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Made in se
Fresh-Faced New User




Sweden

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.
   
Made in us
Awesome Autarch






Las Vegas, NV

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.

   
Made in us
Regular Dakkanaut




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.
   
Made in us
Arch Magos w/ 4 Meg of RAM






Mira Mesa

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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Made in us
Missionary On A Mission




The Eye of Terror

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.

 
   
Made in us
Eternally-Stimulated Slaanesh Dreadnought






New York, NY

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).

I have a love /hate relationship with anything green. 
   
Made in us
Awesome Autarch






Las Vegas, NV

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.

   
Made in se
Fresh-Faced New User




Sweden

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.

   
Made in us
Stalwart Ultramarine Tactical Marine





Chattanooga

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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THE EMPRAH!

There. Put that in your pipe and smoke it.

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Made in us
Hoary Long Fang with Lascannon





Kalamazoo

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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