scouts vs tacts - Warhammer 40K Fantasy
 

Welcome to Librarium Online!

Join our community of 80,000+ members and take part in the number one resource for Warhammer and Warhammer 40K discussion!

Registering gives you full access to take part in discussions, upload pictures, contact other members and search everything!


Register Now!

User Tag List

+ Reply to Thread
Results 1 to 7 of 7

Thread: scouts vs tacts

  1. #1
    Member GrandMasterNemesiiii's Avatar
    Join Date
    May 2005
    Location
    pa,usa
    Age
    31
    Posts
    169
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Reputation
    1 (x1)

    scouts vs tacts

    pros i see for scouts
    cheaper
    have tons of versatilaity (sniper/bolter/ccw&bp/shotty)
    can take heavy weps (missile/hb)
    infiltrating
    move through cover

    cons
    4+ save instead of 3+
    can't take lascannon or plasma
    cant take assualt weps


    pros for tacticals
    3+ save
    can take heavy and assualt weps

    cons
    cant do most thinks scouts can do


    so when im building a list i usually use more scouts then tacticals, but thats just me what do you guys do?

    Ghost's of Terra
    trait chapter

  2. Remove Advertisements
    Librarium-Online.com
    Advertisements
     

  3. #2
    Son of LO darkreever's Avatar
    Join Date
    Sep 2004
    Location
    NJ, U.S.
    Age
    28
    Posts
    5,129
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    ReputationReputationReputationReputationReputationReputationReputation
    186 (x8)

    Quote Originally Posted by GrandMasterNemesiiii
    so when im building a list i usually use more scouts then tacticals, but thats just me what do you guys do?
    Fifty tactical with the take the fight to them and cleanse and purify traits, lop 'em in the treaded coffins with smoke coming out and pray more than one squad makes it to the enemy...

    Take my love, take my land, take me to where I cannot stand; I don't care I'm still free, you can't take the sky from me.

    "The difference between gods and daemons largely depends upon where one is standing at the time."- Lorgar
    Member of the Fluff Masters Clan

  4. #3
    Member GrandMasterNemesiiii's Avatar
    Join Date
    May 2005
    Location
    pa,usa
    Age
    31
    Posts
    169
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Reputation
    1 (x1)

    but if i go snipers ur not making it to my lines
    Ghost's of Terra
    trait chapter

  5. #4
    Son of LO darkreever's Avatar
    Join Date
    Sep 2004
    Location
    NJ, U.S.
    Age
    28
    Posts
    5,129
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    ReputationReputationReputationReputationReputationReputationReputation
    186 (x8)

    Snipers cant touch armour, not even ork armour, so you'll need some of those HB's or overkill missles as well...

    Take my love, take my land, take me to where I cannot stand; I don't care I'm still free, you can't take the sky from me.

    "The difference between gods and daemons largely depends upon where one is standing at the time."- Lorgar
    Member of the Fluff Masters Clan

  6. #5
    Member Mouse's Avatar
    Join Date
    Jan 2005
    Location
    Poland
    Age
    33
    Posts
    74
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Reputation
    4 (x1)

    if I`m playing a regular SM army I usualy infiltrate CC scouts with vet. sergant with power fist


  7. #6
    Illustrator Extraordinair Adrian MalSeraph's Avatar
    Join Date
    Apr 2006
    Location
    New York State
    Age
    28
    Posts
    2,579
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    ReputationReputationReputationReputationReputationReputationReputation
    192 (x7)

    PROS

    Scouts

    Infiltrate
    Same basic abilities as Tactical Marine
    Sniper Rifles
    Move Through Cover
    Same exact veteran sergeant
    Cheaper
    BP's and CCW's

    Tacticals

    More Heavy Weapons
    Can take veteran abilities with proper traits
    Assault weaponry
    Transportable- drop pods
    3+ save

    Cons

    Scouts

    4+ save, will fall to heavy bolters easily
    up front and personal, likely to die first
    rely heavily on cover
    snipers only good in large groups
    Lack good heavy weapons
    Lack assault weaponry
    No Transport

    Tacs

    Slow when in cover
    slightly more expensive
    Without Traits can only have bolters
    takes time to get into the fight.

    Did that answer your question? Because if it didn't, you can personally scold me.

    Sorry, being goofy.

  8. #7
    Member
    Join Date
    Jun 2006
    Location
    Bookstores worldwide
    Posts
    206
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Reputation
    10 (x1)

    While Scouts aren't bad they can't touch massed bolter fire from basic troops who shrug off two thirds of the wounds sent against them and who can take special weapons that allow them to wipe out similarly amoured troops. Their armour makes sniper rifles useless against them and if they take say... heavy bolters they can kill a lot of Scouts wihout risk.

    Then if you really like the Infiltrate of the Scouts you can take veterans with the same weapons as Tactical Marines but with the ability to take infiltrate as a skill. So you can get Tactical marines with infiltrate for hardly a drop in the bucket and have them start the opening lines.
    (Plus you can't even use Infiltrate all the time, a decided disadvantage as Scouts can't compete at all against Tac. Marines on equal footing.)
    "Thousand Sons! Fight in the Emperor's name!"


    W/D/L
    DA :8/5/7 Eldar:3/3/5 1KSons:3/1/2

+ Reply to Thread

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts