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I've recently used a couple armies with 60 scout snipers, and it's worked really well (especially if I get first turn) against Tyranids and Space Marines.
I'm making a tournament army and I'm wondering wether or not to have 2 units of them in it, as they can kill a range of differnet enemies, they are cheap (for space marines) and are great for holding objectives.
I would greatly appreciate advice and/ or experience people have had with using them, especially about how they go against different armies.
Small Scout units with Snipers and HB are really effective fire bases. I wouldn't run ALL Scouts because they're less competent in CC and Marines can do some things better, like bust tanks. A mix is a very good idea.
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The scout models are very good, and an all scout army is more interesting now you can get the Storm, and scout bikes, but its going to be light on anti tank. Hope it goes well !
Jager bombs. Very efficient at wiping out friend or foe.
One or two squads make an effective support option, especially if taken with Telion. They work best as anti-infantry, either pinning large enemy units or, with Telion, taking out power fists and heavy weapons. As anti-tank...you've got a BS3 missile launcher as your only option. There are better choices for anti-tank.
Close combat scouts are debatable. Before 5th, they were effectively infiltrating Marines with a 4+ save and an extra close combat weapon, which made them perfectly usable - infiltrate them 18-24'' and get them into CC as soon as possible. With the WS/BS drop and the general shift towards mechanisation and mobility, they're much less desirable. You could maybe spam them, but the 4+ makes them vulnerable to a lot of weapons, and they just won't last that long in CC. Compare all that to the price drop of vanilla assault marines and there really isn't a choice; keep your scouts out of close combat.
Scout bikes are a fun gimmick unit that suffers from a lack of the central element that make bikes good - cheap, mobile anti-tank. They don't even get meltaguns, just grenade launchers. The BS drop also hurts here. They are very cheap, however, at something like 190 points for a squad of 10. They can also take locator beacons, but I've mentioned elsewhere that drop pods are a much cheaper way of ensuring your terminators teleport safely.
The Storm is mostly useless. It doesn't carry enough scouts and isn't a dedicated transport. Its only use is to run an enemy squad off the board on the first turn with the Cerberus launchers, and only if your 5 scouts win close combat. Considering that armies where this might be desirable - Orks, Tyranids - generally have methods of getting Fearless anyway, you should skip it.
On your list specifically, 60 scouts sounds like it would be a lot of fun but maybe not very durable in a competitive game. I speak from experience: pure scout lists lack anti-tank and don't punch too hard in close combat.
You would be best served using one or two of them in a support role for your other marines. Give them sniper rifles, set them up in cover, maybe buy Telion. Pin small squads that your opponent wants to move and pick off power fists and heavy weapons. Don't use them for pure dakka, as they just can't pump it out that effectively.
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the only thing ill say on top of ze poodle as he has hit the nail on the head is that if you take tellion and a ML you have his speacial rule that should really guarantee you a hit nearly all the time
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I have a sqaud of 10 CCw scouts lead by a Sgt. ith a powerfist and they've yet to let me down. Most of the time they outflank and just cause problems like taking out support units, etc.
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i've always believed in the honest to god awesomeness of the basic tactical marine. they have never let me down unless i don't take enough of them. looking at scouts after this leaves me a bit "meh" about their abilities.
that said, i've seen them used to good effect in games and the models are lovely and give you some variation on painting power armour. i don't think 60 scouts is the way to go though.
The static anti-infantry nature of snipers also makes them prone to having lines of fire cut off by enemy tanks and transports, though it is something else for an opponent to think about.
While mech WH can screeen a lot of their forces the seraphim models are generally too tall to hide, as well as some converted or attached HQ jump packers - all are reasonable targets for snipers, though be aware they will likely be taking 3+ inv saves against rending hits.
Blessed ammo (no cover save) heavy bolters will also mince scouts from a mile away but i've hardly ever seen them in a list.
Daemonhunters - An all scout army is unlikely to get far against landraiders and incinerators - not many models to kill, but not much chance of killing them without help from other SM codex units.
Thanks heaps for the help guys.
I must admit I didn't think of tanks screening guys, as I was versing nids, and mostly foot slogging/ deepstriking space marines, so there could be problems there.
I think I'll go with 10 or 15 depending on the points I have left and use them to threaten bug guys and light vehicles, as well as pin people if they get the chance.
Once again thanks for the help!
They also have a BS drop, which makes me lean away from shooty roles - it sorta tends towards a more close support auxillary unit. You want to shoot stuff from afar, but not with your basic marines? Take a predator or landspeeders or something. Scouts die from return fire far too easily in my experience.
Also, their ability to outflank is invaluable, especially in an otherwise vanilla marine army. It can provide you with a massive tactical advantage, as Henshini says:
I use a 10 man scout squad in my Imperial Fists tournament army, and I'm hard pressed to decide whether it's them, or my drop pod ironclad which actually tends to help me win the most games. I'd probably put them on about an even sitting.
My loadout is a powerfist, 5 shotguns (including sergeant), 4 ccw/bp's, and heavy bolter. It provides a lot of flexability for different situations, what with combat squads and all.
Honestly, i've never used them, however they've been used against me as described above and its quite effective!
Last tournament I went to, there was an all scout army which actually fared quite well. And it's a massive tournament (150+ players over 2 days).
But generally, I'd probably agee.
And they're just awesome models too! Breaks up your army a little - my fists are mostly marines, so the scouts add some versatiliy! The only thing I don't like are the standard heads - so I mixed the sniper kits with the standard kits for mine:
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Also, you should google "garfield minus garfield". Awesome.