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![[Post New]](/s/i/i.gif) 2014/09/02 19:42:43
Subject: All Scout Army Viability
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Prescient Cryptek of Eternity
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I'm in the mood to work on an all Scout unbound army list and was curious to see what kind of Tactics people use with the various Scout units.
My plan is to restrict this list to...
Scout Units:
Space Marines Scouts using Telion as Warlord (Blood Angel Scouts seem identical?)
Space Marine Biker Scouts
Dark Angels Scouts (cheap since you don't have to take a Veteran Sarge)
Wolf Scouts (better BS and more weapon options)
Land Speeder Storms
All the Space Wolf "Dedicated Transport" Fast Attack Choices
I'm also thinking that other Land Speeder Variants with converted Scout pilots would be ok and fit the fluff of a highly mobile advance force.
Techmarines? Super useful for bolstering ruins, but would they break the theme?
Thoughts?
Automatically Appended Next Post: Also, for those of you who know Forge World better... are there any FW Scout related units? The Land Speeder Tempest would potentially fit.
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This message was edited 1 time. Last update was at 2014/09/02 19:43:27
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![[Post New]](/s/i/i.gif) 2014/09/02 20:16:29
Subject: All Scout Army Viability
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Homicidal Veteran Blood Angel Assault Marine
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Why would you mix the different Marines? There's really no reason.
Just pick one and live with it. C:SM gives you Sergeant Telion, Scouts, Scout Bikers and Land Speeders so basically everything you need.
The UM Chapter Tactics, however will not benefit your list as well as many others could.
And if you're interested in battleforged, I saw somewhere a variation of Captain for 10th Company.
A bit cheaper, having only 4+ armor and ability to Scout/Inflintrate with the rest of your guys.
Captain
- combi-gun of your choice (model this to be the main weapon for rule of cool).
- some basic uprgades like melta bombs. Auspex obligatory.
- maybe a cheap weapon for CC efficency. Altough Lightning Claw is far more efficent in this scenario, some Power Weapon is not a bad choice. Once again, rule of cool.
Overall the idea is viable in smallish games (1000-1250 at most), mainly as a fluffy list. I wouldn't get my hopes on however, it's just not that good.
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4000p
1500p
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![[Post New]](/s/i/i.gif) 2014/09/02 20:22:46
Subject: Re:All Scout Army Viability
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!!Goffik Rocker!!
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It's gona be awesome against a full-grot army.
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![[Post New]](/s/i/i.gif) 2014/09/02 20:23:01
Subject: All Scout Army Viability
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The Marine Standing Behind Marneus Calgar
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Speaking from the C:SM POV
Imperial Fist bolter scouts, for the re-roll to help with the BS3. Ride around in a LSS for gunboat drive-by fun.
Scout bikes can outflank, or just zip around and try rapid firing krak grenades from the AGL into the backs of tanks. Sarge with a c-melta a/o melta bomb can help here.
You don’t have a whole lot of firepower, or durability. You do, however, have the most mobility you are likely to see in a marine army. The trick is leveraging that into a win.
As for the techmarine, when doing a tight theme list how far are you willing to stretch it? Once you start adding chapter level assets, where do you stop? Does the techmarine bring a TFC with him?
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![[Post New]](/s/i/i.gif) 2014/09/02 20:24:40
Subject: All Scout Army Viability
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Prescient Cryptek of Eternity
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I would mix Codexes mainly for options.
As an example, Wolf Scouts are a little more expensive, but have WS4/BS4 and can take a Plasma Gun and 2x Plasma Pistols. Standard Space Marine Scouts can't and only have BS3.
Dark Angel Scout Squads start at 60 points versus 75 for Standard Space Marines. I was thinking that they'd be good for cheaper spam. You'd get more bodies.
My gaming crew tend to call 1250 and smaller for "fun & fluffy" games versus 1850 for competitive games. This Scout list would never see tournament play.
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![[Post New]](/s/i/i.gif) 2014/09/02 20:37:03
Subject: All Scout Army Viability
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Is 'Eavy Metal Calling?
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You might want to look at a Chaplain for HQ, as a) it's fluffy and b) if you can there, 10 CC scouts with a Chaplain hits a lot harder than people expect.
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![[Post New]](/s/i/i.gif) 2014/09/02 20:49:32
Subject: All Scout Army Viability
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Prescient Cryptek of Eternity
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Nevelon wrote:Speaking from the C: SM POV
Imperial Fist bolter scouts, for the re-roll to help with the BS3. Ride around in a LSS for gunboat drive-by fun.
Scout bikes can outflank, or just zip around and try rapid firing krak grenades from the AGL into the backs of tanks. Sarge with a c-melta a/o melta bomb can help here.
You don’t have a whole lot of firepower, or durability. You do, however, have the most mobility you are likely to see in a marine army. The trick is leveraging that into a win.
As for the techmarine, when doing a tight theme list how far are you willing to stretch it? Once you start adding chapter level assets, where do you stop? Does the techmarine bring a TFC with him?
Well, if I were to go with a "Tenth Company" theme, I could get away with a Power Armoured Captain as tell as attached Librarians, Chaplains and Techmarines (including things like Thunderfire Cannons). I'd prefer to stick with only dudes in Scout Armour. This includes things like the drivers in Land Speeders that I could convert to Scouts since their armour makes no real difference at all.
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