Mostly a bit of theory-crafting here, but Recon Marines have a lot of utility for deployment shenanigans in addition to being available as compulsory troops through the Recon Company Rite of War. In particular, they can take a Rhino as a dedicated transport, and in Armoured Spearhead anyone who can take a Rhino can take a Land Raider instead. Their Infiltrate and Scout special rules confer to said dedicated transport, which opens the door for you to deploy and move Troop Slot Land Raiders halfway across no-man's land before the start of the first turn, or have them Outflank. To a lesser degree you can do the same thing with Seeker Squads as well, just without the Scout special rule. Beyond that, Recon and Scout squads with meltabombs are good tank hunters if you can get them into a good ambush spot (entirely dependent on whether you have the points to invest in the former's 3+ save), and while Scout Squads lack the native ability to take Augury Scanners* you're typically shining spotlights on whatever you're shooting at anyway if you give them nemesis bolters. *Techmarines are an amusing way to bypass this, retaining a 2+ save while gaining the Skirmish and Light sub-types and the Scout and Infiltrate special rules.
Glorious review guys! I have a 5 man squad of both recons and scouts, Just for the rule of cool I would like to build a some scouts the shotguns, when you have a resin printer you can easily experiment. One thing I would like you to cover i a video is to go into a bit more detail on how to organize fluffy games and events.
Melta Bombs have been useful for my Dawnbreakers to deal with Knight Lancers so if you have fast WS5 2+ save dudes you can give them it will do more work than the WS4 3+ save guys
I have similar feelings to Recon squads (snipers in general tbf) as I do with lascannon teams. They're just a bit too good at what they do. It's definitely the weapon stats: insane range (combined with reduced incoming fire range), always precision shot is ridiculous, especially when Rending 5+, and all that plus pinning as well. I play Iron Hands and I don't really want snipers, but I am more and more feeling I have to put some in, if only to try and counter my opponent's nigh-inevitable lascannon squad. As much as I'd like to make a mk2 recon squad, I'm more likely to put together a mk3 Seeker squad instead (who I only just noticed have Skirmish too), since they function very similarly and being a high-priority target with the nemesis bolters, I'm not concerned if a small 5 man unit doesn't have Line. The shooting buffs seem more valuable. And I won't have to model cloaks, lol.
hello quick question. For a legion champion when it says in the rules that he gains a free paragon blade. Is this in addition to the weapon the centurion already has or is it when you upgrade your centurion to a champion the weapon is replaced with the paragon blade? I play World Eaters and say I wanted to give him an excoriator chain axe does he still have the paragon blade? I know I wouldn't get an extra attack if true but would i get to pick witch weapon to use and be able to switch depending on the foe I'm fighting?
I think you are fine if you pay the upgrade costs for the second weapon. It might replace your bolt pistol depending on how the upgrade wording goes. But for instance you can buy a thunderhammer to replace your bolt pistol and the have two weapons that give you an extra attack. (jason)
Theres a few things in the game that offer too many bonuses. Nemesis are one of them. Sure its thematic for a sniper rifle to be hitting who they want and having a good chance to kill. They should lose pinning. I personally dont want Recons in plastic. The reason we dont see loads of them is accessability. If they were plastic i think we would see em spammed all over
nemesis bolters are def too good. no reason 10 points gives precision shots, RENDING, and pinning. Thats the same price as a magna combi-weapon, a weapon that comes with one shot of the stronger profile. i really hope you didn't want to take an interesting character on foot or an apothecary because those are just wasted points. Did you think you would at least get to shoot back? Too bad, you're out of range. Thought your dread would fix it? Rending means these S5 shots are still wounding on 5s and going into the invulnerable save. they really missed the mark when designing this weapon profile.
In all honesty, Nemesis Bolters are really only a menace on open boards or where they have clear line of sight of the models they're attempting to target (remember, Precision Shot can only be used against models you can see, and must be allocated before you roll to wound), and to add on to that you're also throwing dice on the hopes that you'll plink off an individual model to force a Pinning check (provided that the target unit even cares). In addition, since Nemesis Bolters aren't strong enough to cause Instant Death vs Auxilia (let alone Marines), a targeted unit with Heart of the Legion and/or an apothecary can shrug off the hits more readily than you might think.
What do you guys think or recon and scout squads?
Mostly a bit of theory-crafting here, but Recon Marines have a lot of utility for deployment shenanigans in addition to being available as compulsory troops through the Recon Company Rite of War. In particular, they can take a Rhino as a dedicated transport, and in Armoured Spearhead anyone who can take a Rhino can take a Land Raider instead. Their Infiltrate and Scout special rules confer to said dedicated transport, which opens the door for you to deploy and move Troop Slot Land Raiders halfway across no-man's land before the start of the first turn, or have them Outflank. To a lesser degree you can do the same thing with Seeker Squads as well, just without the Scout special rule.
Beyond that, Recon and Scout squads with meltabombs are good tank hunters if you can get them into a good ambush spot (entirely dependent on whether you have the points to invest in the former's 3+ save), and while Scout Squads lack the native ability to take Augury Scanners* you're typically shining spotlights on whatever you're shooting at anyway if you give them nemesis bolters.
*Techmarines are an amusing way to bypass this, retaining a 2+ save while gaining the Skirmish and Light sub-types and the Scout and Infiltrate special rules.
@@liammorgan1413 dirty 👿
I think their nemesis bolters do too much and make them too much of an auto take
I like to use Iron Warriors Recon squads with Shrapnel Bolters and a Graviton Mace.
Glorious review guys! I have a 5 man squad of both recons and scouts, Just for the rule of cool I would like to build a some scouts the shotguns, when you have a resin printer you can easily experiment.
One thing I would like you to cover i a video is to go into a bit more detail on how to organize fluffy games and events.
Hey Henrik, thanks for the kind words! I too am working on some shotgun dudes too!
We actually wanna do an episode on events soon so stay tuned!
Only just found this channel but loving it
7:00 The Range is Crazy!
Melta Bombs have been useful for my Dawnbreakers to deal with Knight Lancers
so if you have fast WS5 2+ save dudes you can give them it will do more work than the WS4 3+ save guys
I have similar feelings to Recon squads (snipers in general tbf) as I do with lascannon teams. They're just a bit too good at what they do. It's definitely the weapon stats: insane range (combined with reduced incoming fire range), always precision shot is ridiculous, especially when Rending 5+, and all that plus pinning as well. I play Iron Hands and I don't really want snipers, but I am more and more feeling I have to put some in, if only to try and counter my opponent's nigh-inevitable lascannon squad.
As much as I'd like to make a mk2 recon squad, I'm more likely to put together a mk3 Seeker squad instead (who I only just noticed have Skirmish too), since they function very similarly and being a high-priority target with the nemesis bolters, I'm not concerned if a small 5 man unit doesn't have Line. The shooting buffs seem more valuable. And I won't have to model cloaks, lol.
I just found your channel the other day with the Imperial Militia rules.
hello quick question. For a legion champion when it says in the rules that he gains a free paragon blade. Is this in addition to the weapon the centurion already has or is it when you upgrade your centurion to a champion the weapon is replaced with the paragon blade? I play World Eaters and say I wanted to give him an excoriator chain axe does he still have the paragon blade? I know I wouldn't get an extra attack if true but would i get to pick witch weapon to use and be able to switch depending on the foe I'm fighting?
I think you are fine if you pay the upgrade costs for the second weapon. It might replace your bolt pistol depending on how the upgrade wording goes. But for instance you can buy a thunderhammer to replace your bolt pistol and the have two weapons that give you an extra attack. (jason)
Both of these squads allow you to reroll for first turn right?
Theres a few things in the game that offer too many bonuses. Nemesis are one of them. Sure its thematic for a sniper rifle to be hitting who they want and having a good chance to kill. They should lose pinning.
I personally dont want Recons in plastic. The reason we dont see loads of them is accessability. If they were plastic i think we would see em spammed all over
Agreed they need some limitations
I wish GW would give us plastic Recon and Scout units. Tanks instead. 🙄
I prefer the tanks. The new plastic infantry looks awful.
nemesis bolters are def too good. no reason 10 points gives precision shots, RENDING, and pinning. Thats the same price as a magna combi-weapon, a weapon that comes with one shot of the stronger profile.
i really hope you didn't want to take an interesting character on foot or an apothecary because those are just wasted points. Did you think you would at least get to shoot back? Too bad, you're out of range. Thought your dread would fix it? Rending means these S5 shots are still wounding on 5s and going into the invulnerable save.
they really missed the mark when designing this weapon profile.
In all honesty, Nemesis Bolters are really only a menace on open boards or where they have clear line of sight of the models they're attempting to target (remember, Precision Shot can only be used against models you can see, and must be allocated before you roll to wound), and to add on to that you're also throwing dice on the hopes that you'll plink off an individual model to force a Pinning check (provided that the target unit even cares). In addition, since Nemesis Bolters aren't strong enough to cause Instant Death vs Auxilia (let alone Marines), a targeted unit with Heart of the Legion and/or an apothecary can shrug off the hits more readily than you might think.