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I have been playing space marines for a while now and i have never really used scouts.
I get they can have snipers but still its only fifteen more points for five space marines.
And they have one more ws bs and a 3+ save i just don't think that they are worth it.
What are ur opinions??
Last edited by beachjustice; January 6th, 2010 at 15:17.
Sniper rifles will wound anything on a 4+, and ingore armour saves on a 6. They're great for taking down high toughness creatures like wraithlords and carnifexes. Plus there's Tellion and his wound allocation ability, which can let you easily neutralize threats in a squad.
It is very rare to see scouts (or any sniper squad) fielded over five models. On the other hand it is very common to have Tactical Marines fielded in 10 man squads. After upgrades are all added in a Basic tactical squad (10 with missile launcher, meltagun and powerfist) Runs for 200 points, while a basic scout squad (5 with snipers, missile launcher, cloaks) runs for half of that. Scouts are not front-line combat units, don't use them to try and fill that roll, they are support shooters as snipers. Or if given bolters/shotguns/ccw skirmishers and objective grabbers. Don't compare them to tactical marines. Tac marines are frontline combat troops.
Personally I think scouts are really a nifty unit, they aren't the best snipers in 40k, however they can be rather versatile outside of that (they're the best snipers for not getting stomped in CC ). They also have some great models if ya ask me.
You honestly don't have to use scouts if you don't want to. The choices you make are entirely up to you for what is fielded in your force. If medium infantry isn't your thing, just stick with heavy.
It took me a while to get used to the scouts poor BS, and I don't include them at all unless I've the points to upgrade the sergeant to Tellion, but in the end, it all goes to preference.
If I include a unit, they are normally snipers with Tellion. Sit them at an objective in cover and let Tellion pick squad leaders turn after turn.
Give them camo cloaks and you've got a cheap support unit to hold objectives.
Add Telion and a MotF with conversion beamer and you have a nasty shooty unit with 2+ cover
Check out ==My== blog: www.bnhblog.blogspot.com
Scouts used to be well worth their points, and I used to like them, but in the new space marines codex I just can't stand them. Anyways I have a fan codex post you can download here's the link for the page in the forums http://www.librarium-online.com/foru...ex-scouts.html (Codex: Scouts)
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-Shriva the Damned
I use scouts with Land Speeder Storm, Close Combat Weapons and Combi-melta on sergeant. This way they can deploy 18 inches from enemy (if you start) or come from the flank (if your oponent starts). Either way the scouts can fly 12 inches, get out from the transport up to 2 inches from it, fire melta with 2d6 pen. to a tank then assault it using Krak Grenades. The Land Speeder has heavy flamer so it can kick arsh too.