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Hello, I was just looking at the new landspeeder storm kit and got the idea of making a scout strike-force army. But since I dont play space marines and therefore dont own the codex (yet) I've come here to ask for some guidence.
The army I was thinking of should consist of somthing like this:
4/5 landspeeder storms with scouts inside.
and then 3 squards of each 3 landspeeders with heavy bolters and missile launchers.
+ some random HQ.
can an army like this be build? And would it work well?
Unfortunately land speeder storm are fast attacks selection and not dedicated transport; So 4/5 storms would be impossible (I assumed that 4/5 meant up to 4 or 5 storms).
About scout armies: They may be viable, but i guess you'd need to be a fairly good tactician first and foremost, ideally you should add some other kind of unit though. If you're concerned about "fluff" issue you could throw in some Terminators ,LotD or vanguards; They seems to fit nicely as support units that intervenes in dire situation without impairing the scouts movements. The idea is interesting nonetheless, my list actually has a good amount of scouts in it.
Last edited by seismic; August 14th, 2009 at 00:12.
"The things that appear are a vision of the unseen"
-Anaxagoras of Clazomenae
I know quite a bit about playing a Scout Marine army and I can't see the LS Storm being anything more than a fun gimmick. It has its uses, certainly, but notice the carrying capacity. Five Scouts? How many combats are you going to win with a squad like that, even if you do get the charge? The LSS is a subtle vehicle--don't expect results if you charge it around like a winged Land Raider.
About Scout Marine armies in general. Scout-heavy is reasonably doable, all-Scout is punishingly hard. In an average Marine list, the typical player will bring one Scout squad, maybe with sniper rifles and camo so it can sit on the home objective and still perform a specialist role. Or they bring a Telion squad. That's fine when you have only one Scout squad. Now suppose all of your troops are Scout Marines. You can't give them all sniper rifles and expect them to have the same sort of impact as the one-Scout list, and of course there's only one Telion. You're left with a bunch of necessarily general-purpose units that are worse at offense and defense than a Tactical Squad. Therefore, you must take advantage of Scouts' infiltration and cover rules. As an example, you can use these advantages to deepstrike Terminators into position (infiltration) and then have your scouts fall back to occupy rear objectives (Move Through Cover and camo cloaks). Ask yourself, then, how you would use the Storm? Like Scouts, you can't do a frontal assault but you can mess up enemy deepstrike (as I recall from the rules), so maybe you could place Storms near you home objectives or wide open spaces to throw a wrench into your opponent's plans, and then grab a scout squad to take/occupy an objective. That would work, but...are you this tactical? Are you willing to think three turns ahead to keep your units from suffering too much attrition? Are you subtle enough to distract the enemy from shooting at weak, juicy targets at a critical moment? Scouts and Storms are fun units but, unless you use their advantages, you're giving up your MEQ statline for nothing.
"My tanks have names, my men have numbers." -Col. Edmund Grahvess, 23rd Kronecker Prison Guard
Hard to field a viable scout army, but the Storm IS a sweet model. The scouts have also got neat new bike models that give you optional grenade launchers and the ability to lay minefields.
Jager bombs. Very efficient at wiping out friend or foe.
wack-tapaz, the army you're thinking of building it utterly impossible outside of Planetstrike, and even then it's so under-powered it wouldn't work.
LandSpeeder Storms are not a scout-replacement for the Rhino. If you bought the codex, you would know that =)
There are some special characters (unique captains) with ability to get a squad of marines infiltrated, so You can give a good unit to your all scout army.
The problem is that You`ll be lack of anti-tank and/or anti-horde weapons.
I think it is the best guerilla army that You can build in WH40K but not the most competitive.
Fun to play though! But as mentioned above You need to be an excellent tactician to win.
All-scout armies are probably a bad idea, but scout-heavy armies are not, they're just harder to play than other marine armies.
My custom-built chapter's fluff says they are on a penitent crusade after losing half their number to Chaos corruption. This means anybody in the army who isn't a new recruit brought in to replace lost members is likely pretty battle-hardened. My current list (still building the models) is mostly scouts (one cc squad, two sniper/ml squads, and a group of bikers) with two squads of Sternguard drop-podding in, with Pedro Kantor and Telion counts-as models. Most players cry "Cheese!" at drop-podding Sternguard, especially with the Kantor rules, but they're hardly an "I win" button, since I'm using them to offset the overall handicap of stuffing the list with scouts. I also have a drop-podding dread for hitting vehicles, plus a full assault squad backed by a jump-pack-equipped Chaplain for good measure.
Will it be easy to field? Heck no, but what fun is that anyway? So what if I lose a lot at first? I'll learn, and eventually I'll lose a lot less. Bring it on!