recently ive been talking to some friends about the use of scout squads in a space marines force, and the viability of a all scout force, so the question comes to mind what setup do you use for your scout squads? and what role do they play in games?
Personally i have mine setup with h.bolter, bolters and sniper rifles acting as a harrasement unit against enemy troops, pinning with the snipers and killing with the bolters and h.bolters.
I use scouts for my Daemon hunter army mostly made up of sniper rifles and Heavy bolters
As a BA player most of my scouts HAVE to have hth weapons/boltguns/shotguns however (as with all Blood ANgels) they excel in hth on the charge and the extra attcks do help beat guardsmen orks or massed troops however vs other marine tough things etc i would take snipers and heavy bolters they rock
in my mind there are 2 types of scout squads. offensive and defencive.
both have ups and downs.
OFFENSIVE: Takes H Bolters/bolters and Snipe rifles to deck out all marines in squad, used to pester enemy, but is not really mobile if there are alot of rifles or bolters
Defensive: few sniper rifles, maby 2-3, and rest have bolters used as PDWs. (personal defence weapons) the suqad picks a place, and sits there for most of the game. the bolters give the rifls back up incase someone gets too close, thed get hurt a bit by the rapid fire ability.
well being a space wolf player i can probably have some of the best scouts in the game, i can take a squad of 4-6, any can have a bolter or shotgun, two can have a sniper rifle or plas pistol, two can hace a power weapon, one can have a flamer/plasmagun/meltagun
oh yeah, and one unit enters play in reserve from your enemy's table edge, including a wolf guard leader if you give them one... hmmm, terminator armour, pair of lightning claws(master crafted of course) and you can pop up behind them with 4 attacks on the charge, re-rolling failed hits and wounds! plus the backup of scouts, and if they can hold on long enough, yu might even be able to crossfire them!