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Archived from groups: rec.games.miniatures.warhammer (More info?)
In a small 400-500 point game, is it worth fielding a small number of sniper
rifle-equipped scouts in a 10-man scout unit? I was thinking of placing 2
or 3 in the unit, but point-wise and model-wise I could afford to go higher.
If it helps the analysis, here's the list I've been contemplating; it's for
that variant "Loyalist Death Guard" army I mentioned a while back. I'd be
fielding it in the local game store's 500-point version of Combat Patrol
league, so there's no compulsory HQ slot.
Space Marine army: Trust Your Battle Brothers, Cleanse and Purify, Flesh
Over Steel, We Stand Alone
Scout Squad #1 - 10 SM Scouts: 140pts
-2x sniper rifles
-2x shotguns
-5x bolters
-Sgt w/ BP/CCW
Scout Squad #2 - 10 SM Scouts: 130pts
-7x BP/CCW
-2x shotguns
-Sgt w/ BP/CCW
Veteran Squad - 10 Space Marines: 230pts
-True Grit and Counter-Assault (from Trust Your Battle Brothers)
-Infiltrate
-6x Bolters/CCWs
-1x Meltagun
-1x Flamer
-Sgt w/ Bolter, CCW
Now, before anyone complains about the shotgun scouts, they're in there
because I have a bunch of them I got by grabbing painted minis cheap off
eBay, and I'd rather use them here in my little "sideproject" Space Marine
army than the big one I build later (besides, as people here have said
before, they look cool and you just pull them as the first casualties from
the squad). So my question is, will 2 sniper rifles be worth taking here?
Or should I pull one veteran and throw in 2 or 3 extra sniper scouts, taking
it up to 4 or 5? I could also change the Veteran Squad to a regular
Tactical Squad and save 30 points - but I like the idea of having my whole
army Infiltrate.
Any thoughts?
--
Ken Coble
Then, feeling wonderful over all this sin they had just abolished, the
aldermen went a little further and made it unlawful for a male citizen to
carry a gun, fight, drink, gamble, swear, disturb the peace, expose himself
indecently, or "be seen in the company of a prostitute not his wife or some
other relative."
-Leon Claire Metz, _The Shooters_
In a small 400-500 point game, is it worth fielding a small number of sniper
rifle-equipped scouts in a 10-man scout unit? I was thinking of placing 2
or 3 in the unit, but point-wise and model-wise I could afford to go higher.
If it helps the analysis, here's the list I've been contemplating; it's for
that variant "Loyalist Death Guard" army I mentioned a while back. I'd be
fielding it in the local game store's 500-point version of Combat Patrol
league, so there's no compulsory HQ slot.
Space Marine army: Trust Your Battle Brothers, Cleanse and Purify, Flesh
Over Steel, We Stand Alone
Scout Squad #1 - 10 SM Scouts: 140pts
-2x sniper rifles
-2x shotguns
-5x bolters
-Sgt w/ BP/CCW
Scout Squad #2 - 10 SM Scouts: 130pts
-7x BP/CCW
-2x shotguns
-Sgt w/ BP/CCW
Veteran Squad - 10 Space Marines: 230pts
-True Grit and Counter-Assault (from Trust Your Battle Brothers)
-Infiltrate
-6x Bolters/CCWs
-1x Meltagun
-1x Flamer
-Sgt w/ Bolter, CCW
Now, before anyone complains about the shotgun scouts, they're in there
because I have a bunch of them I got by grabbing painted minis cheap off
eBay, and I'd rather use them here in my little "sideproject" Space Marine
army than the big one I build later (besides, as people here have said
before, they look cool and you just pull them as the first casualties from
the squad). So my question is, will 2 sniper rifles be worth taking here?
Or should I pull one veteran and throw in 2 or 3 extra sniper scouts, taking
it up to 4 or 5? I could also change the Veteran Squad to a regular
Tactical Squad and save 30 points - but I like the idea of having my whole
army Infiltrate.
Any thoughts?
--
Ken Coble
Then, feeling wonderful over all this sin they had just abolished, the
aldermen went a little further and made it unlawful for a male citizen to
carry a gun, fight, drink, gamble, swear, disturb the peace, expose himself
indecently, or "be seen in the company of a prostitute not his wife or some
other relative."
-Leon Claire Metz, _The Shooters_