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So, being new to space marines, and with all the even newer units that just came out, I was wondering everybody's opinions regarding scouts and the attention they were given in the new codex (and maybe a few questions...)! I went back a few pages, but there isn't a main topic on the subject, and only scattered comments of "ooo" and "ahhh", so let's get one going!
So, first of course we have the standard Scout unit. Again, being new to space marines, I'm wondering your opinions on them in general, but I do have a couple minor questions. Is the only way to roll scouts to kit them with sniper rifles (ignoring shotties and bolters) and maybe a heavy weapon? Also, I often see them in squads of only 5, so is there a special reason for this? And, naturally, are they worth it with the reduced BS and WS when you can get a TAC squad?
Next, we have the Land Speeder Storm! Now, I like Land Speeders in concept (a lot!) but some of the sentiment on the boards have been that they aren't as good as they once were. Does this apply to the new Storm? I like how it is super-fast open-topped transport, but I really don't see an assault with Scouts coming... (maybe against a Basilisk in the back with some Meltabombs, but somehow the likelyhood of using scouts over other Land Speeders with Multimeltas or bikes seems low). However, they would be able to roll around and light some things up. Do you think using ne would be a good idea? Or a points sink? Is it going to be cool in the game, or just in concept? And is it better than the other options for land speeders?
Finally, we have the new pretty Bikes! These actually look really cool imo, both mechanic wise and model wise. The infiltrate and scout move seems just insane! The locator beacon can be priceless on the enemy line, and the cluster mines just sound damn cool! But, again, it comes down to the other bike options. Leaveing attack bikes out, does the change in WS, BS, and Sv make them not worth it over the other bike squads, even with all of their cool perks?
I know it's a lot of text, but I'd really be interested in hearing what you all are thinking of with scouts in the new edition, when their standrard alternatives are still available.
well scout armies werent that uncommon with the last codex, but with the reduction in WS and BS, with a heavier lean on the BS, they may start to dissappear a little bit.
If SWs taught us anything, its that WS 3 can still be effective (blood claws destroy!). Close combat scouts IMO are still effective! With a better than average save, sgt w/ powerfist and more attacks than tactical squads in combat, scouts can really hold their own.
Bolter scouts, with heavy bolter attached, used to be a staple in the scout army. however 1 less ballistic skill does cut their effectiveness down a good bit. The ability to infiltrate them onto an objective could still appeal to you though.
Snipers are typically taken by most players, w/ a mlauncher at that, to camp out rear objectives or to infiltrate and take out MCs as soon as possible. (because of their sniper rifles). It also helps with their ballistic skills reduction.
i dont know how others feel about the speeders but i think they are rubbish lol. just because they only carry 5 men and kind of draw attention to a unit that should otherwise be in cover 100% of the time.
The bikes seem decent though with all those abilities and the assist to deepstriking.
Scouts are still useful take a shooty scout squad put them in cover with camo cloaks, reinforce the cover with a tech marine or master of theforge and you have a squad that gets 2+ cover saves, a scout bike squad with a p fist can infiltrate close to the enemy scout move closer move closer and then assault any artillery vehicles or heavy weapons teams or either can outflank with a p fist.
Haven't used the storm yet so can't help you there sorry.
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I like shooty Scouts now that snipers are free and Telion is all kinds of awesome. Combat scouts still have their uses thanks to outflank and a 5 man squad in the Storm would be fun for not so many points.
Scout Bikes are amazing now, cluster mines, grenade launchers, locator beacons, and outflank in a cheap and resilient unit.
Scouts can also be used for cheap heavy weaponry and objective grabbing.
i like 3 scout bikers all with astartes grenade launchers, cluster mines and sometimes a locator beacon outflanking. rapid fire some krak into a vehicle's rear or side or rapid fire some frag into a horde or a shooty squad and you'll make there meager points back pretty quickly.
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I figure we'll be seeing a lot of scout sniper squads with missile launchers and telion. The snipers don't care about the loss of the BS, and Telion giving that missile launcher the new BS is doubly nice.
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Snipers no longer hit on 2s, they use BS like everything else. That's why they go cheaper. They're still better with rending though so it's a great deal.
I also did a double take on Scout bikes. They're so good now for so little. 3 outflanking grenade launchers and mines for only 110 points! They'll make a mess of light vehicles and rear armor, drop 6 blasts or average 3 S6 AP4 shots per turn, and cluster mines.
I use a 5 man scout squad with 4 snipers and 1 missile launcher, and they work great. I keep them at the back in a building and shoot at whatever opportunities present themselves. I find that the scouts are also great for capturing objectives, and also survive well even with their lower armour save as people tend to ignore them. So far my missile launcher scout has killed Two dreadnoughts, with one of them being a space wolf commander and has never been killed in return.
yeah, i've been dying to try out 8x snipers, a missile launcher and telion, all with camo cloaks. but I've heard that this type of squad is very expensive.
has anyone out there tried this set-up? does it work?
and yeah, in small games i generally take 2x 10man Scout Squads with Bolters. as they work exactly the same as tactical squads, and free up points for those great dreads!