|
Scouts have different weapons in their arsenal
than a regular Space Marine. Their lack of power armour keeps
Scouts from carrying some heavy weapons into battle, such
as the multi-melta or lascannon. In addition, Scouts normally
do not carry special weapons, a fact that prevents them from
carrying the meltagun, plasma gun, and flamer onto the battlefield.
Scouts can be equipped with bolters and can carry the missile
launcher or heavy bolter if they choose, since it is possible
to move these support weapons through dense foliage without
any trouble. However, Scouts also have access to weapons
that
normal Space Marines do not, such as sniper rifles and autocannons.
If needed, Scouts can be optimised for close combat with
a
bolt pistol and a close-combat weapon. Scouts may also carry
shotguns instead of bolters (this option is one I have little
experience with, as I generally prefer the other choices
available). The variety of weapon options all within one
squad makes Space
Marine Scouts extremely versatile and effective. A Space
Marine Tactical Squad is intended to be the most adaptable
force
on the battlefield, but in my opinion, Space Marine Scouts
give them a run for their money!
|
|
|

|
| Space Marine Scouts are some
of the finest snipers in the Warhammer 40,000 universe.
Not only are they excellent shots, but unlike Eldar
or Tau snipers, Scouts are formidable foes in hand-to-hand
combat as well as at range. Sniper rifles are an
excellent firearm, hitting on a 2+ and wounding
any target, regardless of Toughness, on a 4+. In
addition, Sniper rifles can force a unit to be Pinned,
hunkering down to avoid the hideously accurate fire.
Both of these capabilities are significant advantages
and should not be overlooked. |
|
|
|
|
Space
Marine Scouts have a choice of three heavy weapons:
the heavy bolter, the missile launcher, and the
autocannon. Scouts armed with a missile launcher
are suited for antitank duty, although the option
to launch a frag missile also makes it a good
antipersonnel weapon. The autocannon has an excellent
range it can shoot 48 just like the
missile launcher, and the autocannon is rarely
available elsewhere in a Space Marine army except
for the Predator tank and the Dreadnought. Scouts
with an autocannon are well suited for shooting
at light vehicles and taking down most infantry.
For antipersonnel, however, the heavy bolter is
perhaps the best choice, as it gives Scouts a
chance to inflict up to three casualties per turn.
Ultimately, the choice of the heavy weapon should
suit the battlefield role that the Scouts are
intended to play. Some Scouts, such as those who
are meant to fight in close combat, should probably
leave the heavy weapon behind.
|
|
The versatility of Space Marine Scouts does not come without
a price. There are some things that Space Marine Scouts simply
do not do well. For example, Scouts normally do not excel
at dealing with enemy tanks. Krak grenades, melta-bombs, and
a missile launcher can go a long way towards making Scouts
useful at tank-hunting. However, in general, there are many
other choices in the Space Marine army that do this job better.
Also, Scouts may not take a Transport (however, they can ride
in a Land Raider selected as a Heavy Support choice), which
means they are not as mobile as other Space Marine squads.
The ability to Infiltrate gives Scouts a chance to
mitigate this shortcoming by deploying out ahead of the main
force. Thus, it is important to consider where the Scouts
are deployed as they cannot traverse the battlefield like
a mechanized unit can.
Next:
Squad Composition
|