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![[Post New]](/s/i/i.gif) 2009/10/05 23:11:15
Subject: Chaplain who lead the scout squad
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Fresh-Faced New User
Sweden
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After I have reading the Space Marine codex, I have got idea to have a chaplain who will lead a scout squad that are equipped with combat blades and bolter pistols. The reason is that scout is the only troop unit that could turn into cheaper version of assault squad.
With chaplain who lead the scouts, they can make reroll on weapon skills check even their skills are not good as real marine. But problem with is that when chaplain joined the scout squad at beginning, they will lose move through cover, infiltration and scout abilities.
I wondering if is truly good idea to use this combination or I should scrap this idea.
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![[Post New]](/s/i/i.gif) 2009/10/05 23:12:39
Subject: Chaplain who lead the scout squad
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Awesome Autarch
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I would vote no on this one, scouts need to be outflanking, or infiltrating to be really useful, either that or hiding somewhere on an objective.
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![[Post New]](/s/i/i.gif) 2009/10/05 23:42:59
Subject: Chaplain who lead the scout squad
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Regular Dakkanaut
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I agree with reecius, but would add the scouts+storm as another potential useful role for scouts.
I dont see much utility in adding a chaplain to a scout squad, as you lose the best features of the scouts and dont really take full advantage of litanies.
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![[Post New]](/s/i/i.gif) 2009/10/05 23:58:16
Subject: Chaplain who lead the scout squad
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Arch Magos w/ 4 Meg of RAM
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They actually don't lose Move Through Cover. As an Independant Character he has that rule too.
If want an assault squad on foot, there are several options. Sternguard are no slouches in close combat, but that is generally a back-up plan. A Command Squad can be built to be effectient combat units, but that would require a Captain. What you can do is take either Assault Marines or Vanguard without Jump Packs (and take the Vanguard bare, except maybe a Thunder Hammer). Assault Marines can give up their Jump Packs if they want to take a transport (they get it for free, instead of getting refunded for their Jump Packs). Vanguard pay a little more, but get an extra attack for the deal.
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![[Post New]](/s/i/i.gif) 2009/10/06 00:13:23
Subject: Re:Chaplain who lead the scout squad
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Missionary On A Mission
The Eye of Terror
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CC scouts need the infiltrate and scout move in order to get into CC. If you put them into a transport it could work, but there are much better uses for transports.
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![[Post New]](/s/i/i.gif) 2009/10/06 20:12:06
Subject: Chaplain who lead the scout squad
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Eternally-Stimulated Slaanesh Dreadnought
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if your goal is to use CC scouts as the core of a new list allow me to suggest Shrike as an HQ. Now those scouts can infiltrate, deploy in cover, move, run, fleet (or fleet then charge; whatever).
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I have a love /hate relationship with anything green. |
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![[Post New]](/s/i/i.gif) 2009/10/06 20:26:38
Subject: Chaplain who lead the scout squad
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Awesome Autarch
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I agree with Deuce11
I have a for fun list with Marines that uses two full squads of assault scouts with a PF, and a squad of assault marines with shrike, the entire pack gets a first turn charge.
So the list either wins first turn or loses first turn, but either way, it is a lot of fun!
Seriously though, Scouts with FoF and scout and infiltrate will really disrupt enemy plans as they will assault first turn unless the initiative is stolen form you.
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![[Post New]](/s/i/i.gif) 2009/10/06 23:02:58
Subject: Re:Chaplain who lead the scout squad
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Fresh-Faced New User
Sweden
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Hmm, I think that I must real skip the idea with Chaplain+Scout combo...
It seem that Chaplain only work best with assault, vanguard, terminator and biker unit.
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![[Post New]](/s/i/i.gif) 2009/10/06 23:14:23
Subject: Chaplain who lead the scout squad
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Stalwart Ultramarine Tactical Marine
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Yeah, i hafta agree. You'd really hurt the scouts that way because they couldn't scout or infiltrate, therefore the only way they could really get into assault fast would be a transport. The only other transport that you could assault out of if you move is the land raider (if you put a squad of scouts in one, you're seriously mentally slowed) besides the LSS, and that can only hold five scouts.
Im serious.
A squad of decked-out Vanguard Vets is unstoppable when combined with a chaplain.
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Which came first, the chicken or the egg?
THE EMPRAH!
There. Put that in your pipe and smoke it.
Smurfies 5th company
1750ish points
Joint Biel-Tan Army with Tortoiseer
-1000ish points
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![[Post New]](/s/i/i.gif) 2009/10/07 00:48:39
Subject: Chaplain who lead the scout squad
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Hoary Long Fang with Lascannon
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In the SW codex scouts have WS4 and access to power weapons. With a SW chaplain they can outflank and still get the rerolls. So the difference would be that he is giving up a elites slot for some S4 WS4 I4 4+ guys geared for close combat.
In the old codex, this wasn't the best use for scouts. I always found them better with meltas to take out tanks and artillery. The new dex hinders them somewhat with no PF, but they can still have a melta gun and melta bombs.
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