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One thing which I noticed in the Traits system was the option to select traits to represent individual companies. A 1st company is fairly easy to make using pretty much any selections, Assault companies using Take the Fight to Them, Blessed Be the Warriors, or No Mercy, no Respite; and Devastator companies using Honour Your Wargear and Suffer Not the Works of Heretics.
One discrepancy which I have noted however (shame on you GW) was a trait combination which allowed that much discussed but rarely seen army, a 10th company force which is actually able to play well.
In order to rectify this, I have devised a Trait tree which makes the all scout force possible, and slightly better than before.
Just to show the current state of affairs, the closest to a pure scout army possible consists of nothing but scout squads as troops, scout bikers as fast attack, and an infiltrating hq and command squad. The major problems here are the limits to missile launchers, plasma pistols and combi-weapons for high strength firepower, the lack of good assault troops (CC scouts are decent, but not something to rely on without more durable support), and the presence of power armour in the HQ.
New Advantage: Stealthy
Contains: See, But Don't Be Seen; Veteran Scout Units (New); Scout Commanders (New)
New Trait: Veteran Scout UnitsSome Chapters use scout in a different manner to that laid out under the Codex Astartes. Probably the most well known of these Chapters afre the Space Wolves; whose Wolf Scouts are veteran warriors long before they set their Power Armour aside; and the Black Templars; whose Carapace Armoured Neophytes are integrated into their Mentor's Crusader squad. This advantage represents a Chapter which fields units of the former type.
Scout squads can be givern either Furious Assault or Tank Hunters at 3 points per model. Those units with Furious Assault become Elite choices, while those with Tank Hunters become Heavy Support choices.
New Trait: Scout CommandersVery Rarely, a commander will take the field in the Carapace Armour of a Scout. These few are almost without exception Masters of their Chapter's 10th Company.
Commanders (Not Librarians or Chaplains) replace their 3+ Power Armour save with a 4+ Carapace Armour Save. They gain the Infiltrate and Move Through Cover skills. Artificer or Terminator Armour are not available to commanders. Command Squads and attached Chaplains may be taken with the same alterations as commanders. Unattached Chaplains and Librarians (possibly, anyone able to give an indication on the fluffiness of Librarians being attached to 10th company forces?) may be taken as normal (including the option for Artificer or Terminator armour).
This trait may only be taken if the Veteran Scout Units trait is also taken, creating a Notable Divergence selection. Suggested Drawbacks are Flesh over Steel, Eye to Eye, or a restriction to only taking models with a 4+ save and Land Speeders (suitably converted to having a closed ****pit as the normal LS isn't open topped because the marines have power armour. A Forge World Land Speeder Tempest would be particularly good here). The last represents what is closest to a battleworthy pure 10th company in my mind.
I think that this last trait would be points neutral, as having a commander and command squad outfitted only in Carapace Armour would more than make up for the benefits of Infiltrate and Move Through Cover. It hasn't been playtested though.
An example 750 point army follows:
HQ - Captain; Power Weapon, Bolt Pistol, Frag grenades, Terminator Honours. 92 points.
EL - 10 Scouts; CCW and Bolt Pistols, Frag Grenades, Furious Charge, Veteran Sergeant with Power Fist. 198 points. Cumulative 290 points.
TR - 10 Scouts; Bolt Pistols and CCW, Frag Grenades, Veteran Sergeant with Power Sword and Melta Bombs. 168 points. Cumulative 458 points.
TR - 10 Scouts; Bolters, 1 Heavy Bolter, 2 Sniper Rifles, Veteran Sergeant with Storm Bolter. 163 points. Cumulative 621 points.
HS - 6 Scouts; Bolters, 1 Missile Launcher, Tank Hunters, Veteran Sergeant with Plasma Pistol. 129 Points. Total 750 points.
Any comments, complaints, or constructive criticism (this doesn't include "This idea sucks", but it does include "This idea suck, and here is why...") are most welcome.
I like the Veteran skills but I'm not sure about the counting as Heavy Support unless they can purchase at least one more heavy weapon.
Nice idea about the Commander in Carapace armour. It would be cool to see a young chaplain running around the field.
The guilty laugh while the innocent suffer.............WELL WHO'S LAUGHING NOW!!!
My reasons for making them heavy support without the option af an extra heavy weapon was purely to give a 10th company heavy support option without making too radical a break with the established rules and fluff.
And my thoughts on Carapace Armoured Chaplains and Commanders wasn't so much that they were younger versions of hteir power armoured counterparts, but that they were normal commanders/chaplains which have chosen to fight in carapace armour to benefit from the skills learnt as a scout which are incompatable with power armour and to more effectively train their younger brethren.
Thanks for the nod though.
I really like the idea. Will you be making any new units? I.E vehicles.
I'm not sure I like the idea in terms of fluff, mainly because I've always thought that the scout companies didn't really operate as a whole, but individual attached squads to whichever parts of the chapter were going out to battle, so the scouts would gain experience fighting alongside thier battle-brothers.
But the idea of an all scout army sounds pretty cool, and would be interesting to play with on the battlefield, kinda like a more elite version of the catachans...
What you've come up with I like, but I have a few suggestions.
-If you have any sniper rifles in a squad, the whole squad must take them, and may not take other heavy weapons or upgrades except for the sergeant.
-Scout squads with no heavy weapon may take a special weapon (plasma gun, flamer or melta gun) at the points cost listed for tactical squads, and can take a second special weapon in the same way as a tactical squad with cleanse and purify.
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