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as a imperial guard and deamon hunters player ive always liked sm scouts (in fact i have two bolter guys to represent carapaced armor ig guys)
the ability to take them as a troops seems neat and i love sniper rifles(i use ratlings)
when i got to my local gw ill take a look at the codex on wednesday
the plastic scouts will make it alot more affordable(hopefully)
again its something i would like to consider
is there o limit on the number of scouts you can take like 0-1
There's no limit, and I've seen mixed opinions about them...
However, personally, I find that they're really neat, fluffwise and combat-wise. Infiltrating Space Marines? Run!!!
I prefer snipers, but I can see where even the simple bolter-squad could be useful (infiltrating Heavy Bolter/Missile Launcher...) as well as the BP + CCW, giving a close-up CC thread to the enemy that could prove fatal if ignored.
Overall, they're just Marines without a 3+ save, IMO. They hold their own rather well.
no limit!! 1 awesome!!!
perhaps i will get a scout army
i feel like they can identfiy with humans with the 4+ armor save
and i get a high with sniper rifles the ig just isnt fufilling that ratling u can only have 10 in a unit and the unit limit is 0-1
is there scout like hq choice?
also my friend plays orks so those sniper rifles will chew up his boyz
(and choppas wont affect the armor save of scouts)
Last edited by jancz; August 14th, 2005 at 01:24.
Nope .. Scouts are Troops and Troops only.Originally Posted by jancz
Power-armour or Terminator-armour for every other non-vehicle unit (plus the Dreadnoughts).
Sniper Rifles won't chew up Orks .. Bolters + Heavy Bolters will chew them up and spit them out, leaving their bones as a toothpick. Sniper Rifles only wound on a 4+ and are Heavy weapons, leaving you immobile, with few shots, that only wound half the time (as well as giving them their saves). Bolters negate their saves (usually), give twice as many shots (in range), and wound the same (I think). Heavy Bolters are even better.
Well they beat the cr*p out of Storm Troopers and Veterans IMO.
Which actually makes me sad BTW.
Sig by:Knape, The Celestial, and Marlinspike, thanks guys!
If I ever get Space Marines (which probobley wont; I hate the bastards) I would definetly get an all-scout armey. Just have 3 squads with full sniper rifles, and two squads with full missles., and then a master with a storm bolter...
The best use of Scouts is in a close combat format, to get the first-turn charge. Unless your opponent places his units really well, you should be able to get into melee before he gets a shot off - provided you have the first turn.
Other uses include an infiltrating firebase, capable of getting into cover and holding the position until the main footslogging force catches up. This is best used with a bolter/sniper rifle/missle launcher combination, to both pin enemy troops, get out some fire and even take a shot at a vehicle.
But as an all-scout army, it won't work. There are too many AP4 weapons out there to effectively give up a Marine's best advantage, which is his sturdy T4 3+ save. You need scouts, yes, but if you take all scouts you can't hold up. No serious anti-tank, to start with. Can't take lascannons, or melta weapons.
So the best use is a squad or two infiltrating ahead to create havoc for the enemy while your forces advance from behind. Basically use them like suicide troopers. Always works.
If I wanted to play an army with a 4+ save, I'd play imperial guard. As it stands, scouts are just too vulnerable to field en masse with all the ap4 or better weapons out there.
How do you get the first turn charge on your scouts, ze_poodle? You have to deploy them at least 18" away from the nearest enemy unit. Outside of the black rage and rolling a 6" movement for it (3% chance of that happening...) you can't get an 18" charge.
Last edited by PhoenixDreamer; August 14th, 2005 at 10:58. Reason: didn't realize numlock wasn't on
EDIT: Dreachon is right, they must be deployed more than 12" away. :rolleyes:
I like scouts but not enough to take a whole army of them. As others have stated, they're good for keeping the enemy busy while heavier units approach so I try to take one small squad when I can.
A sniper/heavy bolter squad is good when backed with a Land Speeder Tornado or two - they can mess up an opponent's flank and really ruin their day while my heavy hitters get closer and closer. Giving them two separate forces to target can cause major headaches for some armies - Should he try to eliminate the snipers and speeders who are causing problems now? Or try to thin down the troops approaching with special/power weapons before they get close enough to use them?
Last edited by Lleu; August 14th, 2005 at 12:33. Reason: Getting back on topic
actually you move more than 12"away from them, the only units capable of a first turn charge are units like chaos raptors who can have infiltrated, SM units can't do this at all.