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Made in gr
Regular Dakkanaut





Hello, i know every spacewolf player loves SW scouts but not being troops and costing the same as GHs makes them useless for the board.

Here is a tactic ill use

108 5x SW scouts (1xmelta) + WG (combi-melta)

If you play first, you infiltrate 12" of your opponent (out of site), redeploy 6" then move up to 6" and you have 2 melta shots in melta range to blow something big, such as a landraider or leman russ with Pask . This can be done with flamers to flame pathfinders in cover. Even if you cant deploy 12" out of sight, you can deploy 18" then scout 6" then move 6" and you are still in melta range. This is very accurate compared to the pod random scatter and if the opponent is based to close to the table edge you cant risk to get to close to the edge with the pod because of random scatter.

This synergizes greatly with drop pod lists because you have a small suicide unit in the face of your opponent without using a pod, which will draw fire from your other units, such as thunder wolves or GHs.

If you play second you can still do harm by keeping the unit in reserve and use rerollable behind enemy lines with acute senses. The BS4 of the scouts makes the melta shots a bit more reliable. Also you can put a second combi melta on your WG to be able to shoot another melta shot next turn.

This is the list i am bringing with this unit (as fluffy as possible but also very aggressive)

1500 pts

HQ

275 WolfLord (TH/SS,RA,TWM,SOB,WTT,WTN)

ELITES

99 3xWG (2xCombi-Melta/TDA/PowerAxe, 1xcombi-Melta/PowerArmor)

85 5xScouts (1xMelta)

TROOPS

170 8xGH (1xmelta,WolfStd,pod)

170 8XGH (1xmelta,WolfStd,pod)

110 5xGH (1xflamer,pod)

FAST ATTACK

315 4xTWC (2xSS,1xSS/PF)

HEAVY SUPPORT

145 5xLF (2xML,2xLC)

130 5xLF (3xML,1xLC)

Tactics

TDA WG join the 8 man GH squads and alpha strike. The power armored WG joins the scout squad and infiltrates or goes behind enemy lines. The Thunderwolves with the lord is my hammer which supports the pods. Longfangs hide in ruins and support from distance or shoot flyers or flying MCs. Lord rolls for IWND, FNP or furious charge warlord trait (with rerolls).
The last GH pod is for late game objective capturing and it is kept as cheap as possible to avoid having too many troops coming late in the game because of the failed reserve rolls.







This message was edited 5 times. Last update was at 2014/06/26 06:38:36


 
   
Made in gb
Longtime Dakkanaut





By redeploy do you mean the Scouts USR? If you are out of line of sight you are probably spending at least 6" moving up ruins levels and down or around corners. Add to that the fact that key vehicles are likely to be bubble wrapped at least 6" and it seems very open to failure. If your unlucky enough to get the initiative stolen your squad is instant mulch and first blood.

What are the advantages to your setup over just taking more drop pod squads?

This message was edited 1 time. Last update was at 2014/06/26 07:04:19


 
   
Made in gr
Regular Dakkanaut





If my initiative gets stolen my scout unit will be in cover and i can absorb some damage that other wise would hit my wolves or long fangs who are already on the board.
The advantage is that taking more Pods in a 1500 game will increase the chance, a big part of your army to arrive very late and this may cost you the game. There are also units such as officer of the fleet or warlord traits that modify your reserves making it more difficult to bring them on board.

Also he cant have everything bubble wrapped. There is always a soft spot

In other words the scouts can alpha strike with my GHs if i play first and can be in reserves if i play second,
with the ability to get close to the board edge where is too risky for my pods to land.

This message was edited 3 times. Last update was at 2014/06/26 07:29:55


 
   
Made in us
Veteran Wolf Guard Squad Leader



DC Metro

Two melta guns is hardly an alpha strike. Then again, when you've spent 600 points on an overcoasted, under durable hammer unit, you clearly don't particularly care about being efficient.

Ditching the Thundercav and Wolf Guard and replacing the Bearlord with a nice cheap Wolf Priest gives you enough points to actually have a respectable number of pods. Also, be sure to take pods for the Long Fangs and deploy the Ling Fanfs. Then you can put the two empty pods in Reserve to ensure that more of your Grey Hunters land on the first turn.
   
Made in de
Stealthy Space Wolves Scout




Germany, Frankfurt area

wtnind wrote:
By redeploy do you mean the Scouts USR? If you are out of line of sight you are probably spending at least 6" moving up ruins levels and down or around corners. Add to that the fact that key vehicles are likely to be bubble wrapped at least 6" and it seems very open to failure. If your unlucky enough to get the initiative stolen your squad is instant mulch and first blood.

What are the advantages to your setup over just taking more drop pod squads?


1) drop pods are a PITA to assemble and Transport
2) some people prefer variety over spamming the same stuff again and again
3) its More fun making sub-par units work than taking no-brainer choices
4) not everyone wants To rush out and buy New stuff simply because it performs a little better
5) More pods mean more stuff starts in reserve (I won't never ever use empty pods as this is fluff rape galore)

This threat is about how to use Wolf Scouts, "don't" isn't exactly a helpful answer.

I don't think melters will work for infiltrating. All your opponent has to do is to deploy his tanks only 11,5.
I would try plasma and bolters.

 
   
Made in gb
Fixture of Dakka




Wouldn't it be more useful to come from the opponents table edge? Especially seeing as Wolf Scouts are the only unit that can AFAIK.

tremere47-fear leads to anger, anger leads to hate, hate, leads to triple riptide spam  
   
Made in us
Badass "Sister Sin"






Camas, WA

I've been thinking about pulling out the scouts again... Some things to think about.

Also, Using the Scout/Infiltrate on the board is interesting.

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Made in de
Stealthy Space Wolves Scout




Germany, Frankfurt area

Depends. Reserve has disadvantages and it's not always possible to get rear armor shots vs a prepared opponent, especially in maelsrom mission where advancing is more common. But the nice thing is you can decide to infiltrate or outflank after your opponent has deployed.

 
   
 
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