Jump to content
Jafar

Mr. Moustache aka Hulk Hogan aka Von Schill / M3E

Recommended Posts

I think every FK model is good, but has a specialty. It's a Swiss army knife, where you bring the right tool for the job. Lazarus hasn't been mentioned here, but it's good versus control, stealth and many other protective abilities due to his grenade launcher. Plus he can often take another action via his Assimilate.

Share this post


Link to post
Share on other sites

Advanced Positioning.

Symbols are placed before you place Scouts.  They have to deal with concealed, armored models literally sitting in base contact with their markers from the word jump, while all you have to do is play defense on yours with the rest of your crew. 

... and if you just happen to take some Schemes that need scheme markers in the back field, or near enemy models which are coming towards these guys anyways, well then, 2 or 3 birds.

Share this post


Link to post
Share on other sites
7 minutes ago, Jesy Blue said:

They have to deal with concealed, armored models literally sitting in base contact with their markers from the word jump

Don't understand. 

How have the Scouts Concealment? 

The problem with them, as I've said before, is that if you deploy them in scoring places, they are gonna be dead at the end of turn 2 (if not at the end of turn 1).

Share this post


Link to post
Share on other sites
1 hour ago, Zebo said:

Ok, but what's the Scout's Specialty? 

Harassment, dealing with soft backline units and hurting crews that use engagement to lock down opposition. 

From personal experience that seem like anti-Somer tech. Ignoring cover undoes Lenny's bodyguard, min damage 2 is fine for Bayou Gremlin removal. Reposition trigger means they can hide out of LoS or scoot to 17" to avoid gunlines. And quick retreat means that tossed Gremlins and skeeters can't lock them down. 

Share this post


Link to post
Share on other sites
1 hour ago, Zebo said:

Don't understand. 

How have the Scouts Concealment? 

The problem with them, as I've said before, is that if you deploy them in scoring places, they are gonna be dead at the end of turn 2 (if not at the end of turn 1).

The Symbol markers are concealing; position Scouts behind the markers.

I have a couple friends who were Army Scouts... they said their life expectancy once combat began was 12 seconds, but their real goals happened before combat had even begin.  I'm okay losing 12-18 stones to gain 2-3 points and a dedicated amount of models not scoring on my side of the table.

Share this post


Link to post
Share on other sites
16 hours ago, Zebo said:

 

The fact is that they're like a weird mix. Honestly, for 1ss less a Freikorpsmann is a bit better at killing thanks to "Reference the Field Guide", although they ignore terrain defense traits when shooting. 

They can be deployed at the better places, but that makes them a primary objective and, as they use to play isolated, they're quite easy to kill. You cannot count on them taking a good scoring place and holding it. Usually they would not be alive at the end of the second turn. 

I've played a lot against Bushwacker and I know it's a pain to have a model threatening, but at the end they end doing a lot less than expected. 

At least in my case. I play at least one in every list, and never feel they worth (but still keep trying). 

Really?  Between second and third editions, I've used RtFG maybe all of twice.

I mean, sure, min damage 3...if you happen to have a low ram available and don't need it for another discard effect elsewhere.

But for damage, I'd rather have Advanced Sights and Pursue over RtFG.

  • Agree 1

Share this post


Link to post
Share on other sites

Well, I've have a really bad time trying to figure how to play the Scout. Almost never kills anything, very rarely scores and very few games it survives turn 2.

And I usually play at least 1 in every game.

It must be my playstyle.

Share this post


Link to post
Share on other sites

I really only take them for specific scenarios, almost always Corner deployment, never Reckoning/Public Enemies killy type strategies, and always in groups of 2 or 3.

I.E.:  not often. 

They have a very specific use... like a Star Wrench:  you don't need it until you need it and when you do you're happy you have it.

 

Share this post


Link to post
Share on other sites

I'm quite happy with the scouts at the minute. pursue is underestimated, particularly as it applies to all of their attack actions. i find taking one makes a good turret for the rocket launcher upgrades (firing at stat 7, ignoring concealment and FF), especially if you deploy within you threat range on the first turn and hit the focus trigger on the load up action. wont one shot anyone but can put pressure on.

i think deploying them too far forward is the trap generally, like most FK they work better with support from the crew.

its funny i don't take freikorpsmen very often over the scout, horses for courses I guess?

I don't see Freikorps being the best at symbols compared to other outcast masters.

  • Like 1

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.


×
×
  • Create New...

Important Information