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Made in us
Angry Blood Angel Assault marine





Close to Maddness, Far from Safe

I have started to run a unit of 5 snipers in my small army games (1000 points) and found them to be amazing, with cloaks they often live for quite awhile and they really help take out high Toughness dudes. As I ramp up to to a high point army I think I want to add some more snipers to my list but am unsure on the right number. Should I go with two teams 5? One team of 10? Two teams of 10?! Also should I throw Sargent Teilon on them? My army runs a speedy Rhino rush/Drop or Flyer to get stuck in fast and I like the snipers holding my backfield and adding their support when needed.

Check out my little ork story I am working on here!

http://www.dakkadakka.com/dakkaforum/posts/list/632365.page

 
   
Made in us
Hellish Haemonculus






Boskydell, IL

Telion is a must-have with snipers, in my opinion. (Also, the heavy weapon, although opinions are split between the Hellfire heavy bolter and the missile launcher)

I go ten men, myself. (You can always split them into Combat Squads if you need two units.) I prefer to have an ADL for them. Telion on a Quad Gun is just a monster.

I hope this helps.

Welcome to the Freakshow!

(Leadership-shenanigans for Eldar of all types.) 
   
Made in ca
Smokin' Skorcha Driver




Canada

My friend that plays marines usually runs two squads of snipers, one with 5 and a missile launcher, and one with 5, Telion, and the hellfire bolter.
Added: Having telion and the heavy bolter in the same squad is real handy for taking down MC's

This message was edited 1 time. Last update was at 2013/06/19 03:56:15


tgjensen wrote:
labmouse42 wrote:Another problem is the abject masculinity of the game. Nearly every character I've read about has the emotional range of a turnip. Hate, Anger, Fear, Loyalty, and Worship. That's about it.

Christ, where do you buy your turnips?
 
   
Made in us
Bounding Assault Marine




United States

Hey man.

I use snipers and scouts in general a lot. Basically half my army. I try to use telion as much as I can for a few reasons.

1. Awesome model
2. Cool character
3. Stealth
4. Fires an icarus pattern lascannon (great for intercepter)

When you take telion it is best to keep him in a group of 10 to make his unit stealthed. If you put him in a group of 5 then I feel like you are wasting points.
If you are thinking about taking him at all, think about arming a squad of 10 with camo cloaks. That is 30 points. Telion is 50 and gives stealth (which is basically camo cloaks) and turns your sergeants bs 4 shot into 2 bs 6 shots. And the ability to fire another weapon in the unit at his bs instead of firing.

As far as which heavy weapon to take:
It will depend on what role you want them to have or just what weapon you like better in the end.

I personally like the heavy bolter. The hellfire shell comes in super handy as it tends to hit more often than bs 3 shot and wounding everyone on a 2+ can put out a lot of wounds if you get cluster luck.

The reason I don't take the missile launcher anymore is because the str 8 shot only hits half the time statistically and the small blast typically does not wound as much.
Another thing: if you take the missile launcher expecting it to be good against vehicles too, you will be let down like i was.
I have found the snipers to be most useful against
1. Monstrous creatures
2. Infantry etc.
3. Light armour
In that order.

If you use a scout missile launcher to fire on a vehicle, you are going to waste the other 4 to 9 shots that could possibly take out a marine or something. (go rending!)

Another thing with Telion. He's a bad A with bs 6 and his str 4 bolt gun is often very lackluster. Hit every time but fails to wound every time. That's the way it feels anyway. You think he'd pack some dang darn hellfire rounds!!! Heck man!

Anyway.
I'm on my phone so that's all I have for now.
I love to talk scout tactics as that is what I'm focusing on.
Private message me if you want.
Hope what I said makes sense.

2000+

"Can we stop saying CCSM and CSM to just say CSM and SM? I mean really, don't we already know they have a codex? Plus my colon key is broken."  
   
Made in us
Hellish Haemonculus






Boskydell, IL

yukondal wrote:

When you take telion it is best to keep him in a group of 10 to make his unit stealthed. If you put him in a group of 5 then I feel like you are wasting points.
If you are thinking about taking him at all, think about arming a squad of 10 with camo cloaks. That is 30 points. Telion is 50 and gives stealth (which is basically camo cloaks) and turns your sergeants bs 4 shot into 2 bs 6 shots. And the ability to fire another weapon in the unit at his bs instead of firing.


Worth noting that you only pay 27 points for camo cloaks if you take Telion, yeah? Telion can't take any more upgrades, and even if he could he already has a camo cloak. Or am I wrong on that? ( Not like that extra 3 points is doing a whole lot for you, but still... )

Welcome to the Freakshow!

(Leadership-shenanigans for Eldar of all types.) 
   
Made in us
Land Raider Pilot on Cruise Control





Denver

Don't forget that Scouts have combat squads. So take a unit of 10, and if the situation/strategy calls for it, split them into 2, 5 man units.

And to add to what others have said -- Telion is the only thing that really makes scouts worth the points IMO. My favorite combo is to stick him and a squad in a Quad gun (sometimes the lascannon) ADL -- you gots 2+ cover and 4 TL/BS 6 Str.7 precision shots w/Interceptor and Skyfire. Perfect for taking out opponents heavy weapons or flyers.


::1750:: Deathwatch 
   
Made in us
The Marine Standing Behind Marneus Calgar





Upstate, New York

I often field a 5 man squad, snipers, HB, camo cloaks.

If you are fielding Talion, go for the 10 man squad to get the most out of his stealth. You can always combat squad later.

If you are just running basic sergeants, and have a few extra points, take 2x5 man squads. When you field 2 squads, you get the second sarge, with his BS of 4 and the option to take another heavy weapon.

While I love the look and feel of scouts, be careful putting too much focus on them. They have a lower BS and armor save then tactical marines. While they have a list of tricks they can do, at the end of the day your opponent can cash them in rolls if he puts his mind to it. I find it's worth it to field one or two small squads for the options they give my army, but not cut too deep into the backbone of tactical marines.

   
Made in us
Angry Blood Angel Assault marine





Close to Maddness, Far from Safe

Thanks for the feed back guys! Since I will be running the Teilon I will get a squad of 10 and can combat squad it when needed. Thanks again!

Check out my little ork story I am working on here!

http://www.dakkadakka.com/dakkaforum/posts/list/632365.page

 
   
 
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