Switch Theme:

Scout company list idea: (rough, 1750)  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
[ARTICLE MOD]
Fixture of Dakka






Chicago


My thought here is that scouts can really benefit from the combat squad rule. As you can give any model in the unit a weapon exchange, you can field a list where you have squads of scouts, 4 w/ CCW/Bolt Pistol, 4 w/ sniper rifles, 1 heavy weapon, and 1 powerfist sgt.

Splitting into combat squads, splitting the CCW guys from the sniper guys yields a setup where you have 30 guys w/ 6 powerfists to charge the enemy (infiltrating with scout moves or outflanking), and 6 heavy weapons + 24 sniper rifles to hold objectives on your side of the field, setting up a firebase.

Adding a unit of scout bikers, a couple of MM Land Speeder Storms (also able to extract troubled youth), and the captain of the 10th company should yield something like 1750 points:

So, the core of the army looks like:

10 Scouts: Heavy Bolter, 4 sniper rifles, 4 BP/CCW, sgt w/ powerfist: 175
10 Scouts: Heavy Bolter, 4 sniper rifles, 4 BP/CCW, sgt w/ powerfist: 175
10 Scouts: Heavy Bolter, 4 sniper rifles, 4 BP/CCW, sgt w/ powerfist: 175
10 Scouts: rocket launcher, 4 sniper rifles, 4 BP/CCW, sgt w/ powerfist: 175
10 Scouts: rocket launcher, 4 sniper rifles, 4 BP/CCW, sgt w/ powerfist: 175
10 Scouts: rocket launcher, 4 sniper rifles, 4 BP/CCW, sgt telion: 200

1075 points there.

Add a unit of 10 scout bikers w/ 3 grenade launchers, the terrain traps and a PF sgt: 275

Two MM storm speeders: 130

Total to 1480.

That leaves 270 points to come up with an HQ choice that works with the idea of a scout company. Maybe a captain and command squad in a drop pod (add a few locator beacons above), to represent the idea that the captain is going to come down and check out how well his trainees have been able to secure the battlefield personally.


   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

I like the idea of a 10th Company. The list is really fluffy. The list lacks anti-heavy-armor.

Former moderator 40kOnline

Lanchester's square law - please obey in list building!

Illumini: "And thank you for not finishing your post with a "" I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."

Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss 
   
Made in us
Nurgle Predator Driver with an Infestation




switch those heavy bolters to missle launchers. That shpild up your anti armor capabilities. I think that super shooty armies are going to be a trouble for that list, like a good tau gun line. Going to have to play test them to see if agressive play will get you through the gun line. Good luck

 
   
Made in au
Regular Dakkanaut





You could ignore the speeders altogether and instead take 3 units of scout bikers with cluster mines. Doesn't matter how big bare back unit of 3 is like 100pts off the top of my head so 3 units is 25pts more then your unit of 10 and suddenly there are 3 chunks of terrain that become death traps to the first unit that waltz's into it. Take a Librarian, the crazy chap can gate all over the place to help out then, be a cunning chap and give him terminator armour and the vortex of doom power to get more anti tank that whilst heavy he is in termie armour and can fire heavy weapons whilst on the move...a pair of those chaps, epistolaries could work exceedingly well here, and don't be afraid to chop and change scout units down in size to get the few extra points you need.

Auretious Taak.
   
Made in us
Resolute Ultramarine Honor Guard





Its just too bad you can't field a captain in scout armor. I'd love to see a WD article with points costs for HQ's in Scout Armor, with the Infiltrate, Scout, and Move Through Cover special rules, and a special gear option tree for 10th company themed armies.

My WHFB armies were Bretonians and Tomb Kings. 
   
Made in au
Regular Dakkanaut





Breton wrote:Its just too bad you can't field a captain in scout armor. I'd love to see a WD article with points costs for HQ's in Scout Armor, with the Infiltrate, Scout, and Move Through Cover special rules, and a special gear option tree for 10th company themed armies.


Yeah, the day GW gets a certain level of foresight to enable all HQ units or at least one of them somewhere to get the full range of mounting/armour options available across the entire army, then I'll be a happy man. I hope to the Primogenitor that they enable Rough Rider Mounted Imperial Guard Command Squads in the new codex...

Auretious Taak.
   
 
Forum Index » 40K Army Lists
Go to: