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Made in gb
Been Around the Block





I plan on using them to sit on objectives.

Bolters or shotguns? I just have the standard model ones, I plan on getting snipers later for long range support.
Also missle launcher or heavy bolter.

Also LS Storm worth taking?
   
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[DCM]
Tilter at Windmills






Manchester, NH

If you're going to spend the points on a heavy weapon, you might as well take a missile launcher and have a decent chance of taking out a vehicle.

Snipers & Camo Cloaks is usually the best loadout, as if gives the best durability when camping an objective. If you're not using those, then shotguns or BP & CCW are probably best. You get the option of charging after shooting, if you need to clear a light unit off an objective.

The Storm can be useful, particularly Outflanking to steal an objective. It does add a significant point premium to what is otherwise a cheap scoring unit.

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Long-Range Land Speeder Pilot





Scouts i play are

4 scouts w/ sniper rifles, 1 w/ missile launcher, camo cloaks- 100 pts

Used for parking on a backfield objective on the side of the board, i believe will have less fighting, will go to ground all game for a 2+ cover if fired at, if ignored will take potshots at light armor and MCs.

6 scouts w/ sniper rifles, 1 w/ missile launcher, camo cloaks, sergeant telion- 195 pts

Used for parking on a back to midfield objective right in the middle of the fight. Easily soak fire power thanks to a 2+/3+ cover save and often draw fire away because of Telion.

4 scouts w/ boltguns, sergeant w/ combi-melta and meltabombs- 90
Will start the game in Land Speeder storm w/ multimelta- 65

Used as a suicide unit which will (hopefully) destroy a valuble unit. If i get first turn, it starts on board, scout turbo boosts, moves 12, scouts disembark and the storm fires multimelta. if target itsn't killed, scouts fire combi-melta, if it still isn't, assault with meltabombs. Sometimes they fail, some times they destroy predators or land raiders. not as good as multimelta/ heavy flamer land speeders, but i like the models so i'm making due.

Sums up my scout tactics...

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Made in gb
Longtime Dakkanaut




If you are getting them just to sit on an objective I would say do not go Telion.
I think 5 snipers and camos will be the cheapest and best way as you go to ground as suggested above, or indeed decide to sit out of view or in a forest.

I find Telion works best as a group of 10. Then putting them with a good view of the battlefield away from objective. That way if they want to get to close, or even in cc, with the large, 2+ save from shooting squad they are not where they need to be to hold an objective.
   
Made in us
Knight of the Inner Circle






Personally, I run Telion with a 5 man sniper squad and then run another 5 man squad. This gives you two hard to kill scoring units and a BS 4 shot as well as Telion's

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Mutilatin' Mad Dok






I would go 10 man strong with snipers, cloaks and missle launcher for objective duty. They'll attract loads of fire since there on an objective so having more is a good thing, cloaks give them that nice +1 to cover so they can stay a little longer on a objective without getting wiped by large amounts of fire.

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Fluttering Firewyrm of Tzeentch




Augusta, GA

I'm running a Bike army and I really want to take a MotF with a Conversion Beamer on a Bike. I think the fortified ruins will go well with Camo Cloaks and Scout Snipers.

Not that I build my army around the combo, it's just that it seems to be lining up as a coincidental benefit.

-Reece

"I have not failed. I've just found 10,000 ways that won't work." - Thomas A. Edison

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Dakka Veteran






3 snipers a ml and telion is a pretty good way to roll, you can have basically a 3++ save that can become 2++, and with guiding the ml shot you can at least glance a transport/light tank 66% of the time. Telion is also nice because he is a point saver (if you have him you don't need cammo cloaks)
   
Made in us
Knight of the Inner Circle






Actually no where in his ruling or the FAQ does it say that Telion confers his stealth rule.

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Dakka Veteran






It is in the game FAQ's
   
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Speedy Swiftclaw Biker




NJ

riverhawks32 wrote:Actually no where in his ruling or the FAQ does it say that Telion confers his stealth rule.


http://www.games-workshop.com/MEDIA_CustomProductCatalog/m1830600a_40k_Rulebook_version_1_4.pdf

Page 7, left column, 5th question down.

Q: If only some of the models in a unit have the Stealth special rule, does the whole unit benefit from the +1 cover save? (p76)
A: Yes. In effect the ones with the Stealth special rule ensure their colleagues also find good places to hide.

Boom. Headshot.
   
Made in us
Dakka Veteran





Main rule book FAQ FTW.
This is even worse when playig IG. A lord commisar can do the same trick for a 60 man blob.

Just to stay on topic, I usually run one squad with a combi-melta/PF searg in a HF speeder. I will never dismiss them after they have repeadedly shut down and beat rifleman dreads again and again. I stay away from the MM on the storm, if I was running a vulcan list however that would change.

This message was edited 2 times. Last update was at 2012/01/01 02:50:54


 
   
Made in us
Fluttering Firewyrm of Tzeentch




Augusta, GA

The PF just seems a little expensive on the SGT for a five man squad of Scouts. Why not just go for the Melta Bomb?

-Reece

"I have not failed. I've just found 10,000 ways that won't work." - Thomas A. Edison

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Made in us
Dakka Veteran





Reece wrote:The PF just seems a little expensive on the SGT for a five man squad of Scouts. Why not just go for the Melta Bomb?

-Reece


Because the model looks great with a power fist?

I don't trust melta bombs unless I can spam the entire unit with them, and then it's not even worth it. With a meltabomb, against a walker I get a single hit which needs a 6 to clamp. I refuse to accept that 1/6 chance. With a PF I get three attacks on the charge usually needing 4 to hit and a 4 to glance. I do prefer that setup. Against stationary vehicles like artilliary you usually hit rear armor anyway and the more attacks the better.

If I have to assault a unit, then the PF is my final chance to inflict casualties. If I have to resort to this squad to take an objective then the more casualties the better when you consider the storms Cerberus Launcher. Between a HF and a squad of scouts kitted for CC they have beaten back a few units I didn't they stood a chance against.

Basically I don't trust melta bombs against walkers, the PF is better against non-walker vehicles, and if I have to attack a squad then a PF is better than a PW

This message was edited 1 time. Last update was at 2012/01/01 05:40:54


 
   
Made in us
Knight of the Inner Circle






I stand corrected on the stealth ruling, thanks guys.

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Fluttering Firewyrm of Tzeentch




Augusta, GA

A lot of good points. But I guess I prefer the minimalist approach. After playing Guard a lot, I always went quantity over quality. Scouts with fists do look pretty sweet.

You're right about the Walkers though. A typical Dread will get three attacks on the charge. Figured two or three dead Scouts will still leave the SGT alive for a shot at cracking it. Not a bad deal really. You could say more would die from shooting first, but then you can use Combat Tactics to fall back and avoid the whole thing anyway. It's an obviously better choice for most vehicles too. But it's 20 more points...

I might need to adjust my approach with Marines.

-Reece

"I have not failed. I've just found 10,000 ways that won't work." - Thomas A. Edison

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Dakka Veteran





If don't give him a power weapon then they are useless in a fight. So really it's only a ten point differance from a PW, and I also save the five points from the melta bomb.

Better, with all of the rifleman spam going on many walkers do not have a DCCW anymore. At worst, your looking at one dead scout per turn.

As an aside, I would never run cc scouts without a land speeder storm. Being able to outflank in a fast skimmer means they get their choice of targets. A few extra points in that situation is not a big deal.
   
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Bounding Ultramarine Assault Trooper





Macragge

Reece wrote:A lot of good points. But I guess I prefer the minimalist approach. After playing Guard a lot, I always went quantity over quality. Scouts with fists do look pretty sweet.

You're right about the Walkers though. A typical Dread will get three attacks on the charge. Figured two or three dead Scouts will still leave the SGT alive for a shot at cracking it. Not a bad deal really. You could say more would die from shooting first, but then you can use Combat Tactics to fall back and avoid the whole thing anyway. It's an obviously better choice for most vehicles too. But it's 20 more points...

I might need to adjust my approach with Marines.

-Reece


To me, a power fist on a Scout sergeant is more about destroying regular vehicles than taking on walkers. Scouts (particularly a 5-man squad in a LSS) have the mobility to pick and choose their fights, so if they're in combat with a functional Dreadnought with DCCW, they're probably doing something wrong. It's against regular vehicles that the fist shines. Barring a small minority of vehicles (Land Raider, Storm Raven, etc.) the highest rear armor you'll see on a tank is 11. Melta bombs will almost certainly get a penetration against AV10-11, but a power fist has a good chance to penetrate and also has more than one attack, which is particularly important if the target has moved in the previous turn.

Obviously, the fist will also provide some much needed punch (so to speak) against infantry, and does give you a fighting chance in those worst case scenarios like assault against a MC or Dreadnought. I'm certainly a proponent of the "boys before toys" mentality, but on certain units, a power fist can compliment the squad's role nicely, and the 5-man Scout squad is one of those units. I wouldn't waste the points on a fist for a Tactical squad, but that's because surgical strikes against high-priority targets isn't their job description. I haven't gotten the opportunity to try out this particular combination yet, but I like the idea of a 5-man Scout squad (combi-melta and power fist on the Sergeant) in a multi-melta LSS outflanking or scouting for a first-turn assault.

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