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![[Post New]](/s/i/i.gif) 2007/02/13 12:24:06
Subject: Space Marines - Scout Armor
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Boosting Space Marine Biker
Berks County - Pennsylvania - USA
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I posted this before on the actual GW forums LONG ago and I am wondering what you all think. Would it be horribly unbalanced to have an option for HQ's such as Chaplains or lords to have Scout Armor? maybe 10 points to give them Infiltrate in exchange for their 3+ save to become a 4+? Infiltrate would not take up their slot to take another veteran skill.
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![[Post New]](/s/i/i.gif) 2007/02/13 13:23:57
Subject: RE: Space Marines - Scout Armor
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Decrepit Dakkanaut
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It would be balanced if infiltrate was a veteran skill option but only useable if the model used scout armour and counted as having a 4+ save instead of a 3+ save and it could not be master-crafted.
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![[Post New]](/s/i/i.gif) 2007/02/13 14:35:58
Subject: RE: Space Marines - Scout Armor
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[ADMIN]
Decrepit Dakkanaut
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I think its a great idea and doesn't even require a points cost, IMO. The trade-off for infiltrate is offset by the 4+ armor save. The rule should be (IMHO): 1) The army must include at least one Scout squad for a character to exchange his Power armor for Scout armor. 2) The character then replaces his 3+ save with a 4+ save and gains the infiltrate ability (which may be used in missions that allow it). 3) A command squad accompanying a character who has exchanged his Power armor for Scout armor may also exchange their Power armor as well for Scout armor (and the ability to infiltrate). 4) Models that exchange their Power armor for Scout armor cannot be equipped with the following items: Artificer armor, Terminator Armor, Jump Pack, SM Bike.
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![[Post New]](/s/i/i.gif) 2007/02/13 14:51:59
Subject: RE: Space Marines - Scout Armor
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Deadly Dark Eldar Warrior
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I like it, it adds variety. I think it is offset by the benefits. Would they get a scout move if any? I don't really see many scouts, and some seem to get it, while others don't.
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"Confidence is my weapon, arrogance my armor"
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![[Post New]](/s/i/i.gif) 2007/02/14 11:32:42
Subject: RE: Space Marines - Scout Armor
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Boosting Space Marine Biker
Berks County - Pennsylvania - USA
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The only scouts that would get the scout move are scout bikers.
Like I had said, I came up with the idea a while back and posted it on the 40k forums on the GW site before it was brought down.
Anyway, I was thinking of the idea of fielding a 10th Company of space marines where its all scouts. Scout Bikers, and Scout Squads. The idea was also to have no hq's other than low level hq's. For example, you could field a captain but not the master.
Also, only Scouts with Bolters, shotguns, and Pistol/ccw for troops choices. Also your troops would get the normal 1 Special weapon (heavy bolter, rocket launcher). In addition to the special weapons list, I would also allow a flamer for your troops choices. Then for your Heavy Support and Elites Choices, you would be able to field Sniper Scouts.
Does this seem unbalanced at all?
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![[Post New]](/s/i/i.gif) 2007/02/15 15:15:27
Subject: RE: Space Marines - Scout Armor
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Khorne Veteran Marine with Chain-Axe
Kutztown, PA
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The only major flaw with it, so far, would be enemy armor. Your best bet for the full scout army would be as such. 1- HQ: As you stated in scout armor with a scout CS <which leads to great conversion oppurtunities> 2- Elite: Scouts with sniper rifles <allow the HB/Rocket> OR Scouts with normal gun options and Furious Charge at +3 pts a model 3- Troops: P/CCW, Bolters, Shotguns <no HB/Rocket> 4- Fast Attack: Scout Bikers... maybe a scout attack bike conversion? That would deal with enemy armor. 5- Heavy Support: 0-1 of the following choice Pred Destructor, Whirldwind, Vindicator <no variant of the LR or the Pred Annihilator> And allow a Scout dev squad same as normal scout weapon options plus between 1 and 3 of the following HB/Rocket/LC/MM. Also should be no plasma weapons allowed in the army due to the fact these are the ancient weapons... do you REALLY think joe schmoe scout is gonna have access to anything plasma like? Same reason I would say tank as a 0-1... these guys are the trainee's they need to eat nails and piss thumb tacks, thats how they become a full fledged battle brother. The only real downside to my idea is that the same can really be achieved with a "See, but don't be seen" style divergent codex... plus you get a 3+ save then. But again as a flavor army it IS awesome.... and by having an army of 4+ saves you do save enough points to get more guys on the field. Aztralwolf
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