Kill Team Guide: The surprising uses of the Scout and Sniper
Happy Monday everyone! Here we look at the Scout and Sniper,
both of who evoke images of sneaky ninjas, spelling death from the shadows. However,
one is better at being a big meaty wall and tackler, and the other is better as
a machine gunner!
I’ll only be talking about them in terms of Matched Play, which means the following:
- Tier 1 only, so only the first ability and level 1 Tactic
- Only 4 Specialists per team
- One must be a Leader
- Each specialist must be unique in the Kill Team (i.e. you can’t field 2 Combat specialists)
Scout
Not a great specialisation at first glance but has its uses
when you’re better at the game. This really comes into its own in campaign and
higher tiers, so if you’re a new player and only sticking with Matched play it
might be a good idea to skip.
- Swift: You can re-roll Advance rolls for this model
Woo?
Okay, not the best ability, but I’m hoping this had synergies
with factions when we investigate them later. In all honesty, there is not much
that you can do with this. Pair up with a flamer and you have quite a mobile
burning unit, but other than that there’s not much you can do with it.
However, if you’re looking for a model that can run and grab
objectives, or body block choke points then this can be useful. There are very
few models that can travel more than 6-inches in Kill Team, so this will help
your guy move reliably fast if that’s the role you’ve assigned them.
The tactic supports this but is oddly redundant.
- Tactic: Quick March
- Use this when you pick a Scout specialist to move in the Movement phase
- Either increase the models move by 2-inches OR re-roll the dice when this model advances in this phase.
- Cost: 1CP
Er… woo?
Okay, I can’t work this one out, as it seems blatantly
redundant. All I can suggest is that if you’re using this to re-roll your
Advance move then you’re doing it wrong.
Unless, and this is a bit of a stretch, using the Tactic means
you either Move or advance. As in you can use the extra 2-inches to move
normally without Advancing, but not Advance with the extra 2-inches. That gives
this a slight niche, allowing you to get a little bit of extra movement without
advancing (and thus shoot normally).
Either way, the Scout runs, and that’s pretty much all you
can do with them. Is it worth it? Well, that depends on how good you are at
reading the battlefield and using positioning to your advantage. This will be
something that will be useful to veteran players more than newbies.
Sniper
Less of a “1 shot, 1 kill” guy, and better off fielded as a
machine gunner. This specialisation is a good shooter, and the more shots per
turn you can get from them the better.
- Marksman: You can re-roll Hit rolls of 1 for this model when it makes a shooting attack.
Nifty.
You really don’t need this explained. Better accuracy is
better accuracy.
In comparison to the Demo Spec from before, this is a much
more generalist shooter that works for models which aren’t in cover. The
additional benefit t this trait is remembering that negative modifiers affect
dice rolls rather than the models Ballistic Skill. In a simple example: if you
roll a 2 with a -1 to Hit, then that counts as a 1. This means you get to use
your re-roll.
Good to remember in 40K, but amazing in Kill Team with it’s
huge amount of negative modifiers to Hit.
Notable synergies here will be with your Comms Specialists
Scanner. You’ll gain a +1 to Hit, along with Re-rolling 1s. You might think
that’s redundant but remember a natural 1 before modifiers is always a miss.
Good weapons for the Sniper are plasma and overheat weapons.
The re-rolling 1 ability helps you to fire these weapons much more safely.
- Tactic: Careful Aim
- Use in the shooting phase
- Add 1 to Hit rolls in that phase
- Cost: 1CP
This gives your Sniper independence from the Comms Spec. For
1CP you can pretty much guarantee shots. Nothing more needs to be said than
that.
You might be tempted to pair this with a Sniper rifle. You’d
be wrong to do so, and in fact, the Demo Spec works better with that weapon.
The Sniper rifles mortal wound mechanic activates on to Wound rolls of 6, not
to Hit. In fact, the best weapon to give the sniper would be multiple-shot
plasma weaponry. The Ad-Mechs Plasma Caliver comes to mind as a very destructive
weapon in the hands of a Sniper.
Suggestions
Whilst the Sniper obviously pairs well with the Comms specialist,
these two Specialisations are best independently fielded. The Scout is great at
body blocking, and the Sniper is great at covering open space, and generally
being a fire base.
But shenanigans for the Sniper that will annoy your opponent
will involve any mechanic that goes off with good to Hit rolls. Necron tesla
weaponry comes to mind, as does a Hellfire round from a Space Marine Heavy Bolter.
I have this nagging feeling I’m missing some big game breaking
synergy with these two though but can’t quite see what it could be. Let me know
in the comments below what you think.
Up next is the Veteran and Zealot, both of who offer some
interesting tactics hidden beneath mediocre looking tactics and abilities.
Until next time!
Thanks for reading.
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Great article, but I believe you got the Sniper rerolls wrong. Even if the ability doesn't explicitly state the unmodified rerolls, the dice rerolling rules from pg.20 state that rerolls always happen before the modifiers are applied. So you can only reroll a hit-roll of an unmodified 1 with a Sniper
ReplyDeleteI'm going to have to check this one, as it keeps popping up. Not the rules entry, but some FAQ or official post which comes down on either side of it. Frankly I'd prefer it if it were just un-modified rolls of 1, since it makes things easier (including the Mathhammer!).
DeleteIf it comes up in any of your matches, just rely on the dice to resolve arguments (1-3 you're right, 4-6 your opponent is right).
Thanks for commenting!