Author Topic: Are Scouts worth taking and if so how should be equiped?  (Read 2724 times)

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Offline Aurixos

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Are Scouts worth taking and if so how should be equiped?
« on: September 02, 2016, 12:21:35 PM »
Hello guys, i was considering buying a scout squad with Storm speeder for transportation and i was wondering if its worth the 90 pts to get a cheap scoring unit that can have a heavy flamer on the speeder for free. And also the Scouts should they have bolters, shotguns or just close combat weapons? Any answer is valuable to me. :D

Offline Dirty Harry

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Re: Are Scouts worth taking and if so how should be equiped?
« Reply #1 on: September 02, 2016, 01:11:10 PM »
Land speeder storms are awesome. If you can use the Cerberus launcher in conjunction with grav weapons you can turn 5 scouts into a mean close combat unit.
Don't try making a unit unkillable. its a waste of time and the dice gods laugh at you for wasting your time. Dedicate a unit to a job and make sure it does it til it's either dead or running.

Offline thrst77

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Re: Are Scouts worth taking and if so how should be equiped?
« Reply #2 on: September 03, 2016, 10:31:18 PM »
I personally dont use scouts. For iron hands, just spend a few more points for a dread with drop pod. Honestly just take what you like and you will always have fun. Hope this helps!
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Offline OzzieWarboss

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Re: Are Scouts worth taking and if so how should be equiped?
« Reply #3 on: September 03, 2016, 11:25:24 PM »
I've seen scouts used very effectively in the past; one opponent used to give them sniper rifles and camo cloaks, then put them them in a building with bolstered defence; they'd spend the entire game sniping at you and be almost impossible to remove.

If you're going to put them in a storm, I recommend bolt pistol and ccw, possibly one with a heavy bolter, and use camo cloaks; run them into the enemy deployment zone, drop them near an objective and send them to ground; hopefully it will draw fire away from other units

Offline majordamage

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Re: Are Scouts worth taking and if so how should be equiped?
« Reply #4 on: September 14, 2016, 05:43:53 AM »
Scouts are very versatile. Scouts with 4 bolters and a heavy bolter is a great cheap(63pts) scoring units (especially for imperial fists). Snipers with camo(70pts) are fun and very distracting, add a missile launcher just for the --- of it!
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Offline Boot40k

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Re: Are Scouts worth taking and if so how should be equiped?
« Reply #5 on: January 15, 2017, 04:11:05 AM »
bolter and camo cloaks.

LSS are awesome - CCW charging out of a storm to tie up a shooting unit is good. I wouldn't spend the points on a power weapon. Just charge a unit that let's you keep your save and take them out of action for a few turns/game. Be cautious with the LSS... it's real fragile. Also as you will be trying to keep it alive I advise jinking - so don't bother spending pts on upgrading the Weapon

Snipers are always disappointing (at least for me and mathhammer)

Offline Ragimund

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Re: Are Scouts worth taking and if so how should be equiped?
« Reply #6 on: January 16, 2017, 06:24:29 AM »
When I use them, I usually take a bare-boned squad with bolters to support my tactical marines. For troop requirement, I still prefere marines, but the stat boost made them viable.

Online Sensenbob

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Re: Are Scouts worth taking and if so how should be equiped?
« Reply #7 on: January 17, 2017, 03:37:08 AM »
- Scout Snipers with one Heavy Bolter and Camo cloaks for camping

- Scouts with Bolters and a Combi-Grav for midfield & mini alpha strike infiltration

- Scouts with Close combat weapons for frontline duties, possibly kitted out Sarge

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Offline Dirty Harry

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Re: Are Scouts worth taking and if so how should be equiped?
« Reply #8 on: January 17, 2017, 05:55:47 AM »
Ive been wanting to do Black Templars scout squad, giving the sergeant a grav pistol and putting them in a land speeder storm for a little while now. The interaction between blind and concussive sounds fun to me and I think it coukd potentially bog down a dangerous assault unit if the dice dont suck too hard.
Don't try making a unit unkillable. its a waste of time and the dice gods laugh at you for wasting your time. Dedicate a unit to a job and make sure it does it til it's either dead or running.

Offline Fritz40K

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Re: Are Scouts worth taking and if so how should be equiped?
« Reply #9 on: January 17, 2017, 07:42:40 AM »
- Scout Snipers with one Heavy Bolter and Camo cloaks for camping

- Scouts with Bolters and a Combi-Grav for midfield & mini alpha strike infiltration

- Scouts with Close combat weapons for frontline duties, possibly kitted out Sarge


This as posted, at least for now.

I wish sniper scouts were a bit better, but I think it is more they don't work as well in larger games- just to muchs tuff on the table to shoot back or throw enough dice at them. Smaller games, yes.
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Offline strawberry fist

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Re: Are Scouts worth taking and if so how should be equiped?
« Reply #10 on: February 05, 2017, 07:11:25 AM »
I find 5 snipers with cams cloaks to be quiet useful, especially when wraithknights appear as they wound on a 4+ regardless of their toughness. 
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Offline Commisar Aecun

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Re: Are Scouts worth taking and if so how should be equiped?
« Reply #11 on: February 16, 2017, 02:42:16 PM »
Infiltrate just gives you some nice options, especially in combination with scout moves, so imo yes. That and I need them for the rg shadowstrike killteam formation anyways, giving them camocloaks so they can survive and possibly a teleport homer to guide in a drop pod. Stick them in ruins and they'll last longer than your opponent might want them to.
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Offline Mr. Sinji

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Re: Are Scouts worth taking and if so how should be equiped?
« Reply #12 on: April 07, 2017, 01:13:00 AM »
I find 5 snipers with cams cloaks to be quiet useful, especially when wraithknights appear as they wound on a 4+ regardless of their toughness.

Sniper weapons wound Gargantuan Creatures on a roll of 6+

Offline Faid_Artur

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Re: Are Scouts worth taking and if so how should be equiped?
« Reply #13 on: April 14, 2017, 12:18:57 AM »
If you look at the options available to the scout, there are two observations that can be made.
1) The weapons are specialized by type. Shotguns are okay, but without a AP it loses any hope against heavier types. They are further limited by range and with only two dice per, they still aren't wiping the floor of light inf. Snipers are great against heavy inf and monstrous creats, but it is sigle shot.
2) They have only a 4+ armor sv. This means that in the assault they have little suitability to sustained engagements, especially against assault specialists.
Putting these together, we see that scouts want to hang back and camp. Snipes are the best option for this purpose. The idea that you are going to blitz with scouts into an assault is suicide and something better can be bought (dread w/ drop). If you want to kill blob infantry, scouts don't have the dice load and there are better options (thunderfire cans, devs with plas or hvy bolts). That really leaves one major target, heavy infantry and monstrous creats.
Now, I have seen an argument for scouts as squatters on obj. Here is my take. Bikes have more maneuverability and sustainability with higher T and Armor sv. Meaning, you can use the bike for more than just squatters, then rush to an obj for VPs. So only get the scouts if you want to ensure obj sec and you have little points to spare.

As for the choice on spec weapons, I was divided for a long time. MLs have the generality that scouts are missing in their main choices, plus they can disrupt vehicles. Yet, generalist isn't what the scout is on the field for. He is there as a specialist, and if you have taken my advise a heavy inf spec. To this end, hellfire ammo is perfect. Blast poison 2+ is king.

So, are snipes better than grav Tacs against heavy inf? Let's test it!
1 term sqd with a cyclone miss is 200 pts.
Scouts can get two squads of 5 snipes, one hellF H. bolter with 8 pts to spare.
Tacs can do 7 botlers, 1combi-gav, 1 grav, and 1 grav can at exactly 200.
I tested it and the Tacs succeed in killing the Termi sqd roughly 1 in 3 engagements with heavy casualties. The gravs are just too short for range. Even if you drop the cannon and get a rhino, the cyclone miss still reeks havoc for the Tacs. The snipers on the other hand win roughly 7/10 engagements and do so  usually with minimal casualties. They can shoot the terms with more dice at 36" then the terms can dish back. Even one snipe sqd can obliterate a term sqd in 3-5 volleys, and have even done in two with hot dice.

Finally, one of the posters said that scouts cant hang tough in big matches, and he is partially right. No army can obliterate 1500pts of enemy models in a single turn. As such, by putting the scouts forward in such a scenario, you are asking to be assaulted and killed. If you are going to use them, You got to put them in the back.

Offline Mr. Sinji

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Re: Are Scouts worth taking and if so how should be equiped?
« Reply #14 on: April 15, 2017, 06:25:45 PM »
I agree and I also disagree with the above.

I don't think Snipers are the only option. I also like the Landspeeder Storm as the Transport Upgrade Option.

This vehicle is great at distrupting enemy deep strikers as the they scatter 4D6" if trying to land within 12" of it. This is a great way of making Drop Pods or Terminators re think where they want to land.

The Landspeeder storm is also cheap enough that you can sacrafice it in a turbo boot to take or contest an objective. If you were running them as part of a CAD then it will also have Objective Secured as well which is great.

I will usually just run the 5 scouts with Bolters because you can still get a range of 24" or you can double tap within 12".

Cloaks and Melta Bombs are normally the only options I give to the squads depending on points. Go to ground in ruins for a 2+ cover save with a cloak to make it diffcult to move off an objective.