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Squad type 1
6 Scouts with Sniper Rifles (12 x 3 = $36)
1 Scout with Heavy Bolter ($10)
total = $46
It would be used for anti-infentry and long range support, maybe even HQ hunting.
Squad type 2
4 Scouts with Bolters (12 x 2 = $24)
2 Scouts with Heavy Bolters (10 x 2 = $20)
total = $44
I dont even know if this is a legal construction. It would be complete anti-infentry.
Squad type 3
4 Scouts with Bolters (12 x 2 = $24)
2 Scouts with Missile Launcher (10 x 2 = $20)
total = $44
This is an anti vehical squad, again I dont know if its possable.
Squad type 4
8 Scouts with Shotguns (12 x 3 = $48 )
I hear shot guns are bad but 8 shot guns is the same as 16 Lasguns and can fire on the move so they cant be that bad can they? No one would expect it either!
I am wondering if these are choices that would be worth it compared to a SM Tactical Squad of approx the same price since I am gearing up to build a SM army.
I plan on getting the SM Battle Force since I like the Razor Back and the fact it comes with 15 Marines, the command sqaud is nice to. I would also be buying the Force Commander and Librarian (SM can use 2 HQ like the Necrons right?).
PS: What extra stuff comes in the FC box? I mean like what extra weapon and such is usable on other units?
Thank you in advance for your help.
Last edited by Osaria; May 17th, 2005 at 22:47.
First I recommend buying the SM codex
Second, you cannot have more than 1 heavy weapon in a scout squad
In my scout squads I use around 4 sniper rifles and a heavy weapon + random bolters to fill them out if Im using a fire support scout squad, other wise I go with hand to hand scouts
You do not want shotgun scouts, they are the absolute worst thing in the entire space marine codex by far. Just because they're a better lasgun doesnt mean they're of any use considering lasguns arent exactly the most respected gun
Also, no one really cares if you use an unexpected tactic if it sucks heh.. Ive played against many many players who use unconvential (read - Not very useful) squad combinations. Yes, this indeed did surprise me but that didnt mean it was scary, quite the opposite because it was such a horrible combination
I wanna ge tthe battle force becuase it has just about everything I want in it but It cost so much to get at once I'll have to save for like 2 months. If I buy things seperate I can get them sooner but its alot more.
PS: Can things only listed in the command squad box be used in a command squad? I know I should buy the codex but I have bought them and changed my mind about the army before so I'm not risking a thing.
Last edited by Osaria; May 17th, 2005 at 22:55.
i use the first squad you listed without the hb and it works pretty good as a hq hunter squad depending on los.
to your p.s. message what types of things do you want to add? give examples. most likely yes, although it depends on the item.
Scout with Bolt Pistols and CC weapons and Scout with Bolt Pistols and CC and Scout with Bolt Pistols and CC and......
Scout squad all armed with Bolt Pistols and CC weapons and depending on their purpose maybe a Vet Seargent with a power weapon!
Possibly the most cost effective close combat space marine, I generally feel that this combination works really well, Why? Because like many non sm-players will tell you that 40k favours the Bolt. Bolters and Bolt Pistols not only ingnore most armor values but it has an average strength value which means that you are able to inflict damage to even armered units and because scouts have the tendency to reach the enemy's flank you can get to the rear of those heavily armored units. They may be used as an assault unit simply because you shoot with the pistols before charging in and get an extra attack for having an extra cc weapon.
Most players have diffrent uses for scouts some use them as shooting units, mainly to take down infantry or light armored units, others use them for assaults, and when it gets down to cc you will probibly have an higher or equal armor value against most armies, which will probibly give you an advantige if you make your saves and fight light armed units.
They can be useds as bolsters assautling a very powerfull unit which will probibly destroy them but the Vet is armed with a Teleport Homer and BEEP-BEEP down comes the Termies!!! Others simply use them as baight setting the enemy up, if the scouts is charged something more terrible on your side charges back, or the occasional canon fodder, I mean lets take an really shooty army like Tau you are giving him a choice, either shoot at your scouts or shoot at the rest of your army, if he does not completely destroys the scouts you might be able to charge him and not only keep him from shooting at the rest of your army in the next turn but also and lets face it, you probibly have a chance of destroying the unit you charged. I've seen one Vet Seargeant stand (after the firing squad got a shot at his unit) against an entire unit and by the time my main force arived he completely and utterly destroyed that unit and when on destroying another.
This scout's Courage and Power led me in to building an entire SM army consisting out of 6 scout squads all armed with BP&CC and the best thing about this army is that not only did it terify the enemy but the opposing players had a really fun time playing against this army simply beacause they said that they found the average of 4+ saves against the usual 3+ averaging the space marines out and not making them rediculisly powerful.
I've seen scouts do amazing things. I saw three of them hold out against thirty-two hormagaunts for four turns. It was partially due to some good rolls, the fact that the 'gaunts were attacking into cover, and the fact that only three or four Gaunts could attack at any one time. By the end of the game, there was only the Vet left, all on his lonesome after having pinned half the opponent's swarm down for the entire match.
Against units like Khorne Berzerkers, Banshees and any Orks heavy on the choppas, bulk up on Scouts because the armour deficiency won't matter in the slightest. I use them to fight terminators when in emergencies. It's a 90-point squad keeping a 250-point squad at bay for a turn or two. Wonderful.
Firstly Calibre is right, scouts with CCW and BP are better than most marine squads at close combat, they are not quit the uber killers that you can make marines into, but they form very good second wave, far better than a tac squad. So if you are going for an all scout army, go for that option and assult, otherwise, use them to support things like death company, if BA are your cup of tea, or assult squads/command squads.
The sniper scouts, OK these work, but only in certain circumstances: predominantly if you know you are going to be facing C'Tan, Avatars, Wraithlords, Greater demons and most tyranids monsters, basically anything relying on high toughness and multiple wounds coupled with lethal close combat ability. It is usually worht adding a heavy weapon to the squad, although personnaly I prefer the missile launcher to help crack the tougher nuts. Be advised though that once you killed the monster, the squad tends to be expensive in terms of killing anything else
The bolter squad: undoubtedly different, arguably usefull, give the whole squad bolters and make them a cheap alternative to a tac squad, they are a little less resiliant to fire, but hey, does it matter?
Shotguns: heck, why not give them all dungarees, straw hats and make them chew on ears of corn and look after chickens, they would certainly be more effective at that than they will on a battle field
Exceptions: certain traits mean you need to rethink how you use the scouts, as do certain well established armies (Space wolf -wolf scouts for example are a completely different beast)
I dont even know what it comes with. All the online discription says is "The boxed set contains enough components to make a single Space Marine Commander with the choice of various weapons including combi-weapons, power weapons and more."to your p.s. message what types of things do you want to add? give examples. most likely yes, although it depends on the item.
From the picture of the Spure it has (my guesses): Chain Sword, Power Sword , Power Fist, Lighting Claw. It also has what looks like 4 pistols, I am assumeing 2 of them are a Bolt Pistol and a Plasma Pistol but I dont know what the others are. I dont even know what ones are which. Can Sgts take these things from them?
PS: Can a librarian be in a FC command squad?
to both questions yes. of course you would have to give your sarge termie honors for him to have some of those weapons, but sure. also in the commander box it has combi weapons such as combi flamers and other such equipment. personally, i would buy the command squad box, not the commander, only because i am not going to make a point heavy commander. if you choose to make a point heavy commander, then go right ahead.Originally Posted by Osaria
Originally Posted by Osaria
At the moment, the commander boxed set is one of the best deals out there. You get enough parts for three models and with some to spare.
It's something like Bolt Pistol, Plasma Pistol, Storm Bolter, Combi-bolter/plasma gun and a Combi bolter/melta gun. And you get three different types of shoulder pad, three different types of head and two loincloths - loincloths!