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![[Post New]](/s/i/i.gif) 2016/12/14 14:50:35
Subject: Space Marine Scouts
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Krazed Killa Kan
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So for my Codex Marine force I will be bringing 2 units of Scouts and was looking for some info on how people typically run their scout. I will have some deep strike terminators in this list so the teleport homer is possibly useful but there will also be a lot of pods on the board so homing beacons will also be around on the ground for them to deep strike in close. I currently have 5 CCW + Pistol scouts (picked up used for dirt cheap) and 5 NIB scout snipers (also a cheap pickup) but I'm not against using different scouts if those loadouts don't work. What sort of weapons and roles do your scouts typically take and what are some useful tips for getting the most out of these 4+ armor spess mahreens? This will be in a CAD using either Ultrasmurf or Imp Fist tactics working along side lots of Sternguard, a unit of Cata Terminators, and Skyhammer Devs/Assaults. Thanks in advance.
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"Hold my shoota, I'm goin in"
Armies (7th edition points)
7000+ Points Death Skullz
4000 Points
+ + 3000 Points "The Fiery Heart of the Emperor"
3500 Points "Void Kraken" Space Marines
3000 Points "Bard's Booze Cruise" |
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![[Post New]](/s/i/i.gif) 2016/12/14 18:10:25
Subject: Space Marine Scouts
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Decrepit Dakkanaut
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Bolter Scouts are for sure the worst option, even under Imperial Fists and Raptors.
1. Shotguns are a middle ground if you don't really want to go into melee but want the option, just in case there's something they can't bully or harm.
2. CCW Scouts are pretty decent but are absolutely useless if they can't get the charge or have something to charge but can't hurt effectively.
3. Sniper Scouts with cloaks are the cheapest home objective keeper you can have, and with the new BS4 they're not super bad but not super great either.
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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. |
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![[Post New]](/s/i/i.gif) 2016/12/14 18:42:59
Subject: Space Marine Scouts
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Locked in the Tower of Amareo
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BA CC scouts have the ultraviolence working for them. They're quite lethal to most vehicles.
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This message was edited 1 time. Last update was at 2016/12/14 18:43:12
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![[Post New]](/s/i/i.gif) 2016/12/14 18:48:03
Subject: Space Marine Scouts
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Oozing Plague Marine Terminator
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Shotguns and Land Speeder Storms are a good combo for drive bys while embarked, and you can still assault since its open topped.
Cc scouts are fun also, but most people will say the Shotgun is more useful.
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![[Post New]](/s/i/i.gif) 2016/12/14 19:49:53
Subject: Space Marine Scouts
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The Marine Standing Behind Marneus Calgar
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I like a mix of shotguns/CC scouts in a LSS.
Snipers are the classic objective camper.
Bolters can work, especially IF scouts. It was more relevent when they were BS3. In a LSS for drive-by shootings. Not my favorite option, but there.
If you branch out into a 10th co TF, don’t overlook scout bikes. They can pull some fun tricks.
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![[Post New]](/s/i/i.gif) 2016/12/16 00:00:10
Subject: Space Marine Scouts
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Regular Dakkanaut
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I like Raptor's bolter scouts. Cheap, tough to remove without ignores cover, and the potential to punch well above their weight with rending.
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![[Post New]](/s/i/i.gif) 2016/12/16 01:48:47
Subject: Re:Space Marine Scouts
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Steadfast Ultramarine Sergeant
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A friend of mine used to spam Tactical Marines and Scouts, and have Sgt. Telion leading the army. Usually two squads of ten man Scouts will carry Bolters. So from first turn onwards he is throwing out 20 rending shots.
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![[Post New]](/s/i/i.gif) 2016/12/16 01:55:00
Subject: Space Marine Scouts
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Member of the Malleus
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My favorite way to run them is just bare bones and have them infiltrate and scout to disrupt enemy lines and block enemy from advancing. Granted I haven't used them in awhile and my meta is probably not similar to yours, but having them be a 110 point (two squads) annoyance works well for me.
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I make bad decisions and think they are good.
Team No Bueno
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![[Post New]](/s/i/i.gif) 2016/12/16 06:59:05
Subject: Space Marine Scouts
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!!Goffik Rocker!!
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bp+ccw and a meltabomb sarge in lss is my preference.
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![[Post New]](/s/i/i.gif) 2016/12/18 15:15:59
Subject: Space Marine Scouts
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Prophetic Blood Angel Librarian
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^This. Although I dont own a lss a melta bomb on the sarge is always a must for me. The majority of games it wont do anything but 1 in every 3 or 4 games that squad will often go overlooked and end up destroying a vehicle or two. For the same reason if I ever invest in power weapons on a sarge my Scout sarge will often be the first to get one no matter how anti-intuitive that sounds with their lack of durability.
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![[Post New]](/s/i/i.gif) 2016/12/18 16:17:22
Subject: Space Marine Scouts
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Resolute Ultramarine Honor Guard
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My CC scouts in a LSS have carried more weight then my bolter scouts ever will.
Got a first turn charge on some Daemons that moved up, won, stuck in combat for a turn, then finished them on the daemons turn.
They hopped back into their LSS and flew over to an objective.
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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. |
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![[Post New]](/s/i/i.gif) 2016/12/18 16:40:26
Subject: Re:Space Marine Scouts
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Chaplain with Hate to Spare
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With Imperial Fists Tactics, my Bolter Scouts do a good enough job. They would probably be better as BP CCW, but I like boltguns.
If I could take a Pinion Battle Demi-Company in a Sternhammer, having twin-linked boltguns in a land Speeder Storm would be great. Alas, it can't be done.
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5250 pts
3850 pts
Deathwatch: 1500 pts
Imperial Knights: 375 pts
30K 2500 pts |
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