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![[Post New]](/s/i/i.gif) 2011/03/18 11:26:13
Subject: Wolf scouts
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Fresh-Faced New User
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What is the most effective build for these guys I'm gonna prob run 5 scouts 1 with melta and all with sniper rifles too, should I take a battle leader with them for cc purposes and also the extra melta from a combi melta or is that a waste? I take it a wolf guard pack leader is pointless as they would lose the ability to outflank
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1500pts space wolves army |
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![[Post New]](/s/i/i.gif) 2011/03/18 14:14:58
Subject: Wolf scouts
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Arch Magos w/ 4 Meg of RAM
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The reason you take Sniper Rifles on Scouts in C:SM is to give them something to do while they sit on an objective. Space Wolf Scouts are not scoring, and Sniper Rifles aren't very good, so the unit lacks a purpose. Not to mention, if you do sit back and snipe you'll never get to use that Meltagun. Personally, I'd take a Meltagun and two Power Weapons. Kraks should be enough to slag stationary vehicles, the Meltagun should catch moving ones and the Power Weapons will let you open backfield infantry. I'd take a Wolf Priest over a Battle Leader every time. Granted, I'd only take them at around 2k points and with 10 man squads.
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This message was edited 1 time. Last update was at 2011/03/18 14:16:56
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![[Post New]](/s/i/i.gif) 2011/03/18 14:34:24
Subject: Wolf scouts
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Veteran Wolf Guard Squad Leader
DC Metro
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I field mine as 5 scouts with meltabombs and one with the Mark of the Wulfen and a flamer. A bad Outflank roll can take them completely out of the game, so I tend to run them really lean. Their primary job is as a herding force, pushing my opponent a little bit closer to midfield and the axes and bolters of my Grey Hunters.
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![[Post New]](/s/i/i.gif) 2011/03/18 15:09:33
Subject: Wolf scouts
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Fresh-Faced New User
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My thoughts are that I may face monstrous creatures and the sniper rifles let me deal with them once the meltas have done the job that way I can clear vehicles, kill infantry and have long range ability after.
I'm thinking of running 5 scouts, 1 melta gun, 2 power weapons, MOTW and 5 sniper rifles, still let's me hand out 11-16 attacks on the charge.
Joining them will be a wolf guard with combi melta, MOTW and melta bombs and a wolf priest with combi melta, wolftooth necklace, SotH and more melta bombs.
The plan will be to wipe out tanks and the other heavies then take things as they come I think they could handle most foes
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1500pts space wolves army |
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![[Post New]](/s/i/i.gif) 2011/03/18 15:20:40
Subject: Wolf scouts
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Liche Priest Hierophant
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Wow wow wow wow wow wow there horsey.
You are OUTFLANKING sniperrifles? That my you young padavan is a very very bad idea. Say they come in on turn 2 (50%) then they can't shoot before turn 3.
If you are outflanking scouts with characters etc be shure to go for close combat attack. If you want to shoot with them give them sniper rifles, bolters and a rocket launcher and sit them in cover. Also do not give woolthooth neclase to that wolf priest unles you also give him melta bombs.
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![[Post New]](/s/i/i.gif) 2011/03/18 15:43:12
Subject: Wolf scouts
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Fresh-Faced New User
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So leave off the rifles and alls good yeah?
The wolf priest has melta bombs
this is going to be used in my Logan based army with grey hunters and wolf guard a plenty hopefully they won't notice my little scouts
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1500pts space wolves army |
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![[Post New]](/s/i/i.gif) 2011/03/18 15:50:16
Subject: Wolf scouts
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Dour Wolf Priest with Iron Wolf Amulet
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Sounds good, although in my experience people see one of their tanks get blown up by the Scouts and then suddenly turn all their firepower back on them. Hopefully your ~250 points investment doesn't go up in smoke as soon as they arrive...
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![[Post New]](/s/i/i.gif) 2011/03/18 16:08:29
Subject: Wolf scouts
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Fresh-Faced New User
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If they do pay them attention then it takes the heat off of my wolf guard
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1500pts space wolves army |
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![[Post New]](/s/i/i.gif) 2011/03/18 20:37:20
Subject: Wolf scouts
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Krazed Killa Kan
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Niiai wrote:Wow wow wow wow wow wow there horsey.
You are OUTFLANKING sniperrifles? That my you young padavan is a very very bad idea. Say they come in on turn 2 (50%) then they can't shoot before turn 3.
If you are outflanking scouts with characters etc be shure to go for close combat attack. If you want to shoot with them give them sniper rifles, bolters and a rocket launcher and sit them in cover. Also do not give woolthooth neclase to that wolf priest unles you also give him melta bombs.
You really need to work on your grammar and spelling. This is a forum not MSN messenger or a text
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2500 4000 4000 5000 5000
DE 2500 TS: 2500 2500 |
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![[Post New]](/s/i/i.gif) 2011/03/19 02:16:51
Subject: Wolf scouts
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Liche Priest Hierophant
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Skycapt44 I am a dyslextic with english as my second language. That is like asking a person in a wheelchair to take the stair because eveybody else can do it.
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![[Post New]](/s/i/i.gif) 2011/03/19 02:29:19
Subject: Re:Wolf scouts
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Obergefreiter
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owned.
Wolfscouts with plasma can be decent too, plasma on rear armour is still scary as and gives the unit a bit more reach if there's no good armour for the huntin'.
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It was my Avatar first, AF stoled it. |
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![[Post New]](/s/i/i.gif) 2011/03/19 02:43:51
Subject: Re:Wolf scouts
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Ferocious Blood Claw
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I like to run my scouts with meltagun, bombs, and a mark of the wulfen, 5 men strong. 125 points. Cheap and highly effective.
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![[Post New]](/s/i/i.gif) 2011/03/19 05:17:07
Subject: Wolf scouts
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Dour Wolf Priest with Iron Wolf Amulet
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Maxwell80 wrote:If they do pay them attention then it takes the heat off of my wolf guard
You can probably do it just as effectively for cheaper though, but it's worth giving it a try once or twice just to try it out.
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![[Post New]](/s/i/i.gif) 2011/03/21 13:51:29
Subject: Wolf scouts
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Krazed Killa Kan
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Niiai wrote:Skycapt44 I am a dyslextic with english as my second language. That is like asking a person in a wheelchair to take the stair because eveybody else can do it.
You didn't seem to have much trouble writing that, other than spelling dyslexic incorrectly. There is even a spell check on the posting. You are comparing apples and oranges man. If you would kindly refer to number 5 in the forum intro you can see why I would write a comment. I don't butcher your language so kindly edit your postings.
http://www.dakkadakka.com/dakkaforum/posts/list/218249.page
I had no clue what you were writing and I am pretty sure if you simply re-read your posting you would understand where I am coming from.
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![[Post New]](/s/i/i.gif) 2011/03/21 16:15:51
Subject: Re:Wolf scouts
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Fixture of Dakka
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quoting myself:
Thanks for the questions. Scouts are still good, but these days they are less unique and suffer from a more competitive FOC. They are still a good unit however and definitely still have their uses. Whilst not as durable, powerful or unsubtle as some other units, Wolf Scouts are still better than their Codex-Scout cousins and are a great unit to intimidate and distract. They're unlikely to win the game for you, but when used correctly they can really put your opponent on the back foot and attack those troublesome units who remain just out of reach of your main force.
Wolf Scouts have always been a great unit for hunting enemy tanks, particularly those who like to sit back and shoot from afar (Manticores, Predators etc.). With the more heavily mechanised environment of 5th edition, they have even more targets to choose from, making for some happy scouts. As-well as hunting these sorts of tanks, Wolf Scouts should also be used to target the likes of Lootas and Pathfinders, who'll likely stay just out of reach of your army but still cause you lots of problems. The likes of lootas and manticores can often be left isolated as the rest of the enemy advances, as such they can be perfect targets. Similarly, Scouts also benefit from the focus on objectives within 5th Edition. Although unable to claim an objective, Wolf Scouts are very effective for contesting them last-minute or shifting any small enemy squads (I'm looking at you Jet-bikes) off an objective.
Whilst having the strengths and intended use described above, Wolf Scouts are - above all - a great distraction. Keep them relatively cheap but still deadly and your opponent will have to make the tricky decision on whether to destroy this small, seemingly insignificant unit or to leave them to wreak havoc amongst his lines. As such I'd advise using small 5-6 man squads of scouts, rather than the full-sized 10-man squad. This maximises them as a neglected distraction, still cheap but also very capable of causing havoc. If you have 2 squads of scouts appear behind the enemy then he has to face the difficult decision on whether to ignore or target them. If you have a large, more expensive, squad appear behind the enemy then this decision is already made for him.
Combine cheap but none-the-less deadly units such as Scouts and Landspeeders with more valuable units such as Rhinos, Vindicators and HQ's and your opponent is faced with a lot of targets, a lot of threats and a lot of thinking to make. If you can make your opponent panic then you have the upper-hand and then some. As such, the way you use Wolf Scouts is very important. If coordinated to threaten the enemy just as your main force draws into optimum range, then your opponent is facing even more threats at even closer range. Similarly, Wolf Scouts are best used to threaten and force the enemy into traps and pincer movements, placing your scouts behind the enemy and your more intimidating units in front. Also, whereas a small unit of Grey Hunters may struggle to remove an enemy of an objective, your small unit of scouts appearing behind them can really change the situation to your advantage. Scouts can also be used to help threatened Long-Fangs, Drop-Pod Dreadnoughts who may find themselves a bit isolated and many other circumstances more than those which I have described.
Other than their use (see above), one of the more important things about Wolf Scouts is too keep them cheap. As I have mentioned above, Wolf Scouts are a great cheap but threatening distraction. As a distraction you need your opponent to think twice about needing to target them and if he does then it's not a significant loss to yourself. This means that small squads of 5-6 scouts is usually best, keeping you free of responsibility and your opponent full of questions.
However, Wolf Scouts are still relatively weak, both in strength and toughess. They are by no means a poor unit that can't harm the enemy, they just aren't as good as a normal Space Marine. They are however better than a normal (Codex) scout and many other enemies.
Wolf Scouts do however have relatively few viable builds, being focussed on hunting enemy tanks and staying cheap, choices such as Power Weapons and Sniper Rifles are less powerful (snipers also contradict the Outflank rule). With Wolf Scouts you should almost always have a meltagun: a deadly, but still cheap weapon that can really make your opponent sweat. On top of the meltagun you'll likely want some kind of back-up should it miss or fail, further increasing the threat the Wolf Scouts pose. For example a Plasma Pistol can really do some damage against both rear-armour and MC's and Meltabombs are tasty too.
You MAY want to also give your scouts some extra close-combat or anti-infantry punch such as a Heavy Bolter or MotW. Wolf Guard may also be added to scouts to provide some relatively cheap but extra-punch such as another Plasma Pistol or Combi Weapon as well as close-combat defence. However, this does increase the cost of the scouts and make them more note-worthy for your opponents guns.
Note: Try to equip your scouts with a Bolt Pistol/CCW rather than a Bolter as they may be unable to defeat the enemy at range or close combat but they can at the very least tie them up. Also, generally the kind of units open to being attacked by scouts (such as Path-finders, Snipers and Devastators) are often weaker in Close Combat anyway.
My preferred build for Wolf Scouts is: 5x Wolf Scout - Meltagun, Plasma Pistol - 100pts
1. This is a small, very cheap unit that can work wonders, forcing your opponent into difficult decisions and threaten enemy vehicles and support squads alike. At 100pts it doesn't matter if they're destroyed or late but they are a tasty addition and threatening little blighters.
2. Add a Wolf Guard with Combi-melta and power-weapon for extra good-times at only 133pts.
So yes, Wolf Scouts are good if still fragile. Their ability is less amazing with the amount of out-flanking in 5th Edition, but in small, cheap but still threatening squads they are a great addition when used properly and are a great 'noose' unit for trapping the enemy and his armoured support.
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Enlist as a virtual Ultramarine! Click here for my Chaos Gate (PC) thread.
"It is the great irony of the Legiones Astartes: engineered to kill to achieve a victory of peace that they can then be no part of."
- Roboute Guilliman
"As I recall, your face was tortured. Imagine that - the Master of the Wolves, his ferocity twisted into grief. And yet you still carried out your duty. You always did what was asked of you. So loyal. So tenacious. Truly you were the attack dog of the Emperor. You took no pleasure in what you did. I knew that then, and I know it now. But all things change, my brother. I'm not the same as I was, and you're... well, let us not mention where you are now."
- Magnus the Red, to a statue of Leman Russ
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![[Post New]](/s/i/i.gif) 2011/03/21 16:21:30
Subject: Wolf scouts
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Renegade Inquisitor de Marche
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Yay! That was my question...
I play a decent amount of guard so my Wolf Scouts usually pull assassination duty.
Heavy weapon teams or CCS are the prime targets.
Tanks are a good secondary.
5 scouts, flamer, bombs and 2 power swords just in case.
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Dakka Bingo! By Ouze
"You are the best at flying things"-Kanluwen
"Further proof that Purple is a fething brilliant super villain " -KingCracker
"Purp.. Im pretty sure I have a gun than can reach you...."-Nicorex
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"almost as good as winning free cake at the tea drinking contest for an Englishman." -Reds8n
Seal up your lips and give no words but mum.
Equip, Reload. Do violence.
Watch for Gerry. |
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![[Post New]](/s/i/i.gif) 2011/03/21 16:25:51
Subject: Wolf scouts
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Dour Wolf Priest with Iron Wolf Amulet
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Whoa, I just reread this thread and my replies... why did I recommend outflanking snipers? Like Niiai said, that is a bad idea because they won't get to shoot 'til turn 3. Wolf Scouts are great for taking out tanks or fragile units hiding at the back of your enemy's army. Giving them sniper rifles either takes away their mobility or 5 of their shots if they move. You're running a Logan army, Logan and the Wolf Guard should be more than adept to kill any monstrous creatures you face.
That said, it sounds like you're not set on sniper rifles anymore, which is good. I still say that running a big squad with a Wolf Priest is expensive as a fire magnet, but it can be very effective and worthwhile if they can harass your enemy's rear lines.
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![[Post New]](/s/i/i.gif) 2011/03/21 16:48:03
Subject: Wolf scouts
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Fixture of Dakka
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purplefood wrote:Yay! That was my question...
I play a decent amount of guard so my Wolf Scouts usually pull assassination duty.
Heavy weapon teams or CCS are the prime targets.
Tanks are a good secondary.
5 scouts, flamer, bombs and 2 power swords just in case.
This man is on the button.
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Enlist as a virtual Ultramarine! Click here for my Chaos Gate (PC) thread.
"It is the great irony of the Legiones Astartes: engineered to kill to achieve a victory of peace that they can then be no part of."
- Roboute Guilliman
"As I recall, your face was tortured. Imagine that - the Master of the Wolves, his ferocity twisted into grief. And yet you still carried out your duty. You always did what was asked of you. So loyal. So tenacious. Truly you were the attack dog of the Emperor. You took no pleasure in what you did. I knew that then, and I know it now. But all things change, my brother. I'm not the same as I was, and you're... well, let us not mention where you are now."
- Magnus the Red, to a statue of Leman Russ
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![[Post New]](/s/i/i.gif) 2011/03/21 20:02:06
Subject: Wolf scouts
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Fresh-Faced New User
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Might be a bit out there but how about dropping in the guard and Logan in at the back too and when scouts turn up with their sniper rifles and missile launcher join Logan to them and walk them along with relentless shooting everything in their path
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1500pts space wolves army |
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![[Post New]](/s/i/i.gif) 2011/03/21 21:08:44
Subject: Wolf scouts
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Dour Wolf Priest with Iron Wolf Amulet
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That could be dangerous, if they scatter off the board then there goes a huge chunk of your army. It also isn't the greatest use of Logan and his unit either. However, if you're dead set on using sniper rifles, it would be a good way to keep them mobile... but they will certainly draw a ton of fire. Personally I wouldn't do it, but it's worth a try to see how effective it would be.
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![[Post New]](/s/i/i.gif) 2011/03/21 21:10:50
Subject: Wolf scouts
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Lurking Gaunt
Phoenix
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5-10 Wolf Scouts BP/CCW + Meltagun, 2 Power Weapons, MotW and WG with Powerfist and Combi-melta. It is a great little unit to have in your back pocket.
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3k Daemons
2k IG (not Leaf Blower)
4k Vanilla Marines
1k of a budding Tyranid brood any suggestions on what to do with Tyranids? |
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![[Post New]](/s/i/i.gif) 2011/03/21 21:30:05
Subject: Wolf scouts
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Fresh-Faced New User
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I jjust have this image of Logan and 10 scouts walking across the board with 9 sniper rifles and a missile launcher would be hilarious
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1500pts space wolves army |
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