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there may already be a post bout this bout theres 100 some thing pages and it wasnt in the first three . so how good are scouts like if i used them as the fire support armed with bolters with heavy bolter or launcher how would it compeer to the same squid in space marines. cost vs ability
"my life may not remember, but my death will not be forgotten"
"kill a man your a murderer, kill hundreds a king, them all a god"
Efficient in terms of cost and the ability to infiltrate to within range at the beginning of the game, but limited by the ability to only have one Missile Launcher and the 4+ save which doesn't stand up as well to fire as the sturdy, HB-immune 3+. If they get hit by a heavy bolter, it's troublesome.
If you had a couple of squads, with plenty of bodies to protect the sole guy with the rocket launcher, then it's a useful tactic when fighting horde armies. But it's fairly suicidal - don't expect the scouts to get back in one piece, especially against Nids or Orks.
Scouts are either good or crap. You just gotta use them right.
Get assualty scouts and infiltrate near heavy weapon sqauds or commanders and drown them in your blood.
Bring in a shooty sqaud and infiltrate into where you get a side or rear arc against a tank or a good shot on an innocent commander.
Get a lot of them for their bolters if fighitng orcs or nids, just hope your lucky and kill enough that they dont slaughter you when they make it to you.
Go toe to toe with real marines. You shoot them and your shots bounce harmlessly of their armor. They shoot back at you with whatever heavy weapons and their bolters. You have to make 4+ saves wiith are harder to make than 3+. You loose
Make an assault scout squad and try to take on a real assault squad of some sort. You may be toughness 4, but your not made for CC (unless fighitng tau. Then beat away).
Not infiltrate. Your supposed to infiltrate. Its the rule.
Back from a long adventure.
Well i got hooked on scouts playing space wolfs and now im always trying to get them into my normal space marine army. The best patern is probably 6 with snipers, one with missle. No matter the mission they will have an effect on the game, and some seem that harmful to your apponent. But they arent space marines by any standard, that said, my favorate thing to do with them, is sneak a small squad within 12" of the enemies lines (perfect agaisnt IG) Then assualt in the first turn. Its a burtal deadly tactic, one that will either leave the scouts comming up short, through the forest, or some peace of terrian, and being utterly slaughtered, or the most cribling assault, as you slame into their lines, bolt pistols blazing, swords slicing, untill you reach the insane commander and ask for his head, in the name of the empioror. The above scouts are extreamly good at taking down heavy toughness modles, 6 snipers and 1 rocket, almost garrenteed to take off at least one wound, or the side ammor of tanks ect.
I find playing BA's a squad of 10 with the all holy hidden PF works amazingly well, know even without furious charge (non-BA's) they can still hold up any nasty shooty units or even bang a tank with the fist, not to good against nids orks though(
Im sorry to say this is impossible. Infiltrate rules state that you must set up outside of 12". The closest you can get is say 12.0001" to the enemy. With a 12" assault distance this will steal leave you 0.0001" from the enemy. Now, this may be invisible to you and seem to make no difference but the rules were specifically written that way to keep infiltrators from charging on the first turn unless they have a greater then 12" charge range.Originally Posted by ForgedInTheFurnaceOfWar
The only thing in the SM codex that gets a first turn charge, are scout bikers, and then only when your playing standard mission deployment. 15" deployment zone, 24" between deployment zones. Deploy at deployment edge, Scout move 12", move 12", assault 6".
Mentor of Space Marine Commanders far and wide.
Efficiency VS Point Cost VS Ease Of Use - Your best bets:
1) Chaplain led Assault squad - 2 plasma pistols, powerfisted sergeant
2) 8 man Devastator squad - 4 missile launchers
3) Land Speeder Tornado - HB + AC
Shrike and his raven guard can get 1st turn charges.
Take life seriously, its lethal.
Since you are out of line of sight, this not a problem, simply assault turn 2, also blood angles may get lucky and roll a 1, adding plus 6"s to their movement, allowing them to assualt from 18 inches away. But id would deploy my scouts out of line of sight if possible, behind a forest is best, that way you and move up, untill the forest is 6 inches in length to the edge. (it takes some experance but eventually youll be able to guess about what 6 inches is, and when in doubt, dont run out! lol. Anyway, this allowes you a second turn assault, and unless they have a unit with jump packs or bikes, they cant assualt you (or a landraider), OR you could go second and hope our apponent is stupid
those space wolf scouts are really nifty with operate behind enemylines. Also the different weapon gear kicks ass... even a wolf guard leader can go with them. Popping tanks is always fun with these scouts
Last edited by Dragonslayer; October 5th, 2005 at 16:17.
Last night my scouts infiltrated w/ krak grenades and destroyed a hellhound and then took assualted a ig squad and then lost but it was still neat that they actually destroyed more than their point cost which was 85