Monday, June 27, 2011

Space Marine Scouts: A Three part Unit review and tactical walk through (Part 4??)

Part 4: Space Marine Landspeeder Storm
Originally for the WhiteScar's .Part 4: Space Part 4: Space Marine Landspeeder Storm





Yes this is part four of a three part series… The more I wrote breakdowns for each of these subsets of the scouts the more I realized I would need to devote a separate post to the Storm.

Technically of course the Landspeeder Storm is not a Scout in any way besides the name. However It can be an essential part of a scout heavy strategy.

Strengths & Weakness:Cons:
Not a dedicated transport; Not available in squadrons; AV10; Open topped Vehicle. BS 3
Pros:
Fast Skimmer; Open Topped(Allowing assaults from the transport); Jamming Beacon; Cerberus Launcher; Scout.
Upgrades Breakdown:

Heavy Bolter: Stock, and I personally believe your best choice. With 3 STR 5 shots you have a good amount of shots to help put a couple wounds on the targets of your squads assault without making the storm a high threat target.
Heavy Flamer: 10 points of napalm goodness! With the lower BS this can offset that weakness. You will rarely get a 1st or 2nd turn shot, most especially if you have dropping the scouts. It does increase the chance of it taking early incoming fire.
Multi-Melta: 15 points , and unless you are running a Vulcan list this might be a waste of points.
Assault Cannon: 35 points… It’s not twin linked, it is 4 shots at STR 6 Rending… Unless you have a lot of extra points to spend I think this should be avoided.

Tactical Uses:

Simple right? Deliver the payload of scouts and your done…. Right?

Wrong..
The LS Storm is a swiss army knife of protective and defensive tools…

Objective Holder / Denier:
Regardless of Scout Moving them, Outflanking etc until you get the scouts out of the storm they are protected. Assuming you keep the storm stock your also not giving up a lot of fire power Turbo-Boosting the storm each turn, taking advantage of a constant 4++ cover save..

Screening:
The Scout can serve two critical roles when it comes to defensively screening your army
Deep-Strike Protection: With the Jamming beacon you not only prevent ANY anti-scatter equipment/rules from working. It additional will cause double the scatter distance. Since you cannot pre-measure it will often cause your foe to second guess his placement. Two or more Storms and some good deployment you can create a large defensive bubble.
Scout Move Protection: Between BA and IG etc there are a number of units considerably more dangerous then the Storm itself. Good Scout moves can block lanes of traffic and keep the opponent a turn delayed in exercising his strategy.

Scouting:
The main reason to buy a Storm is to deliver Close Combat Scouts! Please take a look at the previous post!
Advanced Tactics:

 
Deep Strike Shenanigans:
Vs Deepstrike Heavy armies one tactic I have employed more than once is to deny choice deep-strike targets by parking the Storm in the center of where they want to go instead of sheltering your forces. This works best vs Terminator heavy army but can still be useful when facing Daemons. At the Colonial vs Nick Navanti I shielded the sides of my forces and encouraged him to bunch up the majority of his incoming Daemons giving my TFC’s and Flamers the best possible effect with this tactic. Additionally If you leave the opponent only terrain to DS into you can almost count on racking up a couple wounds to dangerous terrain tests before the first shots are fired.

 
Objective Denier:
After the Storm is free of passengers, the Scouts have fallen in battle HIDE the storm, keep it moving every turn, keep it alive and a low priority threat until turn 5+ when you can use it contest the enemies objective. Try and plan ahead allowing for the a Turbo-Boost to give both the 4++ and the required 6 to hit in Close Combat.

Alpha Strike:
This can work regardless if you get first turn, but it must be understood sacrifices will be made.
You have first turn: Non-DOW deploy as close as possible to the enemy. Scout Turbo-Boost, move 12 disembark from the transport and assault choice targets…. VS Soft targets always consider a multi-assault vs 2+ targets. Hitting a Firewarriors Squad and a Hammerhead at the same time should end up locking you in combat for an extra phase and give you the bonus of hitting stationary vehicles. You will probably lose all of the scouts but with a little luck you can tie up the targets for several phases before they fall.
You have second turn: Depending on the target and your construction you can force the opponent on the defensive from the beginning. Scout move the Storm(s) towards the weakest point in his line, and watch the enemy move vehicles they would not otherwise (robbing them of firepower) and dump a tremendous amount of firepower trying to bring them down. With a little luck between both of defensive actions taken you might end up shielding the rest of your army from all incoming fire for a turn.
Bait:
In objective games I have drawn off several times the value of the Storm+Scouts into a distant, unimportant corner trying to bring down a “soft” target. Between the Turbo-Boosts and 6 up required to hit it in close combat. Often drawing Mephiston away from the rest of your army can end up paying you back in spades.

Rapid Response Unit:
Identical to the 3rd post, but out of a transport! Deployed on the board or in reserve the Storm can deliver the added CC punch your bikes need to pull themselves out of a endless combat. This has to be done intelligently however, as it can backfire and cause combat resolution against you.

Cerberus Launcher:
It may seem odd to put this stock wargear in the advanced tactics, but using it can be difficult to master. The Cerberus Launcher causes the leadership of unit(s) targeted by the scouts assaulting out of it by 2 for the duration of that assault phase. That included COUNTER CHARGE and Psychic Tests… Stack a pair of storms and scouts on a squad or two of Lonfangs and not only will you force them to make the counter charge on a 4 or less but your also subtracting 4 from their leadership when (if) you win the close combat! Thanks again Eric!

Conclusion:

The Storm is well worth it’s points when paired with Close Combat Scouts…. Two is better then one but as they cannot be purchased as a squadron each robs you of a FA slot that could be used for valuable squads of Attack Bikes or Landspeeders. I think the critical defense they provide are more than worth that sacrifice but each general will have to decide if will include them.



Feedback / Questions welcome..

Friday, June 24, 2011

Yet another Rant about Citadel Finecast... (Part 2)

Not to beat a "Dead Horse" but it appears there was some reason to be concerned with Games Workshop's Finecast..


I have yet to purchase a single finecast model, due to obvious flaws visable in all the blisters I saw both at my local store (Dreamwizards) and the bunker... And there is not a chance in hell I am going to buy a box set (read techmarine) unless I get to open and inspect it on the spot...








Monday, June 13, 2011

Space Marine Scouts: A Three part Unit review and tactical walk through

Part 3: Space Marine Close Combat Scouts
Originally for the WhiteScar's .Part 3: Space Marine Close Combat Scouts.
Mid-Heresy Scouts Courtesy of Magos Explorator (WarSeer)

As I mentioned I broke the Scouts themselves into two separate posts because of how differently they can be used based on the “free” equipment you can swap out to customize their role in your army.

Again an overlooked tool in the Codex: Space Marines, the Close Combat Scout is the better half of the pair in my opinion, much more useful for most players both in holdings objectives, tying up the enemy, screening and even rapid response to assaults on your more valuable units.

Lets break down their weakness and strengths.
Cons:
Basically identical to my last post, they appear expensive when compared to their fully grown brothers at only 15 points cheaper for a 5 man squad and only 3 points cheaper for each additional man; Low weapon skill; Low BS; Limited Anti-Vehicle Options. NO DEDICATED TRANSPORT! The lack of even a Rhino / Drop pod really restricts their usefulness.
Pros:
Versatile; Combat Squads; Infiltration; Scout move; move through cover; They are scoring troops; Good short range spam weapon in the Shotgun; Excellent Close Combat unit, when replacing the bolter the scouts end up with 2 attacks each, 3 on the charge.



Upgrades: (A new addition, requested by many)

CCW to replace the Bolter is a must, period, if you plan to get in combat…
Shotguns are excellent if you plan to use them to screen, “hi-jack” (covered in advanced tactics), but I like CCW’s better.
Missile Launcher can be a worthwhile upgrade for larger squads if you plan to park or you have points to spent. The threat of a infiltrated SR8 can draw WANTED firepower.
Melta Bombs are essential to tank busting and MUCH more points efficient then a power fist, speaking of….
Power Fist a waste of points 99% of the time, 25 points on a 4+ save is not worth it, however…
Power Weapon is a excellent choice if you plan to “hi-jack”(covered in advanced tactics) or buy them a Storm (Covered in Post 4)
Combi-Weapons to role and taste…

Tactical Uses:

One of the often overlooked / misunderstood principles is a unit DOES NOT have to earn their points back to be effective, trying up two to three times their value in points to kill them serves as valuable purpose. Dividing the enemy or even distracting them from the mission is worth as much or more in my personal opinion!

Regardless of how you end up using them; a screening objective holder, counter charge or shock trooper with the right mindset your going to be happy with how they perform.


Objective Holder / Denier:
Again, you can use them to screen, control your enemies deployment, and scout moves by announcing you’re going to Infiltrate. The threat alone will often cause hesitation. Buy the Camo cloak (or add Telion) and start with a 3++ cover, 2++ if you go to ground forcing them to commit to destroying them. Units purchased this way would be more effective if a missile launcher was purchased as it reinforces the image of a threat. If possible deploy on the 2nd or 3rd floor of ruins to draw the foe into a failed charge as you have to be able to go both forward and up within the movement, this could put you in a perfect position to torrent and counter-charge.

Screening:
Same as the Scout Snipers. If you like heavy weapons (Devastators, TFC’s, etc) you can deploy them to effect allowing cover saves. Shotguns or full CCW are equally effective.

Scouting:
With Meltabombs purchase, and the most recent FAQ allowing all possible grenades, in a multi-charge you can use one to attack on initiative and every scout on a vehicle will get STR6 hits on rear armor.

Counter-Charge:
Fielded in front of valuable units vs a deep-striking force to give cover, or behind for “fast” force you control the pace of the assaults. Knowing you have a 5 – 10 man CCW Scout force ready to counter charge into a melee could be enough to encourage you enemy to over commit to a flank to break you, or even ignore it long enough to sway the control of the game.

Advanced Tactics:


Sacrificial Scouting:
Suggest using with two 10 man squads to get full effect.
During deployment the threat of scout assault on the flanks will encourage your opponent to cluster his forces more towards the center of the board, giving your bikes much more room to move and allowing you better control the pace of the game. If he does not and spreads his forces out you have a 66% chance with each squad to get the side you want, and even if you are not in range the first turn you come on the board it should be enough to force an opponent to choose between dealing with bikes this turn or scouts the next.

The best use is ff you end up going second, and he did cluster in the center of his deployment. Infiltrate them about 2 turns of movement from the foe to give your bikes additional turns of lighter incoming fire.

“Alpha” Strike:
Works best with a Missile Launcher. Deploy closer to your Enemy then anyone would consider…. Heck deploy just outside of his first turn assault on one of his flanks after deployment during the Infiltration phase. Even if your scouts are not a great threat to that side of the board you can draw off enough of their forces to give your main force a better chance. If he ignores the scouts your getting Rear/Side armor on vehicles, free shots on squads etc. If he commits to killing them make your enemy pay by keeping in cover several elevations up to reduce the chance of getting assaulted. Go to ground if needed but keep them alive long enough to frustrate your enemy.

Aggressive Screening: (Same as the Sniper Scouts.)
Deploy a Devastator squad, TFC, or Predator in a vulnerable position away from the majority of your forces, wait for the enemy to take the bait and commit part of his army to take advantage of your mistake… Then Deploy the Scouts during the Infiltration phase to screen the vulnerable unit. Properly done the Scouts are in cover by stretching them out. And for the doubters remember Vehicles your Devastators or TFC shoot at will only get a cover save if it’s 50% obscured, deploy well and that won’t be a problem!

Rapid Response Unit:
Holding 1 or 2 squads in RESERVE you strengthen your end game by holding scoring units back to contest or take late game. In addition if your enemy over commits to assaulting your back line / bikes you can respond with an excellent close combat unit and win the day. Combi-Flamer would serve you well in this role, along with the Power Weapon.

Hi-Jacking Transports:
Command Squads Armies (even the bike based squads), a popular choice for White Scars / Bike Armies can by a Rhino or a Razorback as a transport. This gives the scout squads the needed mobility to be a threat in a game. This does have several known drawbacks I will reinforce… Scouts cannot Outflank or Infiltrate if done this way, the cannot start in the vehicle, and they cannot assault out of the vehicle if it moved.

The exception to this is purchasing a Landraider for your army. This small (granted expensive) addition can make a scout squad a SERIOUS threat. Basically turning them into a poor mans Sternguard squad. Add in a second HQ (such as a Librarian giving you a nice psychic hood bubble measured from the Land Raiders hull) and you now have a bullet magnet with a 4+ cover save if screened with bikes. Power Weapon is a must for this.

Landspeeder Storms:
One of the keys to my personal army I am going to cover in detail with my NEXT POST.

It’s a cheap transport I will cover in detail Next time.

Conclusion:

As mentioned before, Close Combat Scouts may not be as strong as their full fledged battle brothers, but they offer an affordable troop option for Bike heavy armies. Additional as covered, they can be used to assist in assaults and defense making them a cheap swiss army knife to fill weakness in your army.


Feedback / Questions welcome..

Monday, June 6, 2011

Space Marine Scouts: A Three part Unit review and tactical walk through

Originally for the WhiteScar's.Part 2: Space Marine Scout Snipers




I am breaking the Single Troop choice of scouts into two separate posts due to their almost Bipolar uses.

Everyone knows these commonly unused little brothers to Space Marine Battle Brother… Being newer to the hobby all I hear is how much better Space Marine Scout Snipers used to be in previous codices and versions of the 40k rulebook. As a result, in general most people ignores them… Forgetting the previous incarnations of these mainstays of the Codex: Space Marines let’s take a new look at them.

Cons:
They appear expensive when compared to their fully grown brothers at only 15 points cheaper for a 5 man squad and only 3 points cheaper for each additional man; Low weapon skill; Low BS; Limited Anti-Vehicle Options.

Pros:
Combat Squads; Infiltration; Scout move; move through cover; Rending, Pinning, Great cover save; good range; They are scoring troops; Sergeant/HQ Sniping.


Tactical Uses:

In a White Scars or other highly mobile army most people would think these don’t fit for “fluff” or flow reasons…. I say bullshit! Modern highly mobile armies currently use scouts as forward spotters, targeters, suppressors and finally as SNIPERS. Sniper Scouts can serve an important roll for holding objectives, which really represents the majority of games played in 40k.


Denier:
Infiltration anywhere on the board outside of 18 inches from an enemy unit, but of course the further the better right? Maybe not… Read the advanced tactics. Infiltrate to limit the scout moves from BA, IG, Grey Knights and other Scout heavy armies. Infiltrate onto objectives and force the enemy to burn you out.

Screening:
If you like heavy weapons (Devastators, TFC’s, etc) you can deploy them to effect allowing cover saves.

Suppression:
Sniper Scouts need to only cause ONE unsaved wound to cause a Pinning Check! Going with the more is better tactic, a full 10 man squad will cause 1.39 wounds (Thanks to the Heresy Combat Calculator), 2.074 if you add Telion. Besides the fact your killing marines using them to thin down Heavy Weapon squads and force them to test every turn you’re bound to suppress a unit or two over the course of a game. Cause a couple rending wounds and you might find your foe going to ground by choice.

Advanced Tactics:

Upgrade to Telion:
A ten man squad commonly spends 30 points on Camo-Cloaks, 10 points on a missile launcher, both of which are a waste IMHO. For 50 points you get a Sergeant with a wealth of skills the two best being Acute Senses and most importantly Stealth! According to the most recent Games Workshop FAQ if a Sergeant or IC has a skill like Stealth he passes it on to the whole squad. Both of these are small potatoes to Telion’s true Strength.. Eye of Vengeance allows the controller of Telion to assign wounds caused, and considering he has a 36” STR 4, AP 5, Rending, Pinning Bolter that means you CAN snipe out those Sanguanary Priests, Librarians or better yet Lord Commissars! Paired with a TFC and your looking at 2++ cover saves in Fortified Cover.

Alpha Strike:
Deploy closer to your Enemy then anyone would consider…. Heck deploy just outside of his first turn assault on one of his flanks after deployment during the Infiltration phase. Even if your scouts are not a great threat to that side of the board you can draw off enough of their forces to give your main force a better chance. If he ignores the scouts your getting Rear/Side armor on vehicles, free shots on squads etc. If he commits to killing them make your enemy pay by keeping in cover several elevations up to reduce the chance of getting assaulted. Go to ground if needed but keep them alive long enough to frustrate your enemy.


Aggressive Screening:
Deploy a Devastator squad, TFC, or Predator in a vulnerable position away from the majority of your forces, wait for the enemy to take the bait and commit part of his army to take advantage of your mistake… Then Deploy the Scout Snipers during the Infiltration phase to screen the vulnerable unit. Properly done the Scouts are in cover by stretching them out. And for the doubters remember Vehicles your Devastators or TFC shoot at will only get a cover save if it’s 50% obscured, deploy well and that won’t be a problem!

Conclusion:

Sniper Scouts may not be as strong as their full fledged battle brothers, but they offer an affordable troop option for Bike heavy armies that will not suffer from taking a static position. They have a good deal of flexibility, but it's up to the general to take advantage of them.

Colonial Followup, Plaque!

I'm shamless I admit it, but it looks cool...

Arrived Via Fedex today..


Recap can be found here