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Made in de
Focused Dark Angels Land Raider Pilot




Germany

hey there!

I have 2 new scout squads and Im trying to figure out what gear to equip them with.
I already have a third team with sniper + missile launcher.

Pistol + Melee or Bolter + HB? what do you think?
   
Made in ca
Commander of the Mysterious 2nd Legion





I useally equip my scouts with sniper rifles. I figure if I'm gonna use boltguns I'll use tac marines, and if I'm gonna go Melee I'm proably using a better unit

Opinions are not facts please don't confuse the two 
   
Made in ca
Resolute Ultramarine Honor Guard






Vancouver, BC

With the jink nerf, I would suggest bolt pistols and CCWs in a storm, as they don't care if you jink and they are great at cleaning up things like Cultists, Horrors, and even beat out tactical marines in a close combat fight.

 warboss wrote:
Is there a permanent stickied thread for Chaos players to complain every time someone/anyone gets models or rules besides them? If not, there should be.
 
   
Made in de
Focused Dark Angels Land Raider Pilot




Germany

Im a DA player, no LSS for me (for whatever reason...)

If I use scouts, than on foot ;-)

My plan was 3 scout squads (I just kinda like them :-P for friendly games), 1 Sniper Squad and to units up front.

I think I will do one bolter and one with CCW just to have everything. For scouts I dont think WYSIWYG is too important, so I might even end up just mixing them for the looks.
I usually magnetize every little piece, but as I said the scouts are for friendly games.

They would have 3 attacks with CCWs on the charge, right?
That doesn't sound too bad actually...
   
Made in us
Regular Dakkanaut




I usually take 10 man squads, 5 with bolters, 4 with sniper rifles and 1 ML. Everybody gets Camo cloaks. Combat squad them.amd Infiltrate the bolter scouts. Maybe give the sarge a melta bomb if you think you can get a vehicle
   
Made in de
Focused Dark Angels Land Raider Pilot




Germany

why not just take 2 5 man squads then? is there any benefit to combatsquatting?
   
Made in us
Decrepit Dakkanaut




Not really. It is a gimmicky rule that almost never comes up.

CaptainStabby wrote:
If Tyberos falls and needs to catch himself it's because the ground needed killing.

 jy2 wrote:
BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

 vipoid wrote:
Indeed - what sort of bastard would want to use their codex?

 MarsNZ wrote:
ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
 
   
Made in us
The Marine Standing Behind Marneus Calgar





Upstate, New York

There are a handfull of corner cases that make combat squadding useful, but it’s mostly not worth it. And some don’t really apply to scouts.

On kill point missions it lets to offer up less then a MSU build, but still being able to do 5 man squads when you want the flexibility (most of the time)

Buffs or things at affect one unit. Either pre-game (like Sicarius giving a special rule to a tac squad) or a librarian. Also things like the whole squad getting the vet sarge’s Ld.

The ability to deploy both halves out of a transport.

If you don’t have enough space due to FOC/formation restrictions, it lets you cram more MSU into the structure, without taking another or needed more tax picks.

Back on the subject of Scout gear, I field pretty much every option from time to time. Snipers for backfield campers, Bolters for mid-field objective grabbing/outflank harrasment, and CC/shotgun for assaulting soft targets. They all have their place in lists, at least for friendly games.

   
 
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