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scout army
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Old 15 Jul 2009, 00:48   #1 (permalink)
Shas'Saal
 
Join Date: Mar 2008
Posts: 185
Default scout army

hi, i had an idea a couple days ago about a scout army that spams traps. i thought of this after i read about the mines that scout bikers had. so i made a 1000 pt list. before i post the list, come somebody tell me what i can post so that i don't post copyrighted material? then ill post the list in a new topic or edit this one.

thanks
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Old 15 Jul 2009, 02:31   #2 (permalink)
Shas'Vre
 
Join Date: Apr 2007
Posts: 1,650
Default Re: scout army

Your not allowed to post units stats or specific points costs of wargear.

Example of what is allowed would be:

Troops: 9x Space Marines
1x Sergeant
-Flamer
-Missile Launcher

Total: 170 Points.
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Old 15 Jul 2009, 03:24   #3 (permalink)
Shas'Saal
 
Join Date: Mar 2008
Posts: 185
Default Re: scout army

oh ok then. ill post it now, and remember, this is my first real army list that i made so please go easy on me.:

1000 point scout army

HQ

Master of the Forge
total: 100 points

Troops

10x scouts with snipers and 1 missile launcher and sergeant Telion.
total: 200 points

9x scouts with snipers and 1 missile launcher.
total: 150 points

5x scouts with snipers
total: 75 points

5x scouts with bolt pistols and combat blades
total: 75 points

Fast Attack

3x scout bikers (1 squad) with cluster mines and one having an Astartes grenade launcher
total: 90 points

3x scout bike squad with cluster mines
total: 80 points

3x scout bikers (1 squad) with cluster mines
total: 80 points

Heavy Support

whirlwind
total 85 points

whirlwind
total: 85 points

Total amount of points: 1007

So what this army would do is sit back and camp on objectives and trap all of the opponents terrain (ie. buildings) and place mines all over the board to mess up the enemy. and usually, people put their objectives in buildings so you could trap the buildings that the objectives are in. i haven't play-tested this army yet and is just an idea. i think it would be pretty fun to play.

comments and criticism welcome ;D

P.S. if i did something wrong, please tell me so that i can fix it.
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Old 15 Jul 2009, 04:47   #4 (permalink)
Shas'O
 
Join Date: Oct 2004
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Default Re: scout army

Drop 3 bikers and combine the other 2 then add in more scouts.

Also Whirl Winds dont seem to fit with me in scout lists. Try some land speeders.
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Old 16 Jul 2009, 13:57   #5 (permalink)
Shas'Saal
 
Join Date: Mar 2009
Posts: 170
Default Re: scout army

I would drop the whirlwinds and give the bikes grenade launchers. I would also give the master of the forge a conversion beamer as then he would have somthing to do. also try and fit a land speader storm in for the close combat scouts.
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Old 29 Jul 2009, 21:45   #6 (permalink)
Shas'La
 
Join Date: Aug 2007
Posts: 377
Default Re: scout army

Cluster mines are pretty blah, as you pick the terrain piece before you choose sides.
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Old 29 Jul 2009, 22:21   #7 (permalink)
Shas'O
 
Join Date: Feb 2008
Posts: 9,511
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Default Re: scout army

You need some Transports to get those scouts around. S take as many Land Speeder Storms you can.

Why a Master of the Forge? Surely a Librarian or a Chaplain is more Fluffy?

Whirlwinds Aren't Fluffy to me either. Those pts could be spent on more scouts. Remember, 10[sup]th[/sup] company is made up of scouts and a Captain (Usually a Master of Recruits)

So
More Land Speeder Storms.
More Scouts.
Drop the whirlwinds.
possibly drop the MotF for either a Chaplain or Librarian.

My 2 copper

Zack
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Old 29 Jul 2009, 22:25   #8 (permalink)
PNW
Shas'Vre
 
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Posts: 1,125
Default Re: scout army

I'd take the Bolt Pistol + Combat Blades squad and give them Shotguns, drop Whirlies for more squads with Missiles/Heavy Bolters, and take a Captain, otherwise its a good themed list
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