TheLionOfTheForest wrote:I like the looks of space marine scouts on paper in a BA army. Who uses scouts, how do you use them and how do you build an army with scouts?
In a
BA army i don't approve of them. They aren't troops.
BA have better uses for their valuable non troop slots. Generally any unit that is one armies troop and not your troop means you probably shouldn't take them (look at vanilla assault marines for an example). Exception is
SW scouts, as those are pretty good and worth the slot.
In C:
SM I approve of their use. They are troops. They are more flexible and cheaper than tacs. They can outflank and can ride in land speeder storms.
One of the main problems with running scouts is they fact they don't have much heavy firepower. This means you need to support them with
HS,
FA and elite units. For elites, I recommend sternguard and dreads. For
FA I recommend speeders (including the transport) bikers, and even scout bikers (even though their weapons and costs aren't all that appealing, they have some use in a deepstrike oriented army.) For
HS I would go with
devs (complements the mostly foot basis of the army) or predators (gives you
AV 13 firesuport that can block
LoS to your backfield scouts).
How to make scout squads: Firs thing to consider is the squads role. If they are meant to be a backfield objective holder give them riffles,
ML, cloaks and possibly tellion if you don't mind pay the extra points (I wouldn't but I'm a cheap is better kinda guy). If you want a midfield scout movement blocker/ bait unit try out Bolters H/B (maybe cloaks, you don't really need them for this role though). If you want an outflanking or
LSS riding unit, Use
CC weapons, combi melta/
PF sarge unit. As to the size of the squad, I like 5 mans, but
SMs can combat squad and the 10 man squad avoids paying the sarge tax more often then you need to. Since you have complete control over every weapon your schmoes have, you can even mix roles in the same
FOC slot. A 10 man 4
CCW 4 sniper squad with
ML and
PF/combi melta sarge is completely legit (if you don't outflank that is, reserve rules mess things up a bit) I personally am not that strapped for slots in troops unless I'm also taking bikes as troops so I usually go with the 5 man squads.
The downside is they aren't as skilled as regular marines and they have worse armor. The skill thing isn't that big a deal in my experience, they are there for what they can do not for how skilled their shooting is.
So what CAN they do? They aren't very powerful offensively after all. Well they hold objectives reasonably well with 3+ cloaked cover saves (or 2+ if they go to ground). They can block annoying scout units (they must stay 12 away from you after scout movement), which can be very useful against armies that like to go for first turn disables (think koptas and such). They allow you to respond to deployment even if you go first (infiltration). They can give you a first turn strike of your own with a
LSS, they can outflank and kill your opponents fire support units (or at least tie them up for a turn or two), or force a change in his preferred deployment (2/3 chance to get the side you want means that castling in corner isn't that great).
I can't support a full 10th company army though. Just not enough punch to be a contender. But I think that a vanilla army with properly supported scouts is a pretty good list.