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Made in us
Veteran Wolf Guard Squad Leader




San Diego, CA

Hello, I am currently painting 5 DE scourges and I dont feel like going through and painting every single weapon if not nessicary.

My question is what is the best use of this fast attack unit. Also, can jump infantry fire a weapon if they moved that turn? If not, is it even worth getting the dark lance on them? I was thinking if you could it could be a quick swoop in and tank pop unit similar to suicide speeder but I dont have a rulebook with me. So is it better to keep shard carbines and a splinter cannon? Is it even worth upgrading to their version of a sgt?

 
   
Made in us
Flashy Flashgitz




USA

Scourges are not the first choice by any means, but they can actually fulfill many roles, although they're really really expensive.
Jump infantry can fire when they move, no problem, but if you're using heavy weapons, you have to snap fire.
Splinter cannons are solid, with a great rate of fire, but remember that you must constantly change position with your Scourges to keep out of harm's way, so the main benefit will be the extra range. You could give them blasters or HB for AT, and they do OK. Shardcarbines tend to make you get less attention from the heavy hitters, and are quite effective as long as they're in range, but Scourges aren't survivable anyway, so that makes little difference. Just a matter of preference, I'm afraid. Just don't take DL. Personally, I like to use HB because it does something that most other weapons can't do.



"Get'em boyz! Dakka dakka dakka! WAAAGH! DA ORKS! WAAAGH!" -Rotgob

Is Kharn a Commissar that kills enemies or are Commissars Kharn wannabe's who don't have the balls to kill enemies? 
   
Made in us
Veteran Wolf Guard Squad Leader




San Diego, CA

Are hellions any better than scourges?

 
   
Made in us
Flashy Flashgitz




USA

Simply put, no. Hellions are terrible unless you take the Baron, and even if you do, squads without the Baron are just too fragile.They try to be Wyches and Warriors at the same time, but since they can't take a Dedicated Transport, they just end up as fodder. If you want them, you'll want a single unit, as many Hellions as possible, with the Baron, and hug cover like it's an old friend.



"Get'em boyz! Dakka dakka dakka! WAAAGH! DA ORKS! WAAAGH!" -Rotgob

Is Kharn a Commissar that kills enemies or are Commissars Kharn wannabe's who don't have the balls to kill enemies? 
   
Made in gb
Secret Inquisitorial Eldar Xenexecutor





Leeds, UK

Scourges = shooty unit
Hellions = combat unit

So yes, they're better in CC, though not at shooting.

Depends on what you want the unit to do.

A pretty unique feature of the hellions is the ability to snatch and grab an enemy IC, so if you want to take character out of "buffing" range of his closest unit, you can. You can play this pretty smart too, by having a suitable unit(s) nearby and ready to open fire / assault the IC when the hellions drop him / her off.

A little tricky to pull off, though a good way of dealing with those Warbosses that surround themselves with hordes of boyz etc

   
Made in us
Veteran Wolf Guard Squad Leader




San Diego, CA

So, I'll do shard carbines and splinter cannons then it sounds like a good idea to me. I'm not looking forward to painting these wings. any other tactical tips?

 
   
Made in us
Stone Bonkers Fabricator General





Beijing, China

Exalbaru wrote:
Are hellions any better than scourges?


no scourges are ok, and can be used. Hellions are down right terrible.


Automatically Appended Next Post:
I would run the scourges with splinter cannons. Make them pure AI. perhaps take haywire grenades if you want some AT.

This message was edited 1 time. Last update was at 2012/12/17 12:28:24


Dark Mechanicus and Renegade Iron Hand Dakka Blog
My Dark Mechanicus P&M Blog. Mostly Modeling as I paint very slowly. Lots of kitbashed conversions of marines and a few guard to make up a renegade Iron Hand chapter and Dark Mechanicus Allies. Bionics++  
   
Made in gb
Secret Inquisitorial Eldar Xenexecutor





Leeds, UK

Exalbaru wrote:
So, I'll do shard carbines and splinter cannons then it sounds like a good idea to me. I'm not looking forward to painting these wings. any other tactical tips?


Check out Mechanicum Jons plog for cool tips.

It's a big thread, so click filter under his name to just see his posts, and not the hundreds written by adoring fans.

   
Made in us
Veteran Wolf Guard Squad Leader




San Diego, CA

I think haywire gernades are a definate must. They've helped me out so many times and so cheap no reason not to get them

 
   
Made in us
Smokin' Skorcha Driver






Scourges cant take haywire grenades sooooooo...

Friendship is like peeing on yourself: everyone can see it, but only you get the warm feeling that it brings. 
   
Made in us
Executing Exarch





The Twilight Zone

Splinter cannons are not a bad choice if you want a pure AI unit, but you are spending a lot of points for 1 more shot per cannon if you move. Also, being able to shoot further is nice, but it means the rest of the squad is wasted.

Blasters/heat lances both provide anti tank, and are still effective against heavily armored elite infantry. Heat lances are slightly better against armor(within melta range) but blasters are better if you plan on hunting MC's. Both are equally fine against most TEQ.

The most important rule of 40K-Page XVII of the 6th edition rulebook, the figure at the top right of the page. "Shake hands with your opponent and thank them for a good battle and fun experience." Then go out for a beer.
Shine bright like Iyanden  
   
Made in us
Haemonculi Flesh Apprentice






Leave them with shard carbines. Your paying for them up front and the other weapons are at no discount so it's silly to inflate the unit. I've considered running the Baron with them to give them stealth and a 2++ up front. I am now tinking of trying Barahoth with them lol, silly but fun.

   
Made in us
Regular Dakkanaut





All references to "haywire grenades" should be "haywire launchers". This should be obvious. I also give you my recommendation to use them, as they care cheap, and dangerous to all types of vehicles.
   
Made in us
Veteran Wolf Guard Squad Leader




San Diego, CA

Unfortunatly the box only comes with one of each heavy weapon. so heat lance and splinter cannon it is. Is it worth magneting the arms to the heavy weapon guys so I can switch them to shard carbines if I'm just filling the last few points in a list? Also is there anywhere that sells super thin magnets so you dont have to drill into your model? Antoher question, what does TEQ mean?

 
   
Made in gb
Secret Inquisitorial Eldar Xenexecutor





Leeds, UK

Exalbaru wrote:
Unfortunatly the box only comes with one of each heavy weapon. so heat lance and splinter cannon it is. Is it worth magneting the arms to the heavy weapon guys so I can switch them to shard carbines if I'm just filling the last few points in a list? Also is there anywhere that sells super thin magnets so you dont have to drill into your model? Antoher question, what does TEQ mean?


1) Try bits sites / ebay
2) If you can, though prepare to drill
3) Let me know if you find one
4) Terminator Equivalent. Ie, something 2+/5++ armour save, or close to anyway.

   
Made in us
Veteran Wolf Guard Squad Leader




San Diego, CA

I guess I'll get the dremmel mailed to me then.

I'll be looking for thinner ones then.

Thats why I picked heat lance--AP1 is nice

 
   
Made in us
Stone Bonkers Fabricator General





Beijing, China

flaming tadpole wrote:
Scourges cant take haywire grenades sooooooo...


....they use to be able to...

Dark Mechanicus and Renegade Iron Hand Dakka Blog
My Dark Mechanicus P&M Blog. Mostly Modeling as I paint very slowly. Lots of kitbashed conversions of marines and a few guard to make up a renegade Iron Hand chapter and Dark Mechanicus Allies. Bionics++  
   
Made in us
Insect-Infested Nurgle Chaos Lord





Oregon, USA

Archons used to be able to take bikes and hellion boards too IIRC,

Not no more :(

The Viletide: Daemons of Nurgle/Deathguard: 7400 pts
Disclples of the Dragon - Ad Mech - about 2000 pts
GSC - about 2000 Pts
Rhulic Mercs - um...many...
Circle Oroboros - 300 Pts or so
Menoth - 300+ pts
 
   
Made in us
Stone Bonkers Fabricator General





Beijing, China

 Ascalam wrote:
Archons used to be able to take bikes and hellion boards too IIRC,

Not no more :(


hate kelly

Dark Mechanicus and Renegade Iron Hand Dakka Blog
My Dark Mechanicus P&M Blog. Mostly Modeling as I paint very slowly. Lots of kitbashed conversions of marines and a few guard to make up a renegade Iron Hand chapter and Dark Mechanicus Allies. Bionics++  
   
Made in us
Veteran Wolf Guard Squad Leader




San Diego, CA

 Ascalam wrote:
Archons used to be able to take bikes and hellion boards too IIRC,

Not no more :(


That would be awesome!

 
   
Made in us
Deacon




Eugene, OR

I just recently had to break apart my haemonculi because of the changes to the dex, 3 of them with tormentor helms and skyboards, with a WWP they were quite fun.

2k
3300


 
   
Made in us
Veteran Wolf Guard Squad Leader




San Diego, CA

Where do you find these changes and updates to the codex?

 
   
Made in gb
Masculine Male Wych





Norwich, England

I use a unit of 5 with 2 haywire blasters. Love haywire.
For modeling purposes i used the heat lance with some spiky bits glued on to make it look like a haywire blaster, there was an old tutorial in the painting section somewhere.

My You Tube Channel - Shredder - Gaming For Science
Dark Eldar
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Chaos
Tomb Kings
Why iz Orks green an' stupid? Coz if they were pink an' stupid they'd be Humies!  
   
Made in us
Veteran Wolf Guard Squad Leader




San Diego, CA

Yeah, I should Probably paint all of them so I can interchange as need be. I really dont want to buy another box of five just because of painting them. Painting those wings is so intimidating ive been putting it off

 
   
Made in us
Insect-Infested Nurgle Chaos Lord





Oregon, USA

Exalbaru wrote:
Where do you find these changes and updates to the codex?



I think he means that he was using the old DE codex , which allowed that combo, but the new codex does not.

The new codex made a lot of changes, notably in the wargear options for HQ's and the function of Mandrakes.

The Viletide: Daemons of Nurgle/Deathguard: 7400 pts
Disclples of the Dragon - Ad Mech - about 2000 pts
GSC - about 2000 Pts
Rhulic Mercs - um...many...
Circle Oroboros - 300 Pts or so
Menoth - 300+ pts
 
   
Made in us
Veteran Wolf Guard Squad Leader




San Diego, CA

I need to pick up some mandrakes. I want at least a squad of every unit available just for funzies if I'm playing with friends.

 
   
Made in us
Insect-Infested Nurgle Chaos Lord





Oregon, USA

I'll be picking some up for painting fun, and casual/themed list use.

The Viletide: Daemons of Nurgle/Deathguard: 7400 pts
Disclples of the Dragon - Ad Mech - about 2000 pts
GSC - about 2000 Pts
Rhulic Mercs - um...many...
Circle Oroboros - 300 Pts or so
Menoth - 300+ pts
 
   
Made in gb
Deadly Dark Eldar Warrior





I don't think there's anything wrong with scourges, they do what they're supposed to do, kill infantry or vehicles depending on how you equip them. I equip mine with blasters because I need something to try and deal with fliers and tanks, but there aren't many and blasters can still kill things like terminators pretty efficiently.

However, I do think reavers are better at that job, the eldar jetbike rules, combined with skilled rider just make them so much better, great cover saves, they don't die by moving into difficult terrain and can move back out of range after they have fired at something. Plus there's the fun of equipping them with cluster caltops and flying 48" (or however far, don't have my BRB on me).

But I use scourges for two reasons, they look jaw droppingly beautiful; they are my favourite models in the whole game, and I play haemonculus coven and keep my army fluffy
   
 
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