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i bought a pack of scouts and planning to buy snipers and a heavy bolter... how many guys should i have in the squad other that the vet serg and the snipers and heavy bolter?
I would just get 6 Snipers and a Missile Launcher/Heavy Bolter. That way you can take big stuff out. Good luck!
My advice: don't use cc scouts and heavy weapons scouts in the same squad. If the heavy weapon scouts get into cc then they haven't been used properly, they should, like devastators, stay back and shoot. Infiltrators is useful for heavy weapon scout squads, as they can use it to give them an extra d6 move into cover before the first turn, putting them in range to shoot and giving them a cover save before the game has started. CC scouts on the other hand should use the move through cover rule to their advantage. Keep them in forrests, so they can't be shot, and once they are in assault range, have them jump out from cover and run swords at the ready into the enemy line. Remember: they are more fragile than powe/terminator armoured squads, but they're armour save is still better than most of the Imperial Guards armour save, better than most Orks, better than most Tyranids, better, in short, than most other armies basic save, so don't worry about that 4+.
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Depends on your games pointage.
If your going to use Snipers, then 4 or 5 should do it, with one Hvy.Bolter, a Sgt model and maybe just one normal scout for cannon fodder.
Though its probably best to add cannon fodder models if you have the points left to spend at the end.
The 4 Snipers are great for taking down things like Eldar Dreadys and those uber sized demon things the Chaos players seem to like, and the Hvy.Bolter is great for supporting them, adding those 3 extra Bolter rounds into your scouts target.
Its probably wise not to infiltrate them, but even if you do, or it is best to do so, then don't place them under the oppositions noses.
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Personally, I like the CC scouts. When you upgrade the Sgt to a Vet and give him Melta bombs, he can really become a pain in your opponents side--particularly when he gets to infiltrate.
Scouts are the only thing besides Rhinos that are even close to being expendable in a SM army. I think their most effective use is to harass the enemy and force him into close combats that he doesn't want to fight. Even if they lose to some high-powered assault unit, you've stalled his advance and made him change his battle plan. With melta bombs on the sgt, not even his tanks are safe. If he can't ignore you, then they've justified the meagre 65-83 points for a 5-man box.
You can add another blister or two to bulk them out, but then they may have trouble making use of cover because of the large squad size. They're not as expendable, either. They'll last longer in assaults, though.
If you like sniper rifles, buy two blisters, get a sgt, and buy a HW trooper--either the Heavy Bolter or Missile Launcher (soon to be released) will work. The missile launcher gives you more flexibility, but if it fires at vehicles, your sniper rifles are useless. A missile launcher is overkill/underkill (crack/frag) on most infantry--so the HB seems the more sensible choice to me.
Personally, I think you might as well get a Devastator squad with all missile launchers or all heavy bolters instead of "shooty" scouts. Devastators are more reliable, IMO.
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I dont really like scouts, but the are useful. I, at minimum take a squad of 4 snipers and a heavy bolter/rocket launcher. The veteran sargent isnt really worth it. The only advantage he has in long range scout squads is his leadership, and if your squad is geting shot up, they're in the wrong place anyway. Besides, space marines automaticly regroup after falling back.
A fool and his shoe are soon parted.
My first army was a scout army :blink: with 29 scouts all together . weird but fun (i bought 15 of them for 1$ a model off somone) a squad of 3 snipers 1 heavy bolter 1 bolter and vet srgt with bp and c&c wep is a good idea the only reason for a vet srg is his leadership and thats all . you will be surprides on how often the 4+ to wound will kill that greater deamon you had trouble with before and how often you roll ones to hit with the sniper rifle. always keep them in cover though! anything with ap 4 will ruin your scout squads .
I find the best scout-unit to be those with one heavy bolter and sniper-rifles on the rest. If armed with 4 snipers and 1 HB the unit totals exactly 100 pts.