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In my 1500 point army I have been running 3x squads of the following:
10x Tac squad W/ ML + Melta with Sergent with Power fist in Rhino for a total of 235 points.
I was curious if it would be worth using 2x Tac and 1x Scount. I was thinking either:
5x Scouts W/ Sniper Rifles and Hellfire Bolter or
10 Scouts W/ Sniper Rifles and Hellfire bolter or maybe
Option 1 or 2 With Sergent Telion. I was thinking the 9x scouts with Telion and the bolter would be a nice cover shooting unit. Any thoughts would be very helpful. You can see my list if that helps.
I have generally found that tac squads seem to be more versatile. But that being said, Scouts with sniper Rifles and Telion can be a force to be reckoned with, and if you have MotF and have a good ruin terrain spot, you can set up a strong defensible position that can go far to keep enemy infantry pinned down.
For 35 points less would it be worth taking a 10 man scout squad with Telion if I have 2 other taq squads? (230 with Cloaks so 5 less). I like the idea of 8 sniper shots, 3 heavy bolter shots, and 2 rending bolter shots at 36" range + a nice cover save.
Yes it would, they could pretty much wound anything so they are very versatile and I'd go with heavy bolters because they wound on a two plus.
Unless you have other transports, I wouldn't remove the third Rhino. Having only two light transports could prove inadequate. Is there something else you could take out to afford the Scouts?
"My tanks have names, my men have numbers." -Col. Edmund Grahvess, 23rd Kronecker Prison Guard
I have recently been testing out scouts as a unit and I have found that putting them in a land speeder storm gives them a very good opportunity for turn one shot with a multi melta and a combi melta plus potencially a charge which means the enemy is at -2 leadership. It also has the very nice anti deepstrike ability making it 4d6 scatter within 24 inchs and nullifying icons of the enemy. It has scout so it can go flat out providing a coversave turn one to make it more survivable and also bringing the fight to the enemy. It also has a very good ability to giving your drop pods that deep strike turn one accurate deepstrike which is vital if you need to get close to the enemy with some tasty combi meltas or melta guns.
I would also use scouts as a small outflanking unit to combi melta a tank sometime into the game and maybe contesting that turn 5 last minute objective grab. They are very versatile you could sit back and shoot with them but you will find that space marines do a better job however saying that you could combat squad them and have a heavy bolter with its special ammunition which aint bad.
I guess I could lose the terminators. It would cost me the same as 1 unit of terminators with stormshield and hammers to add in a full 10 man scout squad with Telion. Ps here is the army I have been painting. Finished 2 tanks and a transport tonight!
Tellion and Sniper Scouts is a pretty solid mix. It's an excellent support unit for capping objectives, and I highly recommend it.
Remember that there really are no hard and fast rules when it comes to armies and list building - a lot of it is tactics and personal preference.
Honestly the only thing I think you can afford to lose for the Scouts is the 5 Assault Termies...and even that ain't a very good change since the master-crafted thunderhammers really draw anti-tank fire from opponents. Your basic list is so solid that taking anything else out now in favour of sniper scouts would only hurt you. Instead, I recommend you use the scout squad as a part of boosting the 1500 point list to 1750 or 1850 points.
Revenant Moon Necrons: (W/L/D) 0/1/0 (6th edition: 13/2/2)(5th edition: 14/6/4)(3rd edition Codex: 16/4/7)
XIX Legion: (W/L/D) 0/0/0 (5th edition: 14/12/2)(5th edition Codex: 4/3/0)
Black Legion: (W/L/D) 1/0/0 (6th edition: 2/3/0)
Something Wicked... Reikwald Beastmen: (W/L/D) 10/4/1