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![[Post New]](/s/i/i.gif) 2013/09/27 04:00:58
Subject: Scout Army Chapter Traits
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Focused Dark Angels Land Raider Pilot
West Chester, PA
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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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![[Post New]](/s/i/i.gif) 2013/09/27 04:05:42
Subject: Re:Scout Army Chapter Traits
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Knight of the Inner Circle
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Depends on the scout army, I mean are you running speeder storms, majority snipers, ccw/shotty scouts?
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![[Post New]](/s/i/i.gif) 2013/09/27 04:11:25
Subject: Scout Army Chapter Traits
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Stone Bonkers Fabricator General
A garden grove on Citadel Station
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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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ph34r's Forgeworld Phobos blog, current WIP: Iron Warriors and Skaven Tau
+From Iron Cometh Strength+ +From Strength Cometh Will+ +From Will Cometh Faith+ +From Faith Cometh Honor+ +From Honor Cometh Iron+
The Polito form is dead, insect. Are you afraid? What is it you fear? The end of your trivial existence?
When the history of my glory is written, your species shall only be a footnote to my magnificence. |
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![[Post New]](/s/i/i.gif) 2013/09/27 04:17:16
Subject: Scout Army Chapter Traits
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Regular Dakkanaut
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If you have scout bikes, you could also do white scars for that and hit and run.
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![[Post New]](/s/i/i.gif) 2013/09/27 13:55:05
Subject: Re:Scout Army Chapter Traits
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Focused Dark Angels Land Raider Pilot
West Chester, PA
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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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![[Post New]](/s/i/i.gif) 2013/09/27 14:09:51
Subject: Re:Scout Army Chapter Traits
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Storm Trooper with Maglight
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Maybe iron hands for durablity
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"We have all and none. Death better come to the other bastard first." - SSG Alton, 19th Valerian Light Infantry Regiment
"With iron and fire the beast shall be lain low at the hands of the Hunters whose home is under the Bloodmoon." - Bloodmoon Hunters Chapter
"Bring on the Angels of Blood and Darkness as thy descend from the heavens to smite our enemies. Let the Wolves of war rend and tear our foes to pieces. And we of the Bloodmoon Hunters shall bring the iron and fire as our vehicles crush all that oppose us under our treads." - Tech-Captain of the Bloodmoon Hunters
My 40k Armies:
Bloodmoon Hunters (Iron Hands Successors)
Lunar Venatorii Regiments (Astra Miltarium)
Mjior Prime Expediton (Skitarii/Admech)
Ordo Machinum (Inquisition) |
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![[Post New]](/s/i/i.gif) 2013/09/27 15:26:26
Subject: Scout Army Chapter Traits
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Neophyte Undergoing Surgeries
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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.
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![[Post New]](/s/i/i.gif) 2013/09/29 14:47:19
Subject: Re:Scout Army Chapter Traits
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Knight of the Inner Circle
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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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![[Post New]](/s/i/i.gif) 2013/09/29 18:01:24
Subject: Scout Army Chapter Traits
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Ladies Love the Vibro-Cannon Operator
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Well, it will basically depend on the army list.
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Former moderator 40kOnline
Lanchester's square law - please obey in list building!
Illumini: "And thank you for not finishing your post with a " " I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."
Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss |
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![[Post New]](/s/i/i.gif) 2013/09/29 18:06:05
Subject: Scout Army Chapter Traits
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Pyromaniac Hellhound Pilot
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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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javascript:emoticon(' '); 3,000 pointsjavascript:emoticon(' ');
2,000 points
265 point detachment
Imperial Knight detachment: 375
Iron Hands: 1,850
where ever you go, there you are |
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![[Post New]](/s/i/i.gif) 2013/09/29 20:46:29
Subject: Scout Army Chapter Traits
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Focused Dark Angels Land Raider Pilot
West Chester, PA
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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?
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This message was edited 1 time. Last update was at 2013/09/29 23:03:00
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![[Post New]](/s/i/i.gif) 2013/09/29 22:24:27
Subject: Scout Army Chapter Traits
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Stubborn Dark Angels Veteran Sergeant
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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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RoperPG wrote:Blimey, it's very salty in here...
Any more vegans want to put forth their opinions on bacon? |
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![[Post New]](/s/i/i.gif) 2013/09/29 23:02:11
Subject: Scout Army Chapter Traits
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Focused Dark Angels Land Raider Pilot
West Chester, PA
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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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