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Made in us
Longtime Dakkanaut






Dallas Texas

Im not a marine player, but from what Ive read this is legal.

Scout Squad - 75, 4 sniper rifles.
Missile Launcher - 10, Camo Cloak, 3

Total - 88 Points.

So for 88 Points, you get a scoring Unit, that can cause pinning checks, has a 3+ cover save, and a str8 BS3 Attack. Obviously its not an amazing unit, but it servers many rolls for a measley 88 points.

You can also get a cheap storm, but 5 scouts in it, and scout move with it, and have a decent unit with melta in your opponents backfield. Why do we never see scouting storms?

Why dont we see these units more often?


im also having trouble finding the entry of the MOTF that allows dreds to be brought as heavysupport/elites, if some1 could point me to that id appreciate it.

This message was edited 4 times. Last update was at 2012/05/03 07:34:47


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Made in gb
Fresh-Faced New User





camo cloak is per model. so it is 15 pts.

the reason I dont take them is that their bs and ws is 3. yes they can camp on objectives, and in cover with camo cloak they have 3+ cover (if you have tech marine's bloster defence they have 2+ cover); but when it come to get them to do anything they are pretty bad at it.

BS 3 means half the time they miss; sniper is heavy 1; so 4 shot you hit twice; to wound (4+ to wound[?]) means 1 wound to the enermy unit, that can be saved.

ws3 means they have to roll 5+ to hit MEQ.

the only exception is the seg use scout unit to hassle your opponent's heavy support at his table edge. the seg do have 2 attacks, bs/ws =4 and he can take power fist; they can lock devastors in combat = less fire.

assault vechicle usually back armour is 10, power fist is strength 8 mean it is not too bad either.
   
Made in us
Longtime Dakkanaut






Dallas Texas

Dazuni wrote:camo cloak is per model. so it is 15 pts.

the reason I dont take them is that their bs and ws is 3. yes they can camp on objectives, and in cover with camo cloak they have 3+ cover (if you have tech marine's bloster defence they have 2+ cover); but when it come to get them to do anything they are pretty bad at it.

BS 3 means half the time they miss; sniper is heavy 1; so 4 shot you hit twice; to wound (4+ to wound[?]) means 1 wound to the enermy unit, that can be saved.

ws3 means they have to roll 5+ to hit MEQ.

the only exception is the seg use scout unit to hassle your opponent's heavy support at his table edge. the seg do have 2 attacks, bs/ws =4 and he can take power fist; they can lock devastors in combat = less fire.

assault vechicle usually back armour is 10, power fist is strength 8 mean it is not too bad either.


wheres the entry about the HQ that changes the FOC about dreds?

5000+ pts. Eldar 2500pts
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Made in gb
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Bristol

dammit ninja'd

A storm or 2 can be useful as a disruption unit, but its very fragile (as is it's contents).

Also WS3 vs. WS4 hits on 4+ not 5+

This message was edited 1 time. Last update was at 2012/05/03 07:34:10


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Made in us
Longtime Dakkanaut






Dallas Texas

CaptainJay wrote:dammit ninja'd

A storm or 2 can be useful as a disruption unit, but its very fragile (as is it's contents).

Also WS3 vs. WS4 hits on 4+ not 5+


wheres the MOTF entry that changes the FOC of dreds?

5000+ pts. Eldar 2500pts
"The only thing that match's the Eldar's firepower, is their arrogance".
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Vallejo, CA

Yes, they're cheap, and yes, they're reasonably durable (for their cost). The problem is that their killing power is junk. A single BS3 missile launcher isn't very threatening to vehicles, and unless you hit, wound with rending, AND the target doesn't have a cover or invul save, then the rest of the squad may as well be shooting lasguns.

88 points may be a cheap scoring unit, but the firepower output is abysmal (and, as mentioned, they're nothing in CC as well).



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Smitty0305 wrote:
CaptainJay wrote:dammit ninja'd

A storm or 2 can be useful as a disruption unit, but its very fragile (as is it's contents).

Also WS3 vs. WS4 hits on 4+ not 5+


wheres the MOTF entry that changes the FOC of dreds?


On the MOTF entry on the HQ section at the back of the marine codex.

it's 100pts for a 5man squad of scouts with cloaks and a missile launcher. They'll cause one wound a turn. And, the minute they leave cover or get attacked, they die. Free KP!

 warboss wrote:
Is there a permanent stickied thread for Chaos players to complain every time someone/anyone gets models or rules besides them? If not, there should be.
 
   
Made in us
Longtime Dakkanaut






Dallas Texas

Crazyterran wrote:
Smitty0305 wrote:
CaptainJay wrote:dammit ninja'd

A storm or 2 can be useful as a disruption unit, but its very fragile (as is it's contents).

Also WS3 vs. WS4 hits on 4+ not 5+


wheres the MOTF entry that changes the FOC of dreds?


On the MOTF entry on the HQ section at the back of the marine codex.

it's 100pts for a 5man squad of scouts with cloaks and a missile launcher. They'll cause one wound a turn. And, the minute they leave cover or get attacked, they die. Free KP!


Thanks

5000+ pts. Eldar 2500pts
"The only thing that match's the Eldar's firepower, is their arrogance".
8th General at Alamo GT 2011.
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Top General Lower Bracket Railhead 2011
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Made in nz
Stealthy Space Wolves Scout



Auckland, New Zealand

They're good for my six dreadnought 1000 point army.


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Changing Our Legion's Name



Guildford, Surrey / High Wycombe, Bucks

I have a scout based army. People think they are crap because they are hard to play.

I play them for first turn assault in my raven guard.

Try this layout

5 scouts
4 combat blades
Sargent: Combi melta, Power fist, melta bombs.
115 points.
In a speeder storm with a heavy flamer.

I do this as my anti tank as if you do first you auto hit with a power fist also if its a transport you can combi melta (at WS4) blow the tank and then assault the squad inside with 12 attacks and 3 power weapon attacks.

Very flexible and versatile. Expect them to die and they will make their points back easily.

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The Vanilla Storm Speeder tactic is dirty... apart from that, I still quite like Scouts. Especially as objective holders.
   
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Archmagos Veneratus Extremis






Home Base: Prosper, TX (Dallas)

One of my personal fun builds core is:

2x10 Scouts w/PF/CM, 5 SR's, 4 BP/CCW, Camocloaks - 205
2xLandspeeder Storm w/MM - 75
5 Scout Bikers w/PF, 3 GL's - 165
Vulcan

It's 915pts (half the army) but it provides 3 scouting/outflanking units that can all do significant damage to the common mech builds. It also already provides your HQ and 2 objective campers. I use the cloaks because that way even the scouts that assault out of the storms will likely be running the same save as a marine when not in combat which increases their survival chances.

You could also, to shave points, just drop the cloaks (60) and the 10 snipers (130) and nearly be able to put in a tac squad in a rhino. This might bet he better call if you feel you're going to outflank often.

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Atlanta, Ga

Too bad we're talking about Space Marine Scouts...then again, it is pretty easy to fit in a unit of Wolf Scouts and they are amazing at what they do.


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Rotting Sorcerer of Nurgle






Jacksonville, NC

Honestly i've been toying with the idea of a Thundefire Cannon/Scout army.... 1 TFC, 1 MOTF, scouts, dreads, maybe a captain on bike + bikers... something unique that would make people think. Plus, prying 40 or so scouts in camo cloaks with 2+ cover saves out would be rough for anything thats not a CC army lol

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Zid wrote:Honestly i've been toying with the idea of a Thundefire Cannon/Scout army.... 1 TFC, 1 MOTF, scouts, dreads, maybe a captain on bike + bikers... something unique that would make people think. Plus, prying 40 or so scouts in camo cloaks with 2+ cover saves out would be rough for anything thats not a CC army lol


Two questions...

1- How do you kill anything?

2- What do you do about flamers and heavy flamers? Lots of bad matchups here. One ironclad dread in a pod and the whole day is ruined.

   
 
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