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does anyone have any ways they have to make there scouts effective on the battlefield?
Scouts are quite effective at holding objectives or staying alive in general if you give them camo cloaks. That way they can pontentially get a 2+ cover save in most terrain on the table.
5 Scouts with Sniper Rifles, 1 Missile Launcher, Camo Cloaks - this squad is cheap, hard as nails when in cover, and provides reasonable fire support. Great for holding objectives throughout the game, so long as they avoid close combat.
10 Scouts with 6 CCWs/Pistols, 3 Shotguns, 1 Power Fist/Pistol Sergeant - solid at supporting your other combat oriented squads with number of attacks and wounds, such as your Assault Squads or Terminators. Never to be relied upon to do the job by themselves, though.
Those are the main two that I would consider, personally.
I try to infiltrate my snipers as close to a building/bunker or area terrain as they can get (If they can't infiltrate directly into them due to enemy placement) then scout-move into them, then rip into their high-point non-vehicle single-units. Or at least, that's the plan. Apparently my chapter doesn't train the scouts very well in sniper use...(I always roll poorly w/em)
Also, gretyrant, most terrain + camo cloaks will give a 3+ save, not 2+. You can get a 2+ save in bolstered ruins, however.
I meant if you went to ground which is why I said potentially. I shoul have clarified though I want sure if it would break the rules of revealing gw stuff.
As mentioned above, scouts are great for holding objectives and they can get great cover saves, provide bp/ccw in Troops slots and get rending sniper rifles. Telion isn't bad either as he can snipe out heavy weapons, Sergeants, etc or give you a BS6 missile to the side armor.
Their biggest benefit is infiltrating, they can quickly grab objectives or set up a good defense against Deep Striking armies. That and they're cheap, much cheaper than a tricked out Tactical Squad.
Actually I have a question about scouts too. I'm considering taking a 10-man squad broken into 2 combat squads; one with 4 bolters and a heavy bolter for support and the other with the sergeant w/ power weapon and 4 CCW to support my assault units and possibly infiltrate. Is this a viable option?
I find a five man scout squad armed with snipers and one heavy bolter can hold a position well and offer some nice covering fire for advancing troops.
Sure, you can even put the choppy squad in a Land Speeder Storm and go around hunting heavy weapons squads like Crisis Suits, IG squads, Guardians, and the like.
Scout Bikers- I swear by this unit. The fairly low points and ridiculous mobility makes it one of the best PF delivery systems in the game for the points. I have yet to be dissapointed by their performance. These guys routinely pop a vehicle first turn or engage units in combat and if I'm not going first I just have them outflank, it's hard to stay 18" away from long board edges. These are the only scouts I currently field and my opponents have grown to hate them.
Blais's Paint Studio-Getting broken armies good soft scores since 2009