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Made in us
Angry Blood Angel Assault marine





Walnut Creek, CA

With 6th ed nerfing the charge off reserves, I think we all discounted scouts in our lists. I am beginning to think it was a bit of overreaction. They may not be able to used how we traditionally used them, but we must adapt, no?

I've been thinking with all this rise of TEQ (or at least the talk about it), and the necessity of plasma now, scouts can pack a pretty big punch. For 120 its, you get 2 PP, and 1 PG. 4 plasma shots at 12". They are still a suicide unit at this point, but a distraction nonetheless. That was my favorite part about them in 5th, was the mind feth on the opponent. They always second guessed their deployment knowing the wolf scouts were yet to arrive. Hell, even 10 with all bolters doesn't sound like a bad idea.

I may be speaking blasphemy, but speak up! Contribute to the solution of fielding the scouts still. Otherwise, it is time to bust out the Lone Wolves in TDA!

This message was edited 1 time. Last update was at 2012/07/06 16:36:37


 
   
Made in us
Dakka Veteran





Your better of Allying Imperial Guard for Marbo and his demo charge if your that scared of terminators.

Without the ability to assault when arriving from reserve Wolf scouts don't pose enough of a threat. Before if you wiffed with your melta guns when shooting at a vehicle you could assault with krak grenades and a power fist. Wolf scouts were also useful to assault fire support units like broad sides, devastators, long fangs, lootas. Now they can't do that.
   
Made in us
Longtime Dakkanaut




St. George, UT

Wolf scouts assaulted the turn they came in in 5th. Not in my experience, as anyone who knew there were there (ork kommandos included) tended to deploy 12.1" away from the back edge if their army was small enough to get away with it.

I just see them as going from a shoot and assault unit to going all out shoot. No more P-fist, and take as much plasma as you can carry. You will be doubling up on your shots against rear armor (foot units) and with HPs and/or AP2 you may not need those pens with AP1 guns. Also one guy can chuck his melta bomb at something as a bonus.

You also may end up seeing two units of scouts kitted out identical. Now there is a major shooting threat in the guys backfield. Something I see happening at 2000 points where the loss of the elite slot to WG won't be as big of a deal.

With acute senses they have an amazingly good chance of coming in where and when you need them.

This message was edited 1 time. Last update was at 2012/07/08 07:24:53


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Made in ca
Veteran Inquisitorial Tyranid Xenokiller






You may still assault when you Outflank. You cannot assault when you Infiltrate or Scout, but both of those rules give access to the Outflank rule, which says nothing about not being able to assault.

NVM, forgot about the part in Reserves that says you cannot charge

This message was edited 1 time. Last update was at 2012/07/08 15:34:56


 
   
Made in us
Sergeant Major






In the dark recesses of your mind...

Avariel wrote:Your better of Allying Imperial Guard for Marbo and his demo charge if your that scared of terminators.


You're saying you're beteer off having to pay the points for an allied HQ and troops choice to unlock Marbo for a one shot, scattering demo charge than a unit of shooty wolf scouts? I don't agree.

Without the ability to assault when arriving from reserve Wolf scouts don't pose enough of a threat. Before if you wiffed with your melta guns when shooting at a vehicle you could assault with krak grenades and a power fist. Wolf scouts were also useful to assault fire support units like broad sides, devastators, long fangs, lootas. Now they can't do that.


Wolf scouts have lost some effectiveness but I believe almost any unit that can arrive from reserves on the opponent's table edge can be very effective. To use a couple of your examples: against broadsides, you can't assault them the turn ou arrive, but you can still shoot them with plasma and then force your opponent to deal with your scouts instead of shooting at your advancing troops. Same goes for lootas or anything else you target. You can force your opponent to deploy farther forward than they might like. Or maybe force them to bubble-wrap units like lootas and broadsides, which takes away from their forward forces. Against IG, they are still incredibly useful for hitting rear armor on manticores and hydras.

If I played SW, I'd probably have two squads of scouts in most of the builds I played.

A Town Called Malus wrote:Just because it is called "The Executioners Axe" doesn't mean it is an axe...


azreal13 wrote:Dude, each to their own and all that, but frankly, if Dakka's interplanetary flame cannon of death goes off point blank in your nads you've nobody to blame but yourself!


 
   
 
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