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Made in us
Focused Dark Angels Land Raider Pilot




West Chester, PA

What Chapter Traits benefit scouts the most?
I was thinking RG for the stealth bonus, or IF for bolter rerolls. Any other ideas?

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Knight of the Inner Circle






Depends on the scout army, I mean are you running speeder storms, majority snipers, ccw/shotty scouts?

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A garden grove on Citadel Station

UnadoptedPuppy wrote:
What Chapter Traits benefit scouts the most?
I was thinking RG for the stealth bonus, or IF for bolter rerolls. Any other ideas?
IF bolter scouts have BS3 and reroll ones. Their chance to hit is 0.58. RG tacticals do not have reroll ones, but they don't care because they are already BS4 and so have a .67 chance to hit.

Considering that they both outflank while the tacticals are better in many ways, I would be hesitant to run a horde of IF bolter scouts as a serious army. RG tactics unfortunately do not benefit scouts very much as they can already infiltrate and outflank.

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If you have scout bikes, you could also do white scars for that and hit and run.
   
Made in us
Focused Dark Angels Land Raider Pilot




West Chester, PA

 riverhawks32 wrote:
Depends on the scout army, I mean are you running speeder storms, majority snipers, ccw/shotty scouts?


No storms...yet.
As for scouts, i have mostly bolter scouts with a fair amount of snipers and a few ccw. No shotguns. Bolters are strictly better in 6th.

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Made in us
Storm Trooper with Maglight





Ishtar Sub-Sector (40k)

Maybe iron hands for durablity

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Made in us
Neophyte Undergoing Surgeries





I was thinking about the scout problem, too. I decided, while keeping with Allies rules, to make my main det IF and make my assault marines and scouts RV. I really wanted to do WS, but as others have agreed, with no bikes or intention of cc, RV is way to go. I do agree, though, that even this is a somewhat redundant choice.

 
   
Made in us
Knight of the Inner Circle






That probably is your best bet...UM is useless, WS is useless, iron hands eh for scouts, Salamanders useless, templar useless, so that leaves us with IF and RG

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Hamburg

Well, it will basically depend on the army list.

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killeen TX

Im not sure which chapte tactics to take, i haven't recieved my codex yet. Takes so long to get to Afghanistan.

However, scout armies are not overly powerfull or great. I have played two different scout themed armies, and, as long as it is an objective game, they did well. Each took six squads ten scouts strong. Then split them into five man groups, so, twelve scoring units I had to take care of. Either had some predetor/ speeders/ or whatever that artillery rhino is called. Just having to take care of twelve groups was difficult.

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Made in us
Focused Dark Angels Land Raider Pilot




West Chester, PA

 martin74 wrote:
Im not sure which chapte tactics to take, i haven't recieved my codex yet. Takes so long to get to Afghanistan.

However, scout armies are not overly powerfull or great. I have played two different scout themed armies, and, as long as it is an objective game, they did well. Each took six squads ten scouts strong. Then split them into five man groups, so, twelve scoring units I had to take care of. Either had some predetor/ speeders/ or whatever that artillery rhino is called. Just having to take care of twelve groups was difficult.


My idea was something like this:

Have two of these squads set up mid-field.
Scout Squad
-10 man w/ bolters
-Cloaks
-Heavy Bolter w/ Hellfire Shells
-Vet Sgt.
153 points

Then either combat squad or keep it whole depending on KP and annoy people with random pinning tests all game.
Scout Squad
-10 man w/ snipers
-Cloaks
-Vet Sgt.
150 points

And then two of these squads as objective grabbers and annoyances.
Scout Squad in LSS
-5 man w/ ccw&bp
-Vet Sgt.
-Combi-melta
-Meltabombs
125 points

706 points leaves plenty for support/HQ and whatnot. Homers can be an appealing option. What do you guys think?

This message was edited 1 time. Last update was at 2013/09/29 23:03:00


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Made in us
Stubborn Dark Angels Veteran Sergeant





Illinois

I would spam them as IF scouts but I would use 10 man squads with a LSS 5 ccw/bp and 4 snipers w/ a ML. In a non kill point game i think it will be a lot of squads to kill and your snipers with cloaks will survive decently. 6 squads of that with some heavy support rolling out like a few preds. I like that idea. Use a company master as the HQ but how to outfit him I have no idea.

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Made in us
Focused Dark Angels Land Raider Pilot




West Chester, PA

 namiel wrote:
I would spam them as IF scouts but I would use 10 man squads with a LSS 5 ccw/bp and 4 snipers w/ a ML. In a non kill point game i think it will be a lot of squads to kill and your snipers with cloaks will survive decently. 6 squads of that with some heavy support rolling out like a few preds. I like that idea. Use a company master as the HQ but how to outfit him I have no idea.


Perhaps a beatstick master with some terms in a LR backed up by some Preds for armor saturation. Not quite sure how many points that is, but I should enough for a Stormtalon or two.

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