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yesterday I encountered a strange problem fighting the Space Marines : Scouts.
My list is a mechanized army of 750 pts (3 Chimeras and 2 Leman Russ)
The opposing player started the game and infiltrated his scouts. So, he would put them 18" away from one of my Leman Russ. Then, he used the Scout move to bring them 12" away from my LR.
Afterward, since he was the starting player, he moved toward my LR and charged it. With their grenade hitting the rear armor, the Scouts easily blew up my LR.
That is problematic because my LR was destroyed before he could do anything so it is a huge amount of points wasted.
Any idea how to deal with infiltrating scouts ...
I thought I could "hide" my Russ behind the Chimeras, preventing the other player from putting his Scouts too close, but then he would assault one of my Chimera which is also a problem.
That's tough in that list. How about scout Sentinels? Give them cammo clocks and put them to block Infiltrators.
The Tyranid torpedo? Its a giant facehuger cannon. It fires an army of facehugers at the other ships. It should cause fear.
Technically, he wouldn't be able to assault you. With infiltrate, he actually has to set up more than 18" from you, so let's say he's 18.000001" away from you. Scout 6", move 6" and he's still 6.0000001" away - he can't assault!
The only way he would be able to assault is he put his scouts behind a terrain that blocks LOS. By doing so, he could set up more than 12" away from you (let's say 12.000001"), then he would be able to scout 6", move 6" and then assault.
That's pretty much what you have to do, although saying that they can't assault when they're 6.000000000001 inches away may seem a bit rules lawyerish just remind him that they'd be out of assault range.
Then hope to hell he doesn't get some scout bikes, infiltrate 90% sure on this one), scout move, and on bikes.
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
Space Wolves scouts' OBTL is actually worse but that's neither here nor there.
What you need is either a) screening units or b) screening units.
Flanking, scouting and infiltrating is the name of the game for most armies in 5th, especially those that have big units that can occupy your time.
Flanking Genestealers are evil as are marine scouts etc.
Really only solution is a screening unit to protect like conscripts, orgryns etc.
Fifth Edition Saved 40k for Me. I love my ratlings and my cover saves!
I usually do not comment on rules if I do not have the books to look at, so forgive me if i am wrong.
I am pretty sure SM scouts do *not* have the "Scout" USR, just infiltrate.
I know SM Scout Bikes have scout (and so do the Scout LandSpeeder, which is deadly with a multimelta) but Scout Bikes do not have infiltrate (but a scout turboboost can still give them 1st turn assaults).
So it should be impossible for Scouts to have a first turn assault since they have to setup *over* 12" away (unless of course you have Shriek).
As for actually dealing with Scouts, hull Heavy Flamers on a chimeras = dead scouts
Deploy one or more of your squads outside of their Chimera, and then move them in on the first turn. There's you screening unit, and you're still entirely mounted.