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I am playing raven guard and significant to the fluff want to field scouts, but dont feel that they are going to stand up well.
I can get 15 for the same price as a ten man tac squad lil bit kitted.
Can Sniper scouts be useful, and if so how? Is it literally just home objective holding? with a bit of high strength hits
Snipers are, in my opinion, kinda hit and miss. Against some enemies they won't do a thing (most marine builds, orks, etc). But if the enemy rolls with any really high toughness units they will pay dividends. Your oponent is gonna be hating life if he relies on any kind of monstrous creature, be it Carnifexs, Wraithlords, or even the C'tan. They can also be useful against certain Guard Builds, pinning Veteran squads and breaking open Scout Sentinels.
So on the whole, I would say they are generally worth taking, but they won't always do much. But against the right oponent, they will pull a klutch move and win the day for you.
I love em, squad of 10 with rifles. Depending on how you deploy them they are going to last all game. I feel a lot of people under estimate them. Especially since the new club I go to not many people use Codex Marines, Chaos and what not. So mine just sit on a piece of terrain/objective popping transports and special characters.
I think sniper scouts are useful for popping those high-toughness units, which outside of marines almost every army uses. Under 2,000pts I think using a large number of them is risky, but that they will almost always make their points back quickly.
There is also something to be said for having infiltrators. Even if that's not a real thrust of your army, having units that infiltrate can really mess up your opponent, especially when playing low leadership armies. Don't underestimate sniper scouts' ability to hold ground against Imperial Guard and Tyranids.
"Let us purge these fools and let the people return to their work. Let the Inquisition flounder and curse; the new grown crops will sing our praise and their sowers our forgiveness." ~ Iron Lions Chapter Master
To be honest i am not a big fan of them as i was in the previous edition. The changes to the way sniper rifles work meaning they don't hit on a two and the reduction in Ballistic Skill to scouts i have found that They just don't cause that many wounds as they would have. A unit of ten scouts with snipers used to get me 4-5 wounds a turn now it works out at about two.
In the old space marine codex you also had to pay for the sniper rifle upgrade making the scouts more expensive than normal marines. I guess that's the trade off. Old sniper rifles also didn't have rending. I kind of like the new ones for being cheaper. Sense we are on the topic of scouts anyone experiment with sergeant Telion at all? I think he would go good in a sniper squad but I haven't tested him yet.
I too play Raven Guard and I love my Scouts. My army generally consists of all-Scouts troops. I use the following configuration:
10-man Scout Squad
- 4 Sniper Rifles, 1 Missile Launcher, 2 Shotgun, 2 BP/CCW, Sergeant with Combi-Flamer and Melta Bomb (power weapon/fist optional)
It splits into two combat squads, one consisting of the Snipers and ML (who camp on a home objective). If I have first turn, the other 5-man squads Infiltrate as close to enemy vehicles as possible (18.1"). Combined with Scout and Fleet, that's basically an automatic Melta Bomb hit on the vehicle. They're also great for finding and holding up other annoying static long-range units (Eldar Rangers, Devastators, Lootas) with their flamer and CC ability.
Sniper Rifles sometimes do and sometimes don't pay off, but they're cheap so you can mitigate that by buying lots of them.
Telion is, much like the sniper scouts he accompanies, kinda hit and miss. You can use him to make sure that the Missile or Hellfire shell from your squad lands on target. If he had a better gun his "Eye of Vengeance" rule would be fantastic. but because he only has a heavy 2 bolter, it's "meh". Just be aware that he will never make his points back. What he can do is give you a tactical advantage by pulling the buried power-fist or klaw from a squad, letting another squad actually kill it.
I do, however, have to emphasize the "can" in the above statement. In one specific game it took me 4 turns of shooting Telion at a Nob in a squad of Boyz to finally kill him. If he does his job, it'll be fantastic. But don't count on him doing it in a timely manner
It's a Heavy 2 Rending Bolter with a 36" range, at BS6. Evening against marines, he's actually got a pretty decent chance of picking off that powerfist or meltagun.
I think i would rather pay the points and have a weapon that would have hit though. I am just mad at the double whammy though. The change in BS makes me feel it's not worth taking on my Scout models. I take Bolters now and just use them to contest hoping the enemy ignore them.