I've been playing SW:A with a friend, using SoB vs. his orks. I haven't played Necromunda or 40K for many years and it's been fun getting back into it.
My seven year old wants to play, and wants to go with scouts. He's not bad at Space Hulk (with some guidance) and I think he could have some fun with SW:A.
I'm curious what /tg/ anons starts with when using a Scout Kill Team, and what the next couple models might be when recruited. I have put zero thought into scouts- I'd run AdMech, Tau, Chaos, GS Cult, or Wyches before scouts ;)
The biggest advantage scouts have is that they can take multiple toxin sniper rifles, which are usually special weapons for most teams with limited numbers.
Combine that with a very strong statline, and they're good high-end dudes compared to most of what's around, except at melee. Where they'll get shredded by Wyches and Harlequins and Tyranids.
>>53991834
>The biggest advantage scouts have is that they can take multiple toxin sniper rifles, which are usually special weapons for most teams with limited numbers.
How many of those should I start off with at initial creation? I was planning on at least one.
>>53992092
Probably like 2 to start. Get around 4 later. Consider if you want a special/heavy weapon or not to start, and make the others bolter guys.
>>53991226
I actually just started SW:A running scouts. My initial roster was a sergeant with bolt pistol and assault blade, a specialist with a heavy bolter, a scout with a sniper photo visor red dot sight toxic rounds and camo, and two scouts with boltguns. played two games against skitarri rangers and did very well. the heavy bolter is really really strong.
>>53992506
Thanks, sounds good.
If you can spam Sniper Rifle and snipe people everywhere off the board, then it mean you didn't have enough terrain.