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With the new space marine scout box coming out soon I've started thinking about an all scout army representing the 10th company of a chapter.
Firstly, has anyone ever seen or heard of one of these armies? if so is there anything you could tell me about how it went. I did a search for this topic as was mildly surprised that it hadn't been covered before (or at least that I couldn't find it).
For this list I'll be using a chapter organisation chart I found in an old white dwarf rather than the one in the codex because the white dwarf has scout bikes and land speeders as support which the codex chart lacks.
So the army's led by either a commander or a chaplain, I figured it'd make sense to restrict them to the cheaper captain or reclusiarch. I don't think you'd see a master or master of sanctity leading the 10th company. Scouts for troops, would probably want 6 squads of 10 in a decent size game. Perhaps 1 squad of snipers, 2 squads with bolt pistols and ccw's and 3 squads with bolters. I'd pick the trait be as swift as the wind from courageous for both it's fluffiness and its effectiveness. You take scout bikes with tank hunters, expert riders and melta bombs and make them elites. This leaves all the fast attack slots open so I can put 3 land speeders in seperately. And for the hq I'd probably go with a reclusiarch with a jump pack who can lend a hand in close combat wherever it's needed.
It strikes me as a very interesting army to play, with all the units able to either ignore rolls for moving through terrain or at the very least move through it quickly. An army where all the squads can deploy damn near anywhere and the other units can get anywhere very quickly. The dependance on scout bikes and land speeders for anti-tank could be a bit of a drawback.
So... how would everyone else do it? what weapons would you give each of the squads? what would you use for anti-tank? what hq would you pick? and what sort of strategies would you use?
"You challenge me knowing that I am Xiahou Dun!?"
Scout bikes are in current codex, no reason why you could not use land speeders as scout land speeders - you dont need to use WD
HQ choice; 10th company has a captain, there is no reason to limit yourself to a chaplain, however, given by default scouts are assault based, a chaplain is a good choice
10th company is not traditionally depolyed en-mass, but rather used to suppliment forces from the other companies. Not so say it doesnt happen, but be careful lwith your fluff.
Consider what you want your army to work like.
IF you want a rather unusual assault force, then take loads of standard scouts (BP and CCW)
IF you want a relatively cheap shooting force take loads of scouts with bolters
One of the guys at my local club plays a largely scout army, he tends to suppliment it with an assault squad and a tank (either a vindi or a pred) and the occasional land speeder. twice I have faced him with vanilla marines configured for shooting and twice I have battered him off the table. He pouts this down to varrious things, but I put it down to 1: he uses loads of scout snipers! now dont get me wrong I have a squad of 8 of them which I use in my army, but I only use them when they are going to be effective, adding sniper rifles to scouts makes them considerably more expensive than marines, but the only point of a sniper rifle is to take down things that rely on high toughness (wraithlords, avatars, greater demons, even C'Tan) otherwise leave them at home
I would say a 10th company could be a pretty cool force. It wouldn't be that unbelievable to have a predator or whirlwind or something. I just would use anything ancient like a Dreadnought or Land Raider.
After all most forces, even scout companies, would have at least one tank or heavy support.
The Land speeders would be pretty good for a distraction while your scouts move up field. I would say it wouldn't be a bad idea to include at least one sniper squad to take down important units or such.
This kind of army will require some finesse to do GREAT with but might take a few by surprise.
The guilty laugh while the innocent suffer.............WELL WHO'S LAUGHING NOW!!!
I would just like to say that you shouldn't rely on snipers to kill Elder Wraithlords.Originally Posted by Cheredanine
8 snipers wil only put a wound on the wraithlord each turn, and in 3 turns the Wraithlord could easily screw the scouts with its own weaponry (and will cost less). I only suggest using missile launchers and lascannons against these big guys, because they do not have invulnerable saves and the extra 12" will usually gurantee that you kill the WL before it does serious damage. So if you bring snipers, bring something that can take on big things with good armour saves, like a missile launcher.
8 snipers = 6-7 hits per turn=3-4 wounds per turn
if you are getting one wound per turn, change your dice!
However, sniper rifles allow saves, so those 3-4 wounds would only actually inflict 1 wound after saves, like Ezekiel said.Originally Posted by Cheredanine
The idea of a whole scout army is cool, maybe you could model the crews of landspeeders or other vehicles to be scouts as well.
A player at one of the local stores here uses a scout army. He uses Vetran sergeant Naman from the DA codex as his HQ. It is very balanced (I believe he comes to about 80 points and is exactly what he should cost for his abilities) and not a single player has not let him use it. Just a thought.
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
actually i was thinking of a scout army... iplay guard mnow and actually have two scout as any postion they can be used(vet sarge, hq vet,officer.inqusitor,acolyte)
i just dont like vanilla marines ive come to hate the 3 up armor save
but i say go for it
thought the problem is with scout snipers you pay for a scout's s and t where it wont be used. thats y ratlings are so much better as snipers..
"My troops can eat their belts. But my tanks gotta have gas."
General George S. Patton
"They have a gun called the death arc!They are now my favorite 40k race!"me quoting about the xenarch
The home page of my army
It is a good idea as are all themed armies and this is one that could have some tactical advantages. Cheaper units means more leftover points. I think you should definetly use scout bikes. And small scout firing squads new rocket launcher option. And the rest of your points in a infiltrating squad that assaults on turn 2 o yeah.
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Yeah. This could be devestating if you play with mid to lots of cover, where you can be close and brutal... muahahaha!
You know what would really be scary? Yeah. I know that you know that i know that you know that i know what i'm thinking:
War Titans for 40k. Muahahahaha! They'd be like 50,000 points.
(This rambling brought to you by too much Caffiene)
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