...

More “Tricky” is what I really want. Let us cancel stratagems like Vect, or sabotage (steal) enemy command points, or deceive enemy commanders (move units after deployment but before first turn), or even a choice of one or more of those three. Then I would useful scouts. But right now they are never more than a waste of points and a waste of a very valuable “elite” spot.

Archived

This topic is now archived and is closed to further replies.

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.