View Full Version : scout vs tac squad question

27-01-2007, 15:14
would it be harder for someone to play a game with their only troop choice as scouts than include some tac squads and stuff? I dont really know anything about the SM's except what I learn by playing against them, and Im thinking about getting the DA battleforce, so I want to know the pros and cons of using scouts for troop choices instead of regular SM'S.
i already know scouts have 4+ save instead of 3+.

27-01-2007, 15:16
AFAIK, Scouts are Elite choices for Dark Angels in the new codex. (Even though you get them in the DA Battleforce.)

27-01-2007, 15:40
would scouts be effective at replacing a tac squad altogether in most games though?

27-01-2007, 16:13
Just my opinion mind you.
If I use Scouts it is to suppliment the excisting infantry, or to minimize the troops points to fit in more Elities, Heavies, Fastattacks, depending on the strategy you want to employ.

I think that scouts are good for many things but I don't think they will hold up as medium infantry in all aspects as well as the standard space marine. They are very flexable though being able to have CCW and, or bolters, and sniper rifle options.

Really if there is a piticular strategy you have in mind try and use proxies and play some games with scouts as you troops choices and then play the same exact senario with space marines, with regard to points and army compisition. Test it out and come to some discisions based on real game play I am sure it would be much more conclusive and helpful to you.

27-01-2007, 17:07
I've had moderate success with using 10 scouts with sniper rifles as my troops selection, usually when I wanted to use a ravenwing-heavy list

27-01-2007, 17:38
The large range of heavy autofire weapons that're AP4 (compared to the very few that're AP3 or better) can make playing scouts pretty hard. Heavy flamers and the like also make life hard for you in a way that the power-armored marines really don't have to worry about.

Scouts are nifty, and can be fun, but I don't think they really hold together that well as the bulk of your army. Now, if you're just using them as Troops, and you've got power-armored marines filling other roles (assault marines, veterans, or something along those lines), that might work out a little better.

27-01-2007, 18:06
Against orks, scouts are brilliant if your opponent isn't expecting them - they're cheaper, have the same armour save in hand-to-hand (vs. choppas), shoot well, etc. etc. etc.

If the ork player is expecting it, prepare to eat quite a few combi-scorchas - those things just make scouts go away fast.

27-01-2007, 18:49
with infiltrate and move through cover (and some skill of your own) AP4 is not that big problem, or if it would be, you can take snipers to shoot back and pin the enemy

and you can bring a lots of other stuff to cover them, we speaking only about troop choice not an "all scout army"

(first post, wohooo :) )

27-01-2007, 18:53
exactly, i would have other stuff to help them out. the only TROOP choice would be scouts. but id still have devastators and tanks and landspeeders and whatever to give them some backup.

27-01-2007, 19:38
Hmm, I've though about it, but the few extra points for that full on power armor I think is worth taking. They have some nice uses, but are limited.

And if you played against me, your scout squads would die in the hands of Prism cannons and Warlocks with destructor. So its more of an if then thing when you field them. Knowing what kinda weapons you have to deal with would make it or break it in my mind.

27-01-2007, 19:57
yes maybe you can shoot them but dont forget the secund advantege of infiltration. he deploys AFTER that you put on all of (maybe not all) your squads

go scouts :)

27-01-2007, 20:14
Scouts are great IMO. I'm using a couple of squads in my new Ultramarines army to back up my tactical squads. They have plenty of advantages over tac marines which go some way towards countering the 4+ rather than 3+ save. On top of this they're cheaper too!


27-01-2007, 20:16
Even then they'd have issues. I played a CSM Plague army, the player put down a Predator with Lascannons galore, and two Rhinos. Everything else infiltrated, and the daemons of course deep striked. It was rather scary. But what kept those guys around was the T5 and 3+ save. T4 4+ saves would have had alot more issues.

Not to say they aren't with out uses. For example, if your opponent fields lots of Dark Reapers and Star Cannons, the extra points spent to get that AP 2 and 3 is now wasted on a large part of the SM Models But in my case, my Falcon Warlcok squad, Shining Spears, and Eldar Missle launchers all get to ignore saves on scouts.

I can see the 5 man squad with snipers and a heavy bolter, and maybe CCW squad, 10 strong, infiltrating, but other than that, no major benefit. 20 pts more for a normal Tact Squad, and I think they are alot more flexible. And SM in my mind are not an army of specialists; thats better left to the Eldar.

Corporal Chaos
28-01-2007, 02:56
I use my scouts as support for the TAC squads. I will have one with sniper rifles and heavy bolter or missle launcher and possibly a squad with BP/CCW to move foward and harrass/distract the enemy in the rear. I think as a main stay for troops, no not a good idea.

28-01-2007, 05:38
In my mind, the two-point/model savings just isn't good enough to sacrifice a 3+ save. Unfortunately, in 40k 3+ is worlds better than 4+.

Scouts play a supporting role in my armies, usually as a cheap, dual-armed counter-charge unit. If I know I'm facing choppa-heavy orks, I may field more than usual.