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I was just wondering today how I can advance my army. And I thought of an idea which has prbably been thought of millions of times before but here it goes HQ shrike Troops lots of scouts with pistols and ccw HS whirlwinds. I was thinking about making an army like this really just for when i play tau.
PS do scouts get combat tactics cause if they do this would be even better.
Shrike is a monster, but works best when attached to an assault squad.
Scouts with 2xCCW's are easier to hit in CC, but not by much. They get Combat Tactics - check the codex
Whirlwinds work well against Tau (in theory), but you really need two or three of them to make an impact, as scatter makes those pie-plates go anywhere without line of sight!
And what the hell is HS? Hellfire Shells? If so, yes, they would work in a scout unit at range with snipers and a heavy bolter.
The tactic with this army is to infiltrate shrike + assault unit and scouts so that they are within assault range. move, fleet - throw the whirlwind shells in, and assault, getting stuck in early, locking that mobile army in combat before they get a chance to move around.
You'll need a powerfist or three in the scouts, as well as some form of anti-armour unit, perhaps a tactical squad with melta/missile launcher.
It can work, it just needs preparation and good tactics.
So, you want to infiltrate up a bunch of 4+ save guys, then drop a bunch of S5 AP4 barrages on their heads? I think I see a problem
A Shrike army would be fine. I prefer sticking him with Assault Terminators to infiltrate and fleet, backed with Scouts and Drop Pods. You can have almost your whole army in your enemy's face turn 1. Just beware of armies being held in reserve, or losing first turn, or getting out-assaulted.
Check out ==My== blog: www.bnhblog.blogspot.com
haha ==Me==, I didnt even think about that, good point, though *cough* posting of weapon stats *cough*
And yes, Scouts do get combat tactics.
The scout army has been thought of and brought up many times before, IMO the best way to run it is with a couple stealthed units in cover with snipers supported by a bunch of outflankers with power fists and a few similarly equipped scout bike squads.
Whirlwinds would be nice to attack the middile of your opponents army but as =He= mentioned, be careful when firing at units close to your scouts.
In HQ there are 2 options, a special character like shrike, or since every scout company has a normal commander and command squad you could take a drop poddinf command squad with a few melta weapons to help kill the heavier vehicles your opponent brings.
Like our well washeed rabbity friend said Telion is indeed a sergeant upgrade and not an HQ choice.
IG Best Gen 1st overall of 10 DE 4th overall of 6
Eldar 3rd Overall/Best General of 26--2nd Overall/Best General of 7--1st Overall/Best General of 11
Actually I forget what i meant by HS probably heavy support you're right
---------- Post added at 16:52 ---------- Previous post was at 16:48 ----------
My plan would be to shoot with whirlwinds then get scouts into combat if not over in 2-3 turns disengage then bomb whats left with whirlwinds