Sorry Typo, yes i meant a
LSS Land speeder Storm. Scouts do not normally hold up well in Close Combat except if used in the following manner. All must have 2x
CC weapons Sgt with something nifty like chainsword and pistol etc. Use the Cerberus Launcher on the
LSS go straight into the Assault therefore 15 dice in Assault for a 5 Man squad, get more wounds, the Enemy roll for Leadership with a reduced leadership value (Cerberus special rule!), they likely will break and you sweeping advance. I have seen Scouts
CC chaos Daemons off the board with this tactic.
Scouts are great, they are cheap, exceptionally effective if used correctly with the right upgrades and support. Keep them mobile, take as many as possible, remember Snipers are Rending so you can Glance on vehilces which is useful to stop them shooting at everything.Al
Objective Camp with Snipers, they have a long reach and are quite powerful, throw in a
ML and that will keep any medium or light armour out of your face.
Give your
CC Scout Sergeant Melta Bombs and you can literally take out any armour in
CC, (getting to it is the real problem always "Death or Glory if tank shocked!")
Use the Hellfire Rounds on a
HB and remember that scouts with Bolters are still pretty mean, keep them in cover and lay down that murderous fire.
I don't take the Camo cloaks, why? because you can save the points with clever and well thought out deployments, move from cover to cover, never ever leave the scouts in the open they will get ripped apart.
(SPACE WOLF SCOUTS are elites and a bloody nightmare! with special weapons!)
Telion is awesome if given options in his Team, e.g.
ML + Snipers nothing like having a
ML with an 83% chance of a Hit! Oh and Transports gain scouts rule, so you can have Razorback well "Up Threat" if you need too!
Here is my Chapter Hit Team...




Scouts are definitely a thinking Mans marine Army, and have tons of Options!