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Scouts in force

1.4K views 13 replies 13 participants last post by  Grimskul25  
#1 ·
Is there any point to taking squads of more than 5 Space Marine Scouts? Or more than one squad for that matter. Thoughts?
 
#3 ·
All scout squads should be more than 5 models, because their BS3 stops them being effective with only 2.5 hits per turn.

As to spamming Scouts as your troops choices, I'm not sure. Doesn't make much sense fluffwise, and not having Rhinos might be a problem. Would be interesting to see how it played though.
 
#4 ·
having two ten man sniper squad help keep annoying units in place( funny kept a wraithlord in place for two turns before i killed it with the final sniper shot). but seriously my snipers can take down a monstrous creature in one turn.

i am also planning to get a land speeder storm and 5 CCW+BP scouts (with melta Bombs) to deal with any artillery.
 
#5 ·
I've got an outflanking 5 man squad I use with a power fist to knock out fire support units and the like. They're about 100 points and have torn the ass out of a few tanks and a biovore.
Also, a ten man sniper squad has rarely let me down. I like scouts.
 
#9 ·
5 Scouts in a storm with powerfist (with shotgun), meltabombs and bolt pistol/CCW
That gives you up to a 44" charge range if you go first (scout turbo boost, 12" move, 2" disembark, 6" assault) with 12 S4 attacks and 3 S8 powerfist attacks plus 6 S4 shots. Not only is that a pretty nasty assault force but its also pretty good at killing enemy vehicles before they have moved (if they are isolated on a flank then its even better as normally its a 'fire and forget' unit that is on a suicide run).

Ofc there is always the fcat that they are a scoring unit that can move 24" a turn, so if you dont see an opportunity to use them as a strike force you can either leave them in reserve (mebbe DS) or just scout behind cover- I would always set my storm up as near the centre of the board as I could get and then use the scout move to put in in an offensive/defensive position, I was doing this with the old SW codex so my storm had a meltagun in it (and a multimelta on it) and everyone with metlabombs so I was using it as a strike anti-tank unit (land raider... what land raider?) but they were certainly a decent assault unit if needed be.
 
#10 ·
Even though I use BA my scouts are still pretty effective. I have a 10 man squad, 5 with sniper rifles, 4 with shotguns and 1 with a powerfist. combat squad them.

I have a sniper unit that pins units down and slows them down, also one unit that can attack units, helping out my other units, plus they can take out vehicles and the like. god allround unit and cheap too....
 
#12 ·
My motto is everything has a use. no matter what. plus with over 10,000 points I want to mix my armies around and I find some interesting combos. snipers paired up with assault marines, vanguard for example, pin the enemy so they can't move then run up and kablamo with the big assaulty unit. works a treat too....
 
#14 ·
I think you mean cover save, 3+ turbo boost invuln. saves were 4th ed. and though this cover is nice, cover saves are being handed out like candy nowadays and with all the cover-ignoring weapons being pulled out it won't protect the Scouts that much, especially with them only having a 4+ save. This means even a Heavy Flamer could take out a fair amount of points and models in your army in one shot.