Space Marine Scouts Review in 9th - Are they a Bad Unit?

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Let's look at the humble scout squad today...

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0:00 Intro
1:13 Datasheet
5:10 Damage and Durability
7:45 Buffs and Synergy
10:28 Summary
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If they kept scouts as a troop choice but gave them similar rules to how tzaangors and pox walkers are taken in lists, they would achieve the desired result (maybe) and still see play

Ignatiusofantioch
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According to the lore, scouts are essentially the first step into becoming a space marine. Why would you make them an elite choice?

NPC-rqvn
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just make them troops which don’t count toward your mandatory troops choice in the patrol, battalion, or brigade. That’s why they changed them, because they were the cheapest troop to fill out the “tax” of taking troops. Problem solved. Or make them fast attack, which the reviers should also be. very simple fixes that won’t happen because GW

James
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I think mine aren't going into any of my 40K lists, but I'm going to definitely consider them when I finally get the new kill team books.

GrimmDork
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Scouts aren't a terrible unit, it's just that they don't compete against the other Elites choices. It's a binary problem: they were too good as Troops but they aren't good enough as Elites. The solutions would have been either a way to make them Troops with a certain character as Warlord or mske so they don't take up a force org slot.

Questioningbasics
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Honestly, "Scouts" being an elite choice is just such a flavor fail, aside from the many other reasons why it makes little to no sense.
Imo just make it "you can only ever bring one squad of Scouts" and move them to be a troops choice.

JinFreeks
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Are they a bad unit? Debatable. Are they a bad elite unit? Undoubtedly, yes.

If they were troops (again) they'd be good action monkeys.

ZergDragoon
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Making them an add-on to tactical squads, kinda like Neophytes in Black Templars, might be a way of seeing them in play. For every X tactical marines, you can take X scouts. This way they wouldn't take a slot and could serve as extra wounds for tacticals.

cbazacog
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Making them troops again and introducing a limit like Poxwalkers like you said would be the best option. As an elites choice it would be daft to take them imo.

subh
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I like your idea of making them troops but limiting to one per other troops unit.
Armour seems to be represented by a combination of saving throw and bonus wounds or toughness in 9ed. If buffing their durability, I'd prefer to see them stay at 1W but increase to 3+ save (the idea being that full power armour grants an ablative wound rather than better saving throw) as this would give them value in scenarios where you are likely to face D2 spam.
Whilst the close combat and sniper variations are the only ones that come close to making sense at present (and still fail to do so), with changes, the bolter or shotgun variants could become interesting.
With both my proposed change and your troops idea, I'd take them in preference to Tactical marines. This is still problematic, however, as (a) I'm not taking tactical marines and (b) even if I was, my changes would just shift the problem from scouts never being taken to tacticals never being taken!!!
Maybe making them 'slotless' elites (i.e. don't take up a force org. slot) and drop them to somewhere around 10pts with no other buffs?...

TrypticOwen
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Basically everyone else got spacewolves scouts

AdaptiveCaesar
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They are iconic to me. I cannot imagine SM without them. You can take the old smol SM away, but leave my scouts and scouts on bikes alone.

dnaseb
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I like them and never played more than a couple 5 man squads, while still taking Tactical Squads as my backbone Troop choice. I think that giving them 2W (they are SM with less training and experience, after all) and making them Troops again (but with a limit, like 1 Scout Squad for each Troop squad or 1 Scout for each 2 other Troop model or whatever) would be good.

mrmaster
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Fouchini was taking a squad of these guys in his very successful, GT performing list. Good generalship will get them over the line

tellable
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A 10 man scout squad has done some work in my BA lists. 1 squad for slots combat squaded. All min cost. Use their free reserves rule to come on turn 2 or 3 and do octarius data behind LoS blocking terrain. They don't do much else but helps a lot with the secondary and costs less than the CP+ pts required elsewhere/ less pts than grapple reivers.

JakeVYA
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You are giving GW too much credit. This model was preventing the sales of Incursors/infiltrators and thus they hurt potential bottom line.

yawgmoth
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Space wolves get some extra wargear options which add special and melee options. I have about ten of them for wolves army but I haven’t used them yet.

koolaidnd
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Really annoyed at them being shifted too elites especially as I had gotten 20 (10 of each) just before the change. Might find some use in Templars with their new set.

madmerlinsart
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they should have been troops with the same rules as cultists, zangors and poxwalkers...only 1 unit per regular marine or primaris marine troop unit

Jpwt
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-Scouts should have much bigger value for Narrative games, they should give rewards for being taken, doing damage, killing, not dying, completing objectives, dying
-Maybe Victory Points for doing different things with Scouts, maybe just keeping them alive
-Maybe they should just be cheapo objective thing doers, like the Necron murderbuckets
-I definitely could see Space Marine Scouts getting some detailed multipart kit in a Kill Team box, like Ork Commandos, with LOADSA new details and kit pieces, which makes sense considering how much wargear options they have
-Scouts could just fill the role of being relative 1 wound low toughness chaff for Space Marines
-Scouts don't take up an elite slot if taken alongside a Master of Scouts or something, again like the Necron murderbuckets attached to Crypteks

Brickfrog