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Post by ElegaicRequiem on Jul 21, 2009 23:47:42 GMT -5
I've been thinking about redoing my scout army. Sadly, there will be no snipers in this army (thanks GW, for making snipers @ BS3 suck so hard, and have me waste the extra $5 per box of several boxes of sniper scouts...) so I will focus instead on cc, and getting into it as quickly as possible. To that end:
Shrike
Vanguard Veterans @5 w/ jump packs
Scouts @5 power sword shotties x 4
Storm
Scouts @5 power sword ccw x 4
Storm
Scouts @10 Telion HB
Dreadnought HF x 2
Drop pod
Shrike and his vanguard squad can infiltrate. Shrike gives everyone fleet. Storms are open-topped, so the scouts can assault after disembarking. The dread can drop in, and start smacking people (things). Telion and his squad can infiltrate into a building, and shoot stuff while getting a cover save. Telion gets +1 to his cover save, as well. Any part of this army can start in reserve.
What do you guys think about this list?
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Post by Kaikelx on Jul 22, 2009 11:36:02 GMT -5
I guess it looks solid, although I am wondering why you don't have assault marines, as if I remember right, you could get two assault squads for a Vanguard squad, which would mean more numbers....
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Post by The Envoy (AWOL) on Jul 22, 2009 12:36:35 GMT -5
Because Shrike and Vanguards tear large holes in things much better than an Assault Squad.
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Post by ElegaicRequiem on Jul 22, 2009 14:15:33 GMT -5
Vanguard are a bit more expensive, not twice the cost, though. I'm willing to pay for the extra attack per marine in this case, as their task is to infiltrate closer to the enemy lines, and start smacking things turn one. The same with scout moving the storms. The only things that will not assault first turn are the dreadnought, and Telion's squad. But Telion's squad will avoid having things get that close to the building upon which I sit them.
Something I might consider is putting a command squad on bikes, so that they can stay in coherency with Shrike. I don't know of any prohibition to having the sc lead a squad so long as he stays w/in two inches of the squad. That way, he can get an apothecary. Silly 5th ed codex and not having jump packs available to apothecaries...
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Post by The Envoy (AWOL) on Jul 22, 2009 14:28:28 GMT -5
Yeah, I'm still trying to figure out why Command Squads can't have jump packs...
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Post by ElegaicRequiem on Jul 22, 2009 14:35:50 GMT -5
Yeah, I'm still trying to figure out why Command Squads can't have jump packs anymore... Fixed.
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Deleted
Deleted Member
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Post by Deleted on Jul 22, 2009 14:56:49 GMT -5
Thats why Blood Angel honour guards are awesome. Standard bearer, Sanguinary Priest, techmarine, company champion, and commander can all take jumpy packs to fly and punch the enemy.
Your list sounds good with Vanilla and shrike. But, if you switch the army to BA: You can get the additional BS to scouts, its just scouts are not troops, and doesn't really help much in a scout army.
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Post by ElegaicRequiem on Jul 22, 2009 17:01:52 GMT -5
... I would never, ever do a scout BA army. Unless GW fixed the uber lameness of BA scouts with regard to their ability to stand alone.
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Post by Hetfiltrator on Jul 26, 2009 11:50:18 GMT -5
I made a list like that it contained 30 scouts with 20 snipers, 4 shotguns, 5 pistols and a combi-flamer (Ferret squad) A captain on a bike and a trio od predator destructors I was fighting the Tau I lost 11 scouts and all the guns on one of my predators(immobilized too) in return COMPLETELY wiped out his forces. The game ended when his lone Hammerhead flew 18" away onto a box......... And failed it's dangerous terrain test! ahhhh I rambled sorry.... I like the list doesn't suit my style but it's a solid list Don't forget scouts can be in combat in the first turn if you infiltrate 18"-6" scout= 12"-6" move then ASSUALT YOUR HEART OUT!
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