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Alright, I'm trying to put together my "ideal" 1,000pt BA army and I'm stuck on one thing, my Scout Squad. The question is two fold, should they be used as an infiltrating shooty unit or should they be a forward-advance light assault unit? Considering I'm already packing a Baal Pred and a Termie squad I think I've got enough shooting for a small BA army, so I'm leaning towards close combat.
So if I go for CC, what would you equip them with? I keep looking at burying a powerfist on Vet. Sg. but scouts just don't have the staying power of a normal Tact or Assault squad, so that powerfist is not very well protected. Also, I'm only going 5 models, as I want to use the unit more to disrupt enemy shooting and support units. My main targets will be things like Biovores, Zoanthropes, Necron (Heavy) Destroyers, Obliterators and Dark Reapers.
Now I know your first response, if I'm throwing them at Zoanthropes, Necrons and Obliterators I need a power weapon against those saves. Except Zoanthropes really don't do much damage back, if 5 normal scouts hit one I usually lose maybe 2 scouts. Against Obliterators or Destroyers they are more of a suicide unit, not intended to do much harm but by sacrificing 80pts of Scouts I can protect my Termies or Predator from being the targets of high S and low AP weapons for a turn, or if I'm lucky for two. If they kill anything from those units, then they've done alot more than what I expected of them.
OK, those are my thoughts, what are yours? If you think I need a PF, can you suggest a good way to convert it on the older scout seargeant model?
Hmmm. Personally I run a squad of 6 or 8 CCW scouts just to disrupt enemy plans, and be a speedhump/thorn in side/objective grabber depending on the circumstance. If you want the small squad, go with the powersword, since you want to cut down the return hits. If 8 or more, go the powerfist, he will think twice before ignoring you with his dread or tanks...
They can achieve a fair bit, divert enemy forces, blow up Leman Russ (bolt pistol to rear armour heh heh heh) hold ground while the rest of the force advance.
Beware the Agapanthers!
Codex Astartes: More a guideline than a rule...
Hmm I would say run an 8 man scout squad with a p.f vet sarg. Ive had great sucess with them. Also its a great advantage to be running lots of scouts in a b.a army. The amount of I5 S5 attacks you can get is great from somerhing like 130 points. Also could you find a pic of the scout sarg youre talking about. You may want to ask about the p.f in the conversion forum. Also I believe theres a p.f scout in the painting forum at the moment. Auite a nice one I may add.
IMO CC scouts aren't really that good. The thing being that they can't really get into CC very easily (slow movement...and if u infiltrate out of enemy LOS, then more often that not you're gonna have to take Difficult Terrain tests) and even when they do their staying power isn't that good. I suppose it's ok to take a squad, but try not to make it too small. Scouts only have 4+ Saves after all...and if u lose half of a 5 man squad b4 CC it really hurts. I recommend 8+ men squads. The Sgt. should have a PF...there are too many tanks and dreds int the enemy rear to pass up on popping them...
Alternatively another good scout tactic is to have BOLTER scouts. Yes, u didnt read wrong. Hide them till the turn on which ur assault units are gonna hit, then move out and spray some softening-up fire.