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Made in gb
Longtime Dakkanaut







Ok, this is just an Idea I had, probably useless, but seems like it could be a hell of a lot of fun to screw people around with.

Army list:

1 captain - unupgraded (Need a HQ, as cheap as possible)

6x10 scout sniper's, each with 1 missile launcher, and each sarge with teleport homer.

6 Assault termies in reserve.

So, the idea would be, get all the snipers as far back as reasonably possible. Anything that approaches, mow down with a metric ton of sniper fire. Anything get's close enough to a sniper squad to actually be a threat, use the teleport homer to call down the emergency assault terminator's to defend them.

Could be a laugh. At all possible, or is there a huge gaping flaw in this plan
   
Made in ca
Water-Caste Negotiator





Guelph

Gaping flaws, unfortunately. Anything that infiltrates with flamers, drop pod armies, high AV vehicles, armies that abuse cover saves like eldar harlies which also likely come fortuned for rerolls. Ork hordes. There are certainly reasonable armies this list could drop, but I think the losses would be a good deal more frequent. You'd probably win hard or lose hard with little middleground. It definitely sounds fun, though. I love the flavour.


Automatically Appended Next Post:
Now that I think about it, I'd probably enjoy playing my Eldar pathfinder list against this.

This message was edited 1 time. Last update was at 2012/07/15 12:14:19


Everyone knows if you paint your last miniature, you die. - Kaldor

 
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

Well, I'd make it a bit more flexible integrating an LSS escorted by a Stormtalon and a Scoutbiker unit.

Former moderator 40kOnline

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Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss 
   
Made in gb
Longtime Dakkanaut







The think I like about this list, is the fact that if you spread out the scouts at the back, then you will only really ever lose one squad at a time, before the squad attacking the scouts gets mown down in a hail of sniper fire. And since there are 60 scouts on the field at any one time, it's not so much of a loss if you lose a few squads
   
Made in us
Violent Enforcer




Panama City, FL

Love it.

I think it'd be fun to play with, and I might try it out.

7500pts. 1750pts. 1500pts. 2000pts. 11000pts.
 
   
Made in gb
Longtime Dakkanaut







In fact, would probably be better to replace the captain with a librarian. Still super cheap for a HQ, but you might get a use out of one of those psychic powers every now and again.
   
Made in nl
Confessor Of Sins






Another flaw is you can't be assured the terminators come down when you want to (apart from turn 4). You can only guarantee where they come down.

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Made in gb
Regular Dakkanaut





Evileyes wrote:only really ever lose one squad at a time, before the squad attacking the scouts gets mown down in a hail of sniper fire.


It's hardly a hail of sniper fire being as SM snipers hit(bar the sgt.) and wound on 4s a 10 man squad is going to manage roughly 2 wounds a turn. Having sniper weapons as the bulk of your firepower is a bad thing unless you're facing an all toughness 6 army of nob bikers or nurgle space marines. Shooting large toughness 3 units with snipers is daft.

A scout army is viable but you're gonna want shotgun scouts with meltabombs in speeders, with more speeder support and a couple of sniper squads with MLs for objective sitting and possibly a storm talon or 2 for some air support, that or some snipers in a defence line with quad gun for some skyfire which you will need in 6th ed. Don't forget to bring Telion.

I for one welcome our new revenant titan overlords... 
   
Made in us
Shas'o Commanding the Hunter Kadre





Richmond, VA

You can make a sniper army work in this edition, but you need to cover your flaws. Take 4 snipers, a libby or chaplin, two ironclads with heavy flamers in drop pods and two thunderfire cannons with one drop pod, then add as many TH/SS' as you can.

Base cost before adding more stuff is at 1255 points, you could easily take both HQ's and a few other bells and whistles to make it an 1850 point list.

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Made in us
The Marine Standing Behind Marneus Calgar





Upstate, New York

If you move away from just snipers to a full scout army, it gets a lot more viable. If you are willing to call up big brother in the first company, it gets a lot more fun...

I played a game yesterday where my scout bikes outflanked to right behind a leman russ and rapid fired krack grenades into it's rear armor, blowing it up. MLs in a backfield sniper squad would have splashed missiles off the front armor plate like a gentle rain.

Snipers are great, but they do have some flaws. They could form a solid core for a 10th company army, but without support you will run into problems.

   
Made in us
War Walker Pilot with Withering Fire





USA - Salem, OR

Heavy bolters in the Scout Squads might help too, if you need dakka vs larger units. I agree that 60 Scouts is a tad overkill.

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Made in us
Killer Klaivex




Oceanside, CA

evildrspock wrote:Heavy bolters in the Scout Squads might help too, if you need dakka vs larger units. I agree that 60 Scouts is a tad overkill.

If by over-kill you mean ~15 wounding hits from 850 points of troops.
I think if you took scout bikers and maxed out the grenade launchers, max scout troops, 3x of the new flier, and then some armor punching elites, you might have a chance.
Scout bikers really help. 100 points to throw out 9 S3 blasts is pretty awesome. They really help out vs hordes where the sniper rifle comes up lacking.

With 60 sniper shots a turn, you can expect 5 wounding hits that single out models, each turn. Not too shabby.

-Matt


 thedarkavenger wrote:

So. I got a game with this list in. First game in at least 3-4 months.
 
   
 
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