Switch Theme:

LSS firing position  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in au
Boom! Leman Russ Commander





Brisbane, Australia

Quite simply, I think scouts w/ snipers are misused.

they're left to fight it out on their own, running away if enemies get too close... usually just to be cut down. But, what if I could put out three turns of heavy fire without needing to loose a chance to run away?

What if...

Run a storm carrying a sniper squad of five men.

So, this costs me 66% more... what of it? Noone ever targets snipers with more then a passing infantry unit. Why would they focus any more? it'd be pointless to loose 100% of my squad to something usually worth 50% of its value.

So, you're gonna argue "Storms are too fragile to stand up to a target." but that's not the point... they never move. They sit there and let their snipers shoot out, adding their three heavy bolter shots to the fray.

So, the enemy comes within shooting distance, what do I do? I sprint away 18". Shoot for a turn and if they come within 6"~12"... I am surely caught... BUT! I can do another turn of sniper fire, and another heavy bolter [hopefully]... who's to say that this won't work?

I can surely get more out of fast-moving but static 125 points than 75 points of static and slow moving... I'm just more survivable in every concieveable way.

 
   
Made in us
Willing Inquisitorial Excruciator






MD. Baltimore Area

Sniper scouts are there for a couple of reasons

1) They score

2) They have stealth

3) They are a cheap troop so you can min/max.

Sniper scouts are cheap, durable, and scoring. Your opponent will want to deal with them to clear them off on an objective. With the 3+ cover save (or 2+ is you are in a bolstered ruin), they can take a lot of firepower before dying. They are a distraction, any damage they deal is simply Gravy.



the Land Speeder Storm does not help them do any of these jobs better. As an AV 10, opened top skimmer, it will be trivial for the speeder to be taken down (There are a lot of weapons that can hurt it with 36+" range). It does not really make sniper scouts better at their job (being cheap and scoring, and if you are not taking stealth they are less durable after the speeder goes down). A single BS 3 heavy bolter is not really a great addition in terms of damage. The jamming beacon is a nice addition as it is harder for deep strikers to get near your shooting unit and take it out either in combat or with flamers, but that is only if the speeder lives.



Where the Land Speeder Storm really shines is in a Salamanders army. 5x CCW scouts, Sargent with PF and a Combi Weapon, and the Speeder has a multi-melta.
If you have the first turn, you can put a multi-melta (TL at BS3) and a multi-assault with a PF against the enemies parking lot.
If you are going second, you have a Fast skimmer that outflanks and is Scoring, that can also be an effective tank hunter.
The cerberus Launcher is great, especially if you have the scout join a second unit in combat.

This message was edited 2 times. Last update was at 2011/04/18 10:08:11


40k: 2500 pts. All Built, Mostly Painted Pics: 1 -- 2 -- 3
BFG: 1500 pts. Mostly built, half painted Pics: 1
Blood Bowl: Complete! Pics: 1
Fantasy: Daemons, just starting Pic: 1  
   
 
Forum Index » 40K General Discussion
Go to: