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Topic: Scouts (Read 1093 times)
Lazarus
Bigwig
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Scouts
«
on:
March 22, 2009, 04:16:08 AM »
Hello All i am going back to a scout army for my marines. And would like to know what people think about combos.
i am currently running 10 scout bikes what i am happy with a PW and 3 lurnchers the rest with twin bolters.
I am runig two 5 man CCW quads with PW on the new speeder transport.
And now my other two 10mans that i am no sure on the setup. was going to run.
1 squad with sarg talon 8 snipers and a HB
1 squad with 9 snipers and HB.
I am not sure if snipers are worth it wit scouts now hits on 4+ with bolt guns i am not sure if i should take them with lots of snipers i will be able to pin alot of squads down and take out some tanks with them.
I am also running a
2x 10 men tac with flamer and rocket with Drop pod
1x iron clad dred with chain fist and flamer and hammer and flamer.
1x stock libarian
1x stcok chaplain.
Do you think i should run 10 snipers and 10 bolt gunners with the scouts or keep them all as snipers.
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Eisenhorn
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Posts: 163
Re: Scouts
«
Reply #1 on:
March 23, 2009, 02:27:38 AM »
i would run 2x sniper, hitting on a 4+ anit that bad your just ust to the marine shooting or you could take 10 man squad with 5 snipers and combat squad them. stg talon with the hvy bolter is a good idea so it only drifts 1/2 as much. i'd put the dread in a drop pod , its bloody scary when it lands 6" away on the first turn.
but saying that you kicked my ass when we played at BC
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Lazarus
Bigwig
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Re: Scouts
«
Reply #2 on:
March 23, 2009, 02:59:42 AM »
I have tweeked the squads a little bit.
Runing
Two if these squads
5x man scout squad, sargent with PW, 4 scouts with CCW in landspeed storm.
One squad
Talon, 4x sniper a HB and 4 BG scouts
one Squad
4x snipers and HB and 5 BG scouts
10man tac with PW,Rocket,Flamer with libarian and drop pod
10man tac with PW, Rocket,flamer with chaplain and drop pod
iron clad dred in drop pod
10man scout bike squad with PW and 3 launchers rest BGs.
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Eisenhorn
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Posts: 163
Re: Scouts
«
Reply #3 on:
March 23, 2009, 05:36:49 AM »
sounds nasty, scout bike with locator beacon? should be able to scout move then drop pod to it as it was on the table at the beginging of 1st turn. let us know how it works out
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Lazarus
Bigwig
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Re: Scouts
«
Reply #4 on:
March 23, 2009, 05:58:59 AM »
when you say becon you mean telli homer. sorry i did not saying i have TH on both speeders to do just that boost up and drop all the marines out.
I was also thinking due to me only have 20 marines and they will get wiped in combat maybe put in 2 libarian with the quickeing and dome on both so they I 10 and got a is it 4+ invon in assult phase what should make them a bich to kill.
Need to find an extra 15 point to put homer on bikes list is dead on 1850.
But she will be a fast hiter my whole armey will be on the other guys ass in 1st maybe 2nd turn.
Also iron clad has bolts and hammer and two heavy flamers so should toast alomst any troop type even termys will drop like flys with that much fire power
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Eisenhorn
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Re: Scouts
«
Reply #5 on:
March 23, 2009, 01:43:28 PM »
no locater beacon 25pts. landspeeder has the jamming beacon which blocks teleport homers so you'll have to be 6" away before you can use it or scatter heaps (unless it doesn't block your own?) which a locator beacon you can deep strike to it so the drop pods can land there, only teleporting units can use the homer.
4+ inv save? I think the librarian's are a good idea I like it but my mate gives me shit cause i want 2 as well (but if you read the 40K books most chapters have a few psykers) but his dome is a 5+ for till the end of the folowing player turn for him and his joined squad, combat shield for assault 6+ or storm shield is always 3+
the iron clad has both a bolter and hammer and 2 flamers? are you sure thats right. either bolter or flamer and the hurricane doesn't have one to swap
it'll be enough fire power for some termy's but even a big and lucky squad of nids squad can kill 10 in 1 turn. terminators should have 2 wounds like an ork knob!!!
but saying that its fast hard hitter which I'm glad will tearing someone else apart
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Lazarus
Bigwig
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Re: Scouts
«
Reply #6 on:
March 24, 2009, 02:19:46 AM »
i am sure the setup for the iron clad is right as i just added the extra otpions i will another look though, and drop the homers and add a becon some where maybe us my bikes to drop the marines and dred
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Lazarus
Bigwig
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Re: Scouts
«
Reply #7 on:
May 14, 2009, 08:36:10 AM »
This has been changed more to make it even more killer.
Running
Two if these squads
5x man scout squad, Sargent with PW, melta bomb, 4 scouts with CCW in landspeed storm.
One squad
Talon, 4x sniper a Rocket and 4 shot Gun scouts
one Squad
4x snipers and Rocket and 5 Shot gun scouts
10man tac with PW,Rocket,Flamer with Liberian and drop pod
10man tac with PW, Rocket,flamer and drop pod
iron clad dread in drop pod ( hurricane bolter's/hammer/heavy flamer )
10man scout bike squad with PW and 3 launchers rest TL BGs.
Tec marine with harness and com-bi flamer
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Hunter_Flood
Grand Master
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"..."
Re: Scouts
«
Reply #8 on:
May 14, 2009, 02:07:33 PM »
Just wondering why you're taking a scout sqaud with 4X snipers, Telion (Basically a sniper) and then your've got 4 shotgun scouts. I can see that their going into combat squads but it just seems unbalanced on what your've got in the unit.
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Lazarus
Bigwig
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Re: Scouts
«
Reply #9 on:
May 14, 2009, 04:05:30 PM »
Depends on the game at hand.
Talon with ether walk with the shot guns or he will stay with the snipers and the rocket will walk. depends what i need at the time i might need to drop a sniper from this squad and add i shot gun in. I got the models will just see how it turns out.
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daemion
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yay 4 me. i rule.
Re: Scouts
«
Reply #10 on:
May 21, 2009, 12:22:00 PM »
Shotguns bro shotguns all the way. Up close and personal. Yeh! Dont need snipers in marines. You aint poncy eldar or loyalist trash guard. Get hard!
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