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10-man scout squad + vet sergeant + power weapon = 158 pts
When charging you get:
4 power weapon attacks
27 other attacks
Plus, you get that 6" infiltration move. The only way to give them a transport, I believe, is to use a heavy choice and buy a land raider. But, that's totally wrong in my book. The blood angels wouldn't give a land raider to scouts.
The only problem is the scouts will have a tough time surviving long enough to get into HTH, especially if the enemy has transports.
Jack of all trades, master of none.
you could use scout bikes. That would get them there pretty quick.
Only some scenarios grant you the 6'' move pre-game for infiltrators, most just use the standard infiltration rules.
Scouts a must for any Blood angels army, they are the only troop choice allowed to carry close combat weapons. Most other Marine armies have the option to take close combat weapons as an alternate to the tactical bolter. Sadly blood angels donâ€™t get this option.
The only way scout bikers are ever useful is in a scout biker army. They are to small and to ineffective to survive any kind of shooting or assaulting for that matter. Or a charge at a rear echelon unit like devastators, broad sides etc..
On scouts I find them really useful in all respects. Assaulting they are cheaper by almost 100 points than a regular space marine tac squad and get more attacks..so why not?
I have to agree. They are basically tact squads minus transport and armor +3. Yet they are cheaper, ignore terrain, and get more attacks. When you have more then a handful of scouts coming towards you and a death company your opponenet has to choose between scouts that will over run them or the death company that WILL kill them.
<img src='http://www.turnsignalsonalandraider.com/comics/000127.gif' border='0' alt='user posted image' />
I think I'm going to take my scout heavy Angels to the shop this weekend and see how they do. I'll post the list in the army lists forum.
Jack of all trades, master of none.
I use 2 full squads of Scouts always, they work exceedingly well.
A 10-man squad armed for HtH and a 10-man shooting squad can do serious damage to practically anything, not to mention the flexibility infiltration allows.
w00t for Scouts :w
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Scouts, Love 'em . Used to think they were rubbish, but now never leave home without either the 10 man HtH squad(a bargain at 158 pts) play right, avoid the enemies fire power, and they can win back their points quickly, or the Squad with Snipers, Heavy bolter, and Bolters,(3/4 x snipers and a heavy bolter for small games(108/113 pts! or 4-6 x snipers 1 x heavy bolter, and possibly some bolter cannonfodder(149 points)) great shooting ability, and great for taking down those pesky greater daemons, hit 'em enough(especially with a 2+ to hit) and eventually the wounds will start dropping!
Yea my scout set up is the same as Garro and Me. Two ten man squads one for HtH and the other geared up for sniping, with some bolters and a heavy bolter thrown in for some good measure. They work amazingly well, so well in fact i was thinking of making a scout army. :o
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BA can have normal scouts too...just aint as much fun
they are extremly useful, but only really if you charge...if they get charged they get pasted...heh bar that they kick ass
look cool too
Never judge someone until you've walked a mile in their shoes...by that time they'll be a mile away, and have no shoes