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Made in us
Rough Rider with Boomstick





United States

Edit: remove info on drop pod lists /edit

Edit 2: So, if you are thinking of using a tac squad with a drop pod or rhino, why not use a 10 man scout squad, since you can infiltrate them and you get 5 extra shots (though they have slightly lower save and to hit) they seem worth it. /edit2

1. 5 man tactical squad, drop pod/rhino- 105pts

2. 10 man scout squad with bolters- 110pts

The thing is scouts can infiltrate and what not, and since I can reroll 1's the scouts are not terrible, and wont need to drop pod them in.

I could also throw in a heavy bolter to each to make them:

5 man tac squad, drop pod/rhino, bolter- 115

10 man scout squad with bolters and a heavy bolter- 118

And this makes the scouts seem even more palatable.

What do you guys think?

Thanks in advance!

This message was edited 1 time. Last update was at 2013/09/08 23:03:21


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Loyal Necron Lychguard



Netherlands

I think those Scouts need more Hellfire Shells

But why would you even care about Scouts in a droppod-list?
The more droppods, the happier a droppod list gets.
   
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Raging Ravener





On a slightly related note, lets say you put 3 gravs on a bike squad and you roll two 6's against a vehicle. Does that ammount to 3 hull points and an immobile result ? Since in the brb it states that subsequent immobile results become an extra hullpoint instead.
   
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Netherlands

What related note?
   
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Macragge

On a slightly related note, let's discuss a rules question that has no relation to the current thread, rather than posting in one of the several Centurion threads or even the YMDC forum.

I am liking how cheap Scouts are now, although the difference isn't quite as noticeable with sniper rifles.

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Raging Ravener





My bad I intended to postthis in another thread when my phone crapped on me.
   
Made in gb
The Daemon Possessing Fulgrim's Body





Devon, UK

Why Scouts in a pod list?

Locator beacons still a thing?

(Not being facetious, don't have book til postie delivers in the morning)

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Rough Rider with Boomstick





United States

You guys are all correct about no scouts in a DP list. Totally spaced. I'll edit my first post, but they do seem viable in non-dp lists ya?

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Netherlands

Sure I'm going to play them.
I am thinking about snipers with hellfire shelled Heavy Bolter.
   
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United States

Kangodo wrote:
Sure I'm going to play them.
I am thinking about snipers with hellfire shelled Heavy Bolter.


snipers have always been worth it, however, hardly anyone used to use bolter scouts, I think they may be worth it now.

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Towering Hierophant Bio-Titan



UK

My train of thought...

The operative part of a bolter scout is the boltgun. What does a boltgun do, str 4 ap 5 shots.

What does Str4 ap5 well, dual flamer ASM in (free) drop pods. That's lots of arguably better str4 ap 5 ignore cover HITS.

A couple of scout mines would be good (different) but I assume they are also FA slots. So how about bolter scouts in Speeders!

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Loyal Necron Lychguard



Netherlands

At least take them with Telion, for a nice +2 to their cover
I think Telion + Bolters could be nice, he can snipe out any annoying flamer-weapons while you hide behind a wall and laugh as your 2+ cover ignores everything.

This message was edited 1 time. Last update was at 2013/09/08 23:43:25


 
   
Made in il
Warplord Titan Princeps of Tzeentch






Well, speeders are nice as bolterboats-but they are easy to drop.

Though now that they are dedicated rather then FA-they dont take precious space.


Problem is, I can't really think of chapter tactics that scouts and LSS gain much from.

And the biggest issue-there is not a single damn scout-theme HQ except shriek, and raven gaurd really gives nothing to scouts.

can neither confirm nor deny I lost track of what I've got right now. 
   
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Loyal Necron Lychguard



Netherlands

Imperial Fist to counter the BS3 a bit?
Or Pedro Kantor for the PE(Orks)
Tank Hunter on your Devastors is nice too, since you 'need' at least some AT-models.

Ultramarines for Telion, a single reroll to 1's and some backup from their SC's?

Raven Guard give all scouts Stealth and you can scout DT's and Tactical/Devastators.
   
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Space Marine Scout with Sniper Rifle





San Jose, CA

Kangodo wrote:
Imperial Fist to counter the BS3 a bit?
Or Pedro Kantor for the PE(Orks)
Tank Hunter on your Devastors is nice too, since you 'need' at least some AT-models.

Ultramarines for Telion, a single reroll to 1's and some backup from their SC's?

Raven Guard give all scouts Stealth and you can scout DT's and Tactical/Devastators.


Everyone not in Bulky or Very Bulky rule gets Stealth for just the 1st turn. Scouts do not recieve stealth the whole game, unless Shrike attaches to them, and that can only happen after deployment.
You are correct about other stuff though. Besides the 1st turn stealth which may be good for objective sitter, RG chapter tactics dont do much for scouts. They really seem to be about making your TAC/DEV/Stern squads more scouts like.
Many Raven guard lists i've seen are scout heavy, i'm wondering if tacs need another look though, as the rhino rush could be rad.

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Netherlands

Yeah, I know it's for one turn.
I still think it should have been Shrouded for one turn.

UM's can give them Telion which makes them Stealth all game long.
   
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Just a note, I don't think scouts can infiltrate with a rhino. They don't get it as a dedicated transport so I don't think they can use the infiltrate rule with it.

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Oregon

I like the idea of IF Bolter Scouts.
Heavy Bolter is a fine buy but if you're mobile, I could just as well leave it behind.
   
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Netherlands

 Isean wrote:
Just a note, I don't think scouts can infiltrate with a rhino. They don't get it as a dedicated transport so I don't think they can use the infiltrate rule with it.
Yes, you cannot infiltrate a normal transport.
Infiltrating Land Raiders would be brutal
 minigun762 wrote:
I like the idea of IF Bolter Scouts.
Heavy Bolter is a fine buy but if you're mobile, I could just as well leave it behind.
I still prefer UM.
Mostly because they have the (imo) best SC's and stuff like Telion.
Take Calgar and Telion and you have a 10-man Scout group that gets 2+ cover in ruins and rerolls 1's for two Turns, even with their special weapons.

It's why I am looking forward to supplements: I want each supplement to bring each Chapter's SC-amount to the same level as UM's.

This message was edited 2 times. Last update was at 2013/09/12 18:48:20


 
   
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What do you guys think of using a 5 man Scout squad with Bolters, Teleport Homer, and possible HB. I'd Infiltrate/Scout move them to a flank or side objective to harass the enemy/secure the objective and then port in a 5 man Tac Term squad to back them up in attacking the enemy flank or sweeping an objective. The rest of my force could push another objective/part of the enemy line to take heat off of the Scouts, and I could always support them when necessary with long ranged fire or other units.

Snipers are the obvious choice if I wanted to keep them at farther ranges, but these guys would ideally be stuck in fairly close to enemies from the start. I think bolters would be better than a mix of shotguns and pistol/CC in this role because anything that Scouts can beat in melee, they don't need CC weapons to beat, and bolters would allow them to contribute ranged damage more effectively at the mid-range slot.

What do you guys think? Between UM and IF chapter tactics, which do you think would work better in this role?


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