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im thinking of making a space marine army consisted of scouts! but is it leagal? i dont think so, because every chapter has got its 10th scout company, what do you all think?
The closest you can come is filling your troop choices with scouts and all your fast attack with scout bikers.
Thats the closest you could go.
Also, depending on traits you could make it so that devastators have infiltrate and give a commander a command squad and they can infiltrate (as they can buy a vet skill).
Thats the closest you can get to an infiltrating army (I know its not a scout army, but its close enough).
I feel it my duty to make you remember that it is your hobby. and unless you are going to play in official events, then you should be free to convert what you would like! I could see a chapter focusing on scouts to do most of the work...
LEAGAL; the closest is a combat patrol army...
-lurking in the shadows of LO.
Officially diagnosed by TekoreMelkhior, Necrarch Lord
As The_Outsider said, using scouts in fast attack and troops is the closest you can come to an all scout army when filling up those slots but then you can fill in heavies with armour and elites with a dreadnought or three. (For some its a bad idea, but for others it works very well.) After that it comes down to what your HQ is gonna be and your pretty much set for a tenth company army...
Take my love, take my land, take me to where I cannot stand; I don't care I'm still free, you can't take the sky from me.
"The difference between gods and daemons largely depends upon where one is standing at the time."- Lorgar
Member of the Fluff Masters Clan
correct it is what you want to do with it and as long as your opponent allows you to play with it it is legalOriginally Posted by cebwj
but you would not be able to play an all scouts army in a tournament
You could very well take 6 squads of scouts (in most scenarios) and a single HQ choice like a Librarian in Terminator Armour. Scouts have a fairly versatile selection of weapons so you could load each squad to fill the role of heavy support, fast attack and so forth.
I don't see any reason you couldn't field an army that was 99% scouts with one HQ choice.
Besides the fact that you will most likely lose a lot...
"Honor and Vengeance! For The Emperor, on the last day!
You could fluffily rationalise the use of a termie armoured HQ (+/- termie command squad) by teleporting them in and saying the scouts are calling in their supporting units. This way you have almost all scouts, and some more heavily armoured brethren (say seconded from the chapter's 1st company) to deal with particularly tough opponents.
termie HQ, scouts as troops, scout bikes as fast attack
Such an army might be difficult to play however, you will soon respect heavy bolters and their equivalents! Also, heavy armour may be a challenge as missile launchers dont really cut it against armour 14 (use meltabombs!). The biggest advantage this army will have is the ability to infiltrate almost every unit, and deepstrike/teleport the rest. This will help then get into HtH early.
Alternatively, as suggested earlier you could make up your own list for use in friendly games. For example, you could use sniper equipped scouts as heavy support. Another option is to add 3 points to the cost of a scout and give them one of the other two veteran marine skills and count them as elites choices. Up to you at the end of the day.
It's an interesting idea mate, please let us know how it goes.
Hope this helps
thnks alot everyone, scouts work for me realy well, because you just get the enemys pinned andget some squads with heavy bolters and bolters to wrip the opposition apart, and there armor save isnt to bad eather, but if push comes to shove i could use cover, i guess
i have a 10th company 1500pt list.
it has a 75% win rate at the moment (although i expect to improve on that in CoD)
i use a captain with a retinue (with infiltrate), squads of scouts, scout bikers, and a LST sqn (air support) everyone either deepstrikes, scouts, or infiltrates.
it's a powerful list that requires a little finesse, but worth the effort.
you could convert up a captain in scout armour and claim it was "artificer scout armour"
to give the 3+ save.
"i am a leaf in the wind, see how i soar"
6 Scout squads with Teleport Homers
2 Scout Bike squads
2 Terminator squads Deep Striking
I think this force would be very effective for CoD. Ordinance balances out a lack of Dev Squads (which struggle with LoS anyway). The Terminators with Heavy Flamers absolutely own when supported by Scouts. The Landspeeder (any flavour) is an invaluable last turn objective claimer in Cities of Death. Victory Points are only used in 1 scenario, everything else is strictly objective based.
War Record Since Sept 2005
Old Codex 48-20-9 Dark Eldar
New Codex 1-0-0 Dark Eldar