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Made in gb
Slippery Scout Biker





For Assault Scouts in a LSS would it be better to take CCW/BP or Shotgun?



 Desubot wrote:
...but the default one for me is Telepethy. Can be one of the most useful as Psychic shreks kill most things...
 
   
Made in us
The Marine Standing Behind Marneus Calgar





Upstate, New York

Depends.

I know it’s a cop out answer, but it’s true. Shotguns are a jack of all trades weapon. Worse then the bolter for shooting, better for charging. Not as good as the pistol in CC, but better at range.

You get two shots before the charge, rather then one. But one less shot in CC. You always hit on a 3+ due to BS4. Depending who you are fighting, CC hits might be on a 3 or 4. If you are fighting someone with a better initiative then you, you also ensure getting the hits in. You get less swings in during the second and subsequent rounds.

If charged, you get more shots in overwatch, but less swings in CC.

There will be times you don’t want to charge. Say, if you are already on the objective. More shots is better.

Shotguns look cooler.

And finally, don’t forget you can mix them in a squad. If you have one or two shotgunners in the front of the squad, they can fire, and then be the first ones to die to overwatch.

Imperial Fists get bolter drill on their pistols. This slightly erodes the advantage shotguns have with shooting. But not by a lot.

   
Made in us
Regular Dakkanaut





If you're charging with Scouts it better be against something they can kill. Even Tactical Marines will win out in assault thanks to their 3+ save. The only thing that scouts should be doing in assault is beating up Guardsmen or tar pitting something scary. Either way, the extra CC attack won't add much.

In short, I say go Shotguns.
   
Made in fi
Fully-charged Electropriest






GreenShoes wrote:
If you're charging with Scouts it better be against something they can kill. Even Tactical Marines will win out in assault thanks to their 3+ save. The only thing that scouts should be doing in assault is beating up Guardsmen or tar pitting something scary. Either way, the extra CC attack won't add much.

In short, I say go Shotguns.


Are you kidding? CCW Scouts wreck regular Tacticals in close quarters any day of the week.

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 Crimson Devil wrote:
7th edition 40k is a lot like BDSM these days. Only play with people you know and develop a safe word for when things get too intense. And It doesn't hurt to be a sadist or masochist as well.
 xSoulgrinderx wrote:
No. but jink is cover and if the barrage its center they wont be getting cover
 
   
Made in us
Decrepit Dakkanaut




Shotguns allow it to be easier at winning combat. Even with 10 vs 15 attacks, having less to fight is better.

CaptainStabby wrote:
If Tyberos falls and needs to catch himself it's because the ground needed killing.

 jy2 wrote:
BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

 vipoid wrote:
Indeed - what sort of bastard would want to use their codex?

 MarsNZ wrote:
ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
 
   
Made in us
Longtime Dakkanaut





Ccwpn+B.pistol + charge = 3 attacks each.

If you are coming from a LSS, thats 18 attacks. 9 hits(mathhammer of course is not real math...)

4 wounds, 1.33 unsaved wound. against meq.

If you fired Bolt pistols beforehand you could add on

3 hits, 1.5wounds, .5 unsaved wounds. So 1.83 wounds, which we will say is still 1 wound.

Shotguns.

12 shots, 6 hits, 3 wounds, 1 unsaved
assaulting = 12 attacks 6 hits, 3 wounds, 1 unsaved.

Shotguns are better than ccwpn+bolt pistol versus meq- but not by much.

Consider also shooting at an unit and causing 1 casualty is unlikely to force a break test, and reduces the amount of models firing overwatch at you.
   
Made in us
Decrepit Dakkanaut




Wait, how are you getting 18 attacks.
3 attacks each on the charge with 5 dudes is just 15 attacks.

CaptainStabby wrote:
If Tyberos falls and needs to catch himself it's because the ground needed killing.

 jy2 wrote:
BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

 vipoid wrote:
Indeed - what sort of bastard would want to use their codex?

 MarsNZ wrote:
ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
 
   
Made in us
Ultramarine Master with Gauntlets of Macragge




What's left of Cadia

I would say Shotguns. It lets you put the hurt on whatever target you're about to charge a little more than the BP+CCW, especially for drive bys in a LSS

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Made in us
Longtime Dakkanaut





Slayer-Fan123 wrote:
Wait, how are you getting 18 attacks.
3 attacks each on the charge with 5 dudes is just 15 attacks.


For some reason I thought the LSS had a 6 capacity.

The math scales down and up leaving shotguns the better choice still.
   
Made in us
Dakka Veteran






blaktoof wrote:
Slayer-Fan123 wrote:
Wait, how are you getting 18 attacks.
3 attacks each on the charge with 5 dudes is just 15 attacks.


For some reason I thought the LSS had a 6 capacity.

The math scales down and up leaving shotguns the better choice still.


You also seem to have run scouts as being BS3 instead of BS4.
   
Made in gb
Slippery Scout Biker





Shotguns look cooler.


I'm sold

In seriousness I was posting to see if there was any real consensus on ccw vs shotguns as I couldn't real find one. Shotguns it is!



 Desubot wrote:
...but the default one for me is Telepethy. Can be one of the most useful as Psychic shreks kill most things...
 
   
Made in us
Speedy Swiftclaw Biker




NJ

My choice: 4x shotguns, 1x power weapon & bolt pistol.
   
Made in ru
!!Goffik Rocker!!






My personal preference is bp+ccw cause those extra melee attacks matter more and are more reliable for my playstyle. If you're going with shotguns, i'd still take one with bp and ccw cause of thrown nades.
   
Made in us
Land Raider Pilot on Cruise Control






My CCW/BP Scouts w/ a melta bomb in a LSS w/ Heavy Flamer have been one of my best units in my Raven Guard after dropping there Vanguard. After that most ignore them while causing havoc. I've doubled or tripled there points most games. Very versatile and was my MVP one game getting lucky last man up put the killing blow on a TWC Wolf Guard Battle Leader.

Good times, run what you want. Shotguns look awesome, always have been my favorite models.

This message was edited 1 time. Last update was at 2016/02/24 03:53:43


 
   
Made in us
Chaplain with Hate to Spare





Sioux Falls, SD

If I had to run something other than Bolter Scouts, they would be the BP+CCW and possibly a Power Weapon on the Sergeant. But that is because Bolter Drill. I love rerolling ones.

However, Mathhammer has Shotguns as the better option, even in the case of Bolter Drill. So from a pure numbers standpoint, Shotguns are superior in every way. If you change the Sergeants to a Power Weapon and Bolt Pistol, the BP+CCW becomes the better option, but by a small margin. Keep in mind, all of my numbers are based off the Bolter Drill variant. Shotguns are better when it is not.

I prefer my Scouts out of melee shooting Bolters at stuff from the debatable safety of their Land Speeder Storms.

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Made in us
Dakka Veteran






I think people are only saying the shotgun numbers are better because they're only looking at a single round of combat for the unit. In general, I'd expect the combat to last for a few rounds at least and that's where the BP and CCW will surpass the shotgun.
   
Made in ca
Resolute Ultramarine Honor Guard






Vancouver, BC

After the first round of combat the BP+CCW will be better.

Since, after all, if you have shotguns in melee after the first round you are essentially just Tactical Marines at that point with a worse save.

Assault Scouts should always have CCWs and Pistols. Especially since you don't want to risk shooting yourself out of range, and the extra five attacks in close combat could mean the difference between getting the chance to sweep or being locked in.

Sweeping beats everything (that's not a marine), after all!

 warboss wrote:
Is there a permanent stickied thread for Chaos players to complain every time someone/anyone gets models or rules besides them? If not, there should be.
 
   
Made in us
Decrepit Dakkanaut




Sure, after the first round, Pistols and melee weapons are better.

I don't WANT my Scouts in melee for more than one round though. Anything they're going to be hitting for multiple rounds is stopping them from completing objective capturing.

CaptainStabby wrote:
If Tyberos falls and needs to catch himself it's because the ground needed killing.

 jy2 wrote:
BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

 vipoid wrote:
Indeed - what sort of bastard would want to use their codex?

 MarsNZ wrote:
ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
 
   
Made in us
Dakka Veteran






Right, but my point is that numbers were given to say shotguns are better because if you only look at the first turn the 5 man squad will average inflicting 5.8 wounds through shooting and assaulting while the bp & ccw will only average 5.4.

To me, that's a very minor difference and worth going for the bp and ccw because every round therafter the shotgun squad will inflict 1.25 wounds while the bp and ccw inflicts 2.5. If there is even just one additional round of combat, then the bp and ccw comes out almost 1 wound higher in damage output.

If you don't want your scouts in melee for more than one round, then you want to make sure they have a higher damage output to clear the combat and get back to objectives as you desire. Alternatively, you can just play white scars and leave when you want.
   
 
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