Right now my scout army has 3 small squads that routinly die whenever i play (it doesn't help that i have onlyed had a chance to play against space marines...)
I want advice on what to get and how to equip my scouts to be a cheap army that has battle potential. For my scout army i am only feilding "themed" units, that is scouts and mobile HQ and tanks. No terminators, dreadnoughts, landspeeders, attack bikes. Its also a dark angels army for the record.
So far this is what I have:
HQ:
1 Master w/ powerfist & bolter, iron halo, artificer armour.
Command squad:
Sergeant w/ power weapon & termy honors
Techmarine w/ paired lightning claws, servo arm, termy honors
Apothecary w/ Dual bolt pistols (counts as one close combat weapon and one bolt pistol), narthecieum, termy honors
Plasma Gun marine
HQ and command squad mounted in a RazorBack w/ extra armour, twin lascanons
Scout squad 1, Close combat:
Veteran deathwing sergeant, power weapon & boltpistol
4x standard close combat scouts.
all with frag gernades
Scout Squad 2, shooters:
1 veteran sergeant w/ stormbolter, auspex
2 bolter scouts
2 shotgun scouts
all with krack gernades (tank hunters)
Scout squad 3, Snipers:
1 standard sergeant
1 heavy bolter
6 snipers
These scouts can be reassigned to new squads... Here is what i am eventually planning to add to them to fill out my army:
Heavy support:
2x Predator destructors, lascannon sponsions, extra armour, dozer blade
Whirlwind (stock)
Additional close combat scouts:
including existing troops, i want 15 close combat scouts in 2 squads, one of 7, one of 8. Both with veteran deathwing sergeants w/ power weapons.
frag gernades
Additional Shooters:
In the end, I want two 5-man squads of shooters, one with 3 bolters, 1 missle launcher, 1 sergeant. the second with 3 shotguns, 1 heavy bolter, 1 sergeant. Both sergeants are veterans with stormbolters and auspecies as well as melta bombs
Krack gernades (tank hunters)
Additional Heavy fire support (snipers):
In the end, i want three 5-man sniper squads. all squads have 3 snipers, 1 regular sergeant. 2 squads have autocanons, the third has a missle launcher.
Fast attack:
4 scouts on bikes.
Additional HQ:
Chaplain w/ closecombat weapon, blades of reason.
5-man command squad equiped for closecombat, termy honors where possible.
Existing HQ ammendment:
replace, or alternate, existing master with a different master with power weapon, artificer armour, Storm sheild.
Possible elites:
I want to look into the possibility of using deathwatch spacemarines mounted in a rhino if possible (don't have there rules yet...)
I know i didn't list the points for anything, but what do you think in general? When i have played so far, my scouts have fared fairly well in close combat, their real weakness is their poor armour save in shooting (armour save isn't as big an issue in close combat for some reason, if nothing else i at least take them down with me it seems). The heavy weapons i'm putting in the shooter squads are for fire support and anti-tank use, other wise i intend to keep the shooters moving towards tanks with krak gernades in hand, for the most part they are stock units and not good for much else unless used in large numbers.
The snipers are a paradox for me. In theory, I love the concept of sniping, its an elegant means of combat from my point of view. In practice scout snipers on the 40k battle feild only attrack enemy close combat units and fast attack units. Snipers are always meant as a psychological weapon in real combat and they seem to draw enemy fire in this game from a similar mentality. I'm sticking autocannons and a missle with them since they won't ever move and have range. basically my snipers are ineffective except for heavy weapons and drawling attension from the enemy.
The heavy support is another conundrum for me. To me at least, it feels like my troops would avoid engaging enemy troops and move against other targets like enemy armour and HQ. For this reason it seems like i am relegating MY armour to anti personel roles with the ability to defend from enemy armour. An alternate tank break down i considered is 1 predator destructor as mentioned, and a predator anihilator with heavy bolters. Possibly even make both anihilators with heavy bolters (except i REALLY like the autocannon model for the turret!).
For the tanks, basically I don't know what role they should play. If they need to be anti-armour, then obviously lascannons all around, if anti personel, 6 heavy bolter slugs and 2 autocannon shells could potentially half a squad's sterength every turn. Maybe one of each? But i am also looking for conformity as well. And i really don't want to use the twin lascannon turret if possible, even though it seems the best balance is a pair of anihilators with heavy bolters. Maybe i should compromise, equip them with heavy bolters, and buy extra turret sprues so i can swap out turrets for which ever is more appropriate?
Also, I've never used bikes before, should i even bother with the bikes???
I want advice on what to get and how to equip my scouts to be a cheap army that has battle potential. For my scout army i am only feilding "themed" units, that is scouts and mobile HQ and tanks. No terminators, dreadnoughts, landspeeders, attack bikes. Its also a dark angels army for the record.
So far this is what I have:
HQ:
1 Master w/ powerfist & bolter, iron halo, artificer armour.
Command squad:
Sergeant w/ power weapon & termy honors
Techmarine w/ paired lightning claws, servo arm, termy honors
Apothecary w/ Dual bolt pistols (counts as one close combat weapon and one bolt pistol), narthecieum, termy honors
Plasma Gun marine
HQ and command squad mounted in a RazorBack w/ extra armour, twin lascanons
Scout squad 1, Close combat:
Veteran deathwing sergeant, power weapon & boltpistol
4x standard close combat scouts.
all with frag gernades
Scout Squad 2, shooters:
1 veteran sergeant w/ stormbolter, auspex
2 bolter scouts
2 shotgun scouts
all with krack gernades (tank hunters)
Scout squad 3, Snipers:
1 standard sergeant
1 heavy bolter
6 snipers
These scouts can be reassigned to new squads... Here is what i am eventually planning to add to them to fill out my army:
Heavy support:
2x Predator destructors, lascannon sponsions, extra armour, dozer blade
Whirlwind (stock)
Additional close combat scouts:
including existing troops, i want 15 close combat scouts in 2 squads, one of 7, one of 8. Both with veteran deathwing sergeants w/ power weapons.
frag gernades
Additional Shooters:
In the end, I want two 5-man squads of shooters, one with 3 bolters, 1 missle launcher, 1 sergeant. the second with 3 shotguns, 1 heavy bolter, 1 sergeant. Both sergeants are veterans with stormbolters and auspecies as well as melta bombs
Krack gernades (tank hunters)
Additional Heavy fire support (snipers):
In the end, i want three 5-man sniper squads. all squads have 3 snipers, 1 regular sergeant. 2 squads have autocanons, the third has a missle launcher.
Fast attack:
4 scouts on bikes.
Additional HQ:
Chaplain w/ closecombat weapon, blades of reason.
5-man command squad equiped for closecombat, termy honors where possible.
Existing HQ ammendment:
replace, or alternate, existing master with a different master with power weapon, artificer armour, Storm sheild.
Possible elites:
I want to look into the possibility of using deathwatch spacemarines mounted in a rhino if possible (don't have there rules yet...)
I know i didn't list the points for anything, but what do you think in general? When i have played so far, my scouts have fared fairly well in close combat, their real weakness is their poor armour save in shooting (armour save isn't as big an issue in close combat for some reason, if nothing else i at least take them down with me it seems). The heavy weapons i'm putting in the shooter squads are for fire support and anti-tank use, other wise i intend to keep the shooters moving towards tanks with krak gernades in hand, for the most part they are stock units and not good for much else unless used in large numbers.
The snipers are a paradox for me. In theory, I love the concept of sniping, its an elegant means of combat from my point of view. In practice scout snipers on the 40k battle feild only attrack enemy close combat units and fast attack units. Snipers are always meant as a psychological weapon in real combat and they seem to draw enemy fire in this game from a similar mentality. I'm sticking autocannons and a missle with them since they won't ever move and have range. basically my snipers are ineffective except for heavy weapons and drawling attension from the enemy.
The heavy support is another conundrum for me. To me at least, it feels like my troops would avoid engaging enemy troops and move against other targets like enemy armour and HQ. For this reason it seems like i am relegating MY armour to anti personel roles with the ability to defend from enemy armour. An alternate tank break down i considered is 1 predator destructor as mentioned, and a predator anihilator with heavy bolters. Possibly even make both anihilators with heavy bolters (except i REALLY like the autocannon model for the turret!).
For the tanks, basically I don't know what role they should play. If they need to be anti-armour, then obviously lascannons all around, if anti personel, 6 heavy bolter slugs and 2 autocannon shells could potentially half a squad's sterength every turn. Maybe one of each? But i am also looking for conformity as well. And i really don't want to use the twin lascannon turret if possible, even though it seems the best balance is a pair of anihilators with heavy bolters. Maybe i should compromise, equip them with heavy bolters, and buy extra turret sprues so i can swap out turrets for which ever is more appropriate?
Also, I've never used bikes before, should i even bother with the bikes???