18 January 2009
So with my left over scout bike parts I figured I could use them to "spice up" the standard Bike. The parts that I used from the Scout bike were:
o The front end head light
o The Twin Linked Bolters
o The Antenna and flag
o A Base from the Scout bikes
Other Bits that I used were:
o an extra Left arm with a power Sword
o an extra Left arm with a plasma Pistol
o a Melta Bomb
o a different Space Marine Torso
o three Small Magnets
Every thing else came from the Space Marine Bike Box
This Conversion was not too difficult but I think it ended up looking pretty cool
14 January 2009
The first step was Priming them
Next was putting on a Base Coat
Now the Final out come.
They turned out pretty well if I do say so myself. I Mostly dry brushed them and did a little layering, and as you can see I do need to get better at putting on eyes.
So these Scout will be seeing some action as ether Blood Angels or Codex Marines.
08 January 2009
I am not going to talk in any detail about the Boltgun, because any Space Marine player worth his salt has their own opinions about the standard Space Marine issued fire arm.
The Heavy Weapons that scouts have in their tool box are only two choices. The first is the Missile Launcher. This is a great choice because it gives you two different modes to fire. Kark and Frak, I like to give one of my scouts this weapon if they are in a Sniper Team with Sgt Telion, it can be the on hit that is needed to take out the tank. When using Sgt Telions special rule "voice of experience" your Heavy Weapon can fire with a BS 6 so when you have to make it count. That is really the only time that I spend the pionts on the Missle Launcher.
The second is the Heavy Bolter, this one also has two modes of fire for the scouts, the standard and a one shot hellfire shell that uses a large blast template. I am not a big fan of the heavy bolter to be used with the scouts. In my mind I think of them as a mobile force, and the heavy blter just seems like it would slow them down. That being said I do field it with the scouts I have use it with two sqauds of five, each with 4 Bolter Guns and 1 Heavy Bolter. What I did with them was influtrate both of the squads on to the same objective and and have them just shoot, shoot, and shoot. It worked out well because I was able to hole that objective, because it gave me two shots with the hell fire shell. One form each of the squads, by turn 5 I had one scout left and he was scoring. I don't know if this would work for every one, but it worked for me in that one game.
So those are the basic scout weapon layouts.
04 January 2009
The next weapon layout that I am going to discuss, are the sniper rifles. These are now more use full then ever. The weapon itself is a strength X that is equal to the strength of the target, so it is always wounding on a +4. It is an AP 6. Another nice perk to the new sniper rules are that the weapon is rending and pinning. So on a roll of a 6 it will automatically wound. These are all good things for the scouts; the one draw back is that with the release of the new codex scouts now have a BS of 3 so to hit they will need to roll a +4. I also like the fact that the sniper rifle has a 36” range with that range you can really reach out and touch some one.
When I field the snipers I try to field them with at least 9 rifles and one heavy weapon choice. I can go either way the Heavy bolter of the Missile Launcher. Both have a range that is at least 36” (Heavy Bolter). These are the guys that I use to sit back and hold an objective. They are a troop choice so they are a scoring unit, and with the sniper rifles they can really reach out and touch the enemy.