View Full Version : scout squad configuration

08-02-2009, 22:22
I am making a scout squad for my SM, and I wanted them to have sniper rifles. is it... productive? to use a missile launcher as well, since the snipers cant move and shoot? or is it better to fill them with snipers?

Same with tac squads, which extra weapons are the best? (like flamer or plasma)

09-02-2009, 00:12
The launcher adds flexibility at greater cost. It just depends on what you want your snipers to accomplish: both configurations have merit.

As for tac squads: with combat squads ALL the choices are good. It just depends on what you want to accomplish with the unit. I like my first two tac squads to be Melta gun/Multi-melta and Lascannon/Flamer. I used to run Missile Launchers in Tac squads for flexibility, but with combat squads, I can use a specialist weapon without a loss of flexibility, by splitting the unit in half and sending them each after different objectives.

For the first time since 2nd edition, I really feel that every Heavy and special weapon choice has merit. The new marine dex is very balanced in that regard.

09-02-2009, 00:16
ML adds a bit of flexibility to the squad, you can engage infantry and MC's fairly well.....add the ML and you just added some anti-armor/MC/infantry smashing

09-02-2009, 00:22
I wouldn't bother with a rocket launcher myself, as you might be tempted to take a flank shot at a tank etc which is not a snipers job, give em a heavy bolter, that way you are not in 2 mindsets as to what they are to do, kill infantry :D

09-02-2009, 02:20
hmm. i like steel legions idea... they WOULD be an anti infantry unit after all...

09-02-2009, 02:25
You can't go wrong with 10 scouts with sniper rifles.
Buy them Cammo Cloaks and then decide when you deploy if you are going to keep them in one squad or split them.
They are cheap, can sit in cover harassing virtually any enemy and being hard as hell to shift.
when they start hurting big monsters, you'll love them forever.

09-02-2009, 02:27
i think eventually they should make like sniper a max like 5 rifles an army, but allow you to choose which unit gets there head blown off with it. you gotta love the vindicare.

09-02-2009, 04:04
the best way to configure scouts is to leave them in their box and buy more power armor. rapid fire that can hit is better than heavy 1 that doesn't

that being said if you do want scouts there are a couple of ways to equip them.

if you want snipers give them camo cloaks and telion. telion is the same cost and damage output as 4 snipers and he chooses where to place the wounds, making him better than most units.

i also like filling a land speeder storm with close combat scouts. this is a lot of kill points for annihilation, but anything else just have them outflank with a heavy flamer and they will more than earn their points.

as to heavy bolter or missile launcher... take a heavy bolter with snipers, but if you take telion go ahead and take the missile launcher, you never know when you are going to need to take down a vehicle more than anything else. and a bs6 missile launcher isn't too shabby. if you can scout move to rear armor shots then you are pretty well off. every weapon in the squad can penetrate av 10 rear armor.

shotgun and bolter scouts aren't very worth it with bs3. a tactical squad will always be better than either.

09-02-2009, 04:12
Count yourselves lucky, at least your snipers CAN take Missile Launchers (damn Ratlings *grumble*).

09-02-2009, 04:57
lol and our snipers dont look awful (lol ratlings lol)

09-02-2009, 11:14
Ah Scouts, One of the coolest units in a space marine army. In my 2 Space Marine Forces i have made extensive use.

My Sons of Orar have got a unit of 8 Scouts outfitted for CC, 3 Shotguns 4 Cc scouts (bolt pistol and combat blade, it is 2 CCW's) and my sarge with power weapon and bolt pistol. I flank them and they make a mess of even the hardest of foes, kill tally includes the odd chaos lord, A fair few grey knights and about 40 Dark Eldar Warriors.

My Raptors army still W.I.P but has been playing for a while i have made use of snipers, 4 normal guys with rifles and Telion replacing the sarge. Camo cloak em, sit em in some cover and bam a 3+ cover save sniper unit, Telion himself is crazy his rule to place wounds is amazing.

I am torn between the set-ups i have used. But since my Sons saw battle only while i worked on my raptors (they are now on permanent vacation as they were only ever a painting project) i would have to say my Sniper Scouts in Raptors.

relatively cheap at 137 points. And perfect for dealing with enemy infantry squads.

09-02-2009, 16:00
thanks fay-redd, that seems like a good course of action...

09-02-2009, 16:42
I always add a missile launcher to my scout squads.
Since their main role is taking down monstrous creatures, such as wraithlords, that one shot thal will allow no save is handy. of course now with rending rifles killing wraithlords just became easier.
I think they're a very useful addition to the squad.

09-02-2009, 16:45
Sniper scout squad, toss in Telion for 50pts and add the cloaks make for a very mean squad.

Telion picks off special weapon members quickly with his 48" bolter that rends and pinning.

And i disagree with scouts not being good.

I dont know how many times ive been pinned bye them, or had them hold up an objective while rest of opponet charged forward at me.

With them in cover. getting 3+ cover save, in back of an army, they are easily forgot about and not shot at, yet cheap enough to take and harass many units and take down big things.