rodgers37 wrote:Nice list, just picking up on one point from your tactics, why would you outflank/reserve the sniper scouts? Your effectively making them miss at lest 2 turns, if not more of shooting, and for them to do any damage at all, they will need those turns. Put them in terrain with a TF cannon, getting a 2+ cover save, and with 3 other scout squads, and 3 lots of sternguard getting in the enemies face first turn, they won't be shot at all that much. Other than that, would be interesting to see how it gets on.
Well, you're right when you say that with all these treats allready on the table in the first turn the Camo Scouts wouldn't be particulary particulary interesting for the adversary but in the same time they're not one effective unit honestly.
They're good with the combo Bolster Defence+Camo cloacks in home sitting on the obj. but after that they aren't anything more.
In kill points games the reserve option will help me keepin' them out of the game the more that I can, outflanking I will even have 50% chance to hide them in an empty part of the table, avoiding one easy free
kp.
kenshin620 wrote:Are the land speeder scouts going to assault? If not switch to bolters
Their mission will be:
Infiltrate, scout 12" move, 18" move in the regular turn and shoot with
MM (+ the embarked meltagun eventually) on side armors.
So no, they're not gonna assaulting but instead suicide themself for the cause. In the worst scenario obviously ;D