You don't actually need to scout your jumppack troops, I think (which is good, because they are bulky). Just deploy on the table, and move up normally using the scouting rhinos for cover.
With regular movement, plus run and being able to use the jump pack both for movement and assault in the following turn, that gives you a significant assault threat distance in turn 2.
Turn 1 move 12"+run d6
Turn 2 move 12"+assault 2d6 with rerolls
So if even you roll straight 1s, you're covering 27" in two turns. You're averaging something closer to 35.5", not counting rerolls. Automatically Appended Next Post: Or, if you really need to scout those bulky guys, you always have the option of buying a techmarine. Join him to the unit during deployment, and because the scout USR only requires one model in the unit to have the scout rule, that lets them scout (though only 6" I guess). Then the squad can leave him behind turn 1.
Might as well buy an auspex for the tech marine while you're at it for only 5 points.
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