Space Marine Scout Tactics
June 21, 2011 by dignity
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Darrell's on the hunt for more cheese and he's found a nice tasty bit this time, involving Space Marine Scout's, cover and poisoned weaponry!
If you like that building he's using, remember the guide to building it is coming soon to Beasts of War Backstage in our new section...
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playing Blood Angels, so there are a few units on my list before them, but also I have to admit that I am one of those mentioned in the vid – that tend to overlook them anyways. So nice tactic there, never really put much thoughts in how to use them effectively.
thanks
Seb
Well way to break out the cheese Darrel with the flamers and stealth tips.
“Scout armour will still get a cover save from a regular flamer”.
I assume you mean armour save?
Personally I run combat scouts. 3 attacks on the charge can be a great upsetter when outflanking an enemy. Give the sergeant a fist/melta bombs to take out enemy artillery/vehicles when they arrive.
Yeah thats great but where was the poisoned weaponry!? 😀
Sniper rifles mate, check the rulebook, they are also rending to take account for headshots 🙂
I love snipers just a shame they are elite choice for me dark angels lol
Huh? I see no mension of poison! Why would a sniper poison?
Sniper rifles work in exactly the same way as poison, they have the X value meaning they always wound on at worst a 4+. Its supposed to represent the sniper targeting weak spots.
Snipers (and some other weapons) dont work like poisoned weapons, Poisoned weapons get a re-roll to wound if there S is equal or higher than the targets toughness.
Ah yes but it doesnt say its poison though
da scouts are even better with the bs and ws of 4 though
@darrel you do realise that a skimmer, jump infantry and jetbike model can target any single level of the ruin?
page 85 – template weapons
Does he ever talk about anything other than Space Marines? Some of it could have applied to Eldar Rangers and Tau Pathfinders but they were not even mentioned. There are other things in 40k, at least I think there is I can’t remember anymore.
To be fair I moaned about this on another vid and they did one about orks in the next vid with no mention of SM.
I do all that with the exception that I use Lysander to bolster the building but I still fail to succeed any mission that they supposed to perform… I guess is all the 4+ I have to roll to kill something 🙁 [I have a tendency to roll low]
The guy from the club say stop using them they suck but I wanna proof them wrong… so far they being wright… :((
gotta love scouts with sniper rifles
Isn’t it just barrage weapons that can only hit the top floor, not ordnance?
Or, Tellion + Cloaks for 2+ cover, leaves you free from the TM or MotF requirement. And who doesn’t like to allocate wounds onto the enemy PF or Special weapon?
I play a 5 man sniper scout squad with rocket launcher with telion and a thunderfire cannon. With telion’s stealth rule and the techmarine bolster defenses rule 2+ cover save. With telion u get to pick who dies not your opponent so bye bye special characters or heavy weapons, rerolls on the shooting, or you can use his BS with the rocket launcher. The thunderfire cannon has a str 6 attack so most vehicles Sm or chaos that use rhino body die, not to mention infantry . Now tell me doesn’t that sound good for about 235 pts
I do the same thing as Darrell just showed but I park some kind of tank of some kind a whirlwind or a predator on the bottom of the building. Depending on the cover, with the tank there it more to deal with and if they do go after it you got some time to deal with it.
question me and my friend always have a fortress of redemption in the middle of the map as an objective then one in each deployment the rules for the fortress is 3+ cover save in it cant enter the fortress unless the it is empty if i use a techmarine to make it a 2+ which the rules allow can i put camo cloak scout in it to give them a 1+ cover save since the rules dont say you cant use camo cloaks for a 1+ save htye say everything else cant but since camo cloaks only affect 1… Read more »
Scouts have also infiltrate ( 18 inches from the enemy ) and scout move before the game begins … bringing them closer from the enemy . So if you win the first turn to play you deploy all your army , the opponent makes the same , and then you deploy your 2*10 infiltration scouts and make them advance in the no man’s land , allowing deepstrikers like drop pod or deathwing terminator to strike without rolling any dice . if you combine this with Kayvaan Shrike , they gain fleet and then they can charge on the 1st turn… Read more »
thanks for the tip I made one Imperial Guard play mad at me I had 2 5 man squads with melta bombs and because of terrain I hid in a blind spot run over to his tank and blow it up. With another squad it became melta boom, melta boom. With the tanks that were transport I gust went in to cc with. Never have I seen two squads of scouts do so much.