Welcome to Librarium Online!
Join our community of 80,000+ members and take part in the number one resource for Warhammer and Warhammer 40K discussion!
Registering gives you full access to take part in discussions, upload pictures, contact other members and search everything!
Has anyone ever though of making an army completely out of scouts, aside from the HQ.
Scout squads and scout bikers all over the place with maybe a tank or two.
I don't think it would be an awful list, but i don't think much at all.
I would like to hear you thoughts on this. Good idea? Bad idea? any advice for someone who was going to make such an army.
Maybe in smaller point games it will do somewhat ok. But you won't have very much anti tank weapons. It also depends on what you equip your scout squads with. But I gess it can have its ups and down. Not really fluffy, and I don't think it will work all to well IMO.
All religion, my friend is simply evolved out of fraud, greed, imagination and poetry.
- Edgar Allen Poe
I think the Scouts, unfortunately, are not low enough in points to reflect the fact that about 3 of them usually die where only 2 power-armoured Marines would fall (this is, of course, somewhat simplified: barring power weapons, AP2/3/4 weaponry and cover issues, etc).
Yes, they do have some extra gadgets (special rules), but these don't make up for their weaker upgrade options (shotguns and sniper rifles are cool, but not very effective in the game).
My conclusion is that one, two - or even three - Scout (bike) squads do work very well in most armies against most opponents. But they desperately need cover and heavy support, both of which would not be available in sufficient amount in an all-Scout army.
I therefore do not recommend fielding such a force. Take your initiates to battle amongst their more experienced battle-brethren so that they shall fight and learn!
P.S.: In games of cities of death, though, they do have a lot of cover - and advance far more quickly than their power-armored brethren!
I played a 10th Company (scout company) army for a long while, and it works best at low point levels where having greater numbers is more important than usual. I never had any problems with anti-tank, as I backed them up with two Dreadnoughts. I split it up in two ways: three large close combat squads and three very small ML squads, or four smaller close combat squads and two larger ML/sniper squads. I rarely took the bikes, as they had little advantages over regular bikes and were still expensive.
I was, however, playing Blood Angels, and under the old rules taking lots of Scouts was a way of saying "I like the Death Company, and would like to have as many of them as I possibly can." I did usually get a large Death Company, and they and the Chaplain provided most of the assault hitting power, so it wasn't really a "pure" 10th Company list (which you can't do, because there was only ever one Scout-armoured HQ and he was in 3rd edition Dark Angels).It's not unfluffy at all, and I hated it when people accused me of powergaming and ignoring fluff because I usually pay a lot of attention to background. As long as you're playing under 2000 points, your army is essentially a very small part of a larger unit, so it's entirely feasible to say that the Scouts were, you know, scouting, and ran into an unexpectedly large enemy force, thus calling in reinforcements (in my case, Furioso Dreadnoughts in drop pods). Or you can say that your Chapter, like the Crimson Fists, has suffered very heavy casualties recently and is still rebuilding. Or maybe your army is a guerilla strike force, so all the Marines put their carapace armour back on to get sneaky.Maybe in smaller point games it will do somewhat ok. But you won't have very much anti tank weapons. It also depends on what you equip your scout squads with. But I gess it can have its ups and down. Not really fluffy, and I don't think it will work all to well IMO.
I should point out that 10th Company is very limited tactically and also very difficult to play, and very easy to counter. So if your opponent knows beforehand that you'll be taking all 4+ save units and thus spams heavy bolters or plasma missiles, it becomes exponentially more difficult, since the main advantage Scouts have is that many players take AP3 weapons when fighting Marines and in that situation the Scouts are a better investment. It also helped that they can take close combat equipment, and that 3rd edition Blood Angels had Furious Charge.
But while they're not the best army, they're also really fun, because even if you lose you don't get that sour feeling of defeat, because you have an excuse: "Oh, but this isn't my real list, this is my fun list. My real list would have wiped the floor with you." Correspondingly, victory is all the sweeter, because you beat your opponent's competitive list with a games-for-fun one.
It also teaches you to use cover really, really quickly.
The above poster = Totally a member of the Fluff Masters Clan. Click here for fluff pwnage.
Come, sons of LO! Kneel before Poodle!
Mr_Wayne: "Some people believe that the World Eaters do not field any ranged weaponry. Those people often die at a distance."
I have 1500 points of standard Scouts and it's sort of an "exercise gym"--it is a great army to play if you want to become a good player. It forces you to use serious tactics and think ahead. The best comparison I can make is to think of it as a drop pod army with more bodies and turn 1 action but much less durability and firepower.
My own list is based around 4 8-man Scout squads with missile launcher and power fist. (And 6 squads would be nice. You learn redundancy fast.) I back them up with a maxed out Librarian--FotA and MoH are a good combo for a Scout list. For support, I rely mainly on Landspeeder Typhoons with multimeltas...and I will insist to my dying day that they are a vastly underrated unit. I never tried Scout bikers, but they would help the walking Scouts get through Rapid Fire range into assault. The meltabombs option would be worth taking.
Sometimes I bring a 6-man Termie squad with 2 CMLs for backup. Man, I never appreciated such a simple but beautiful unit until I played Scouts! (You may notice I don't use assault cannons; well, I don't play Scouts because they're statistically efficient! Besides, I have a missile theme going, and it works if the multimeltas can back them up.) A drop-podding Dread like ze_poodle mentioned is also nice, but this is one army build in which you simply cannot skimp on troops!
The fluff for my Chapter, if you're interested, is that the High Lords were considering ways to defeat another Tyranid Hive Fleet. One of the ideas was to quickly create large numbers of minimally augmented Space Marines for front line duty. My Chapter, the Glass Daggers, was created as a test case to see if such minimally equipped Marines were viable. The Daggers quickly learned that traditional Marine missions like drop podding, spearheads and fixed-position assaults didn't work as well in light armor. They deviated from the Codex Astartes by infiltrating deep into enemy territory, emphasizing recon tactics, being supplied from orbit and working closely with the Imperial Guard. Eager to prove that Marines were not just the sum of their equipment, the Chapter has done well so far but some inquisitors are nervous about such (relatively) lightly indoctrinated Marines operating without supervision for months at a time.
My Scouts have actually done well, winning 3 of the last 4 games I played. I beat Ultramarines, Space Wolves and one Tau player but lost to a second Tau player. In all cases I felt like I at least had the chance to win, plus I always learned things that I used later on. Also, all my opponents wanted rematches, feeling that they had been beaten by skill (or luck) rather than army build. It is definitely a challenging and rewarding army to play.
"My tanks have names, my men have numbers." -Col. Edmund Grahvess, 23rd Kronecker Prison Guard
Scout armies have been being tossed around for a while now with mixed feelings. Back in the day I was planning on building one up myself, but the costs got in my way. There was a member on here a couple years back who went by the name RTSPoser. I remember him doing a lot of work on all scout armies, so check his posts out for ideas.
Veni Vidi Variant
I came, I saw, I got a different type of Leman Russ.
The spikey ones go faster.
98% of the teen population has smoked weed, the other 2% went straight to crack.
Saga of the Ages. Click it.
Rules for grenades are on page 72 of the rulebook.
to draw a real rough comparison, it would basically be like playing a guard army w/ the Storm Troopers doctorine.
basically, you could keep people tied up w/ pinning tests, but wouldnt do so hot in drawn out CC. cover woud be a must.
One thing to note that a sniper unit with ML can be amazingly effective versus vehicles. I say this as a Tau player on the receiving end of such fire, my opponent shot my Devilfish and Hammerhead with plenty of 5 man tac squads with ML to no effect, but sniper rifles, which roll 2d6 for AP, and a ML got at least 1 glance every time, so he was either disabling or destroying one of my tanks every turn with that squad.
My gaming group's new motto: That army you're using is overpowered because it hurts my guys, codex is broken and needs a rewrite.
Don't worry about the fact that a scout company (10th) can't be wholy played because the 10th Co. Captain is still power armored, as well as the company command staff (characters and command squads.) In addition, no company has tanks built in except for rhinos, dreadnaughts (battle companies), and land raiders (first company.) This means that 10th can have all the tanks it wants.
'An open mind is like a fortress with its walls unguarded and its gates wide open' -Blood Ravens