The other day, I posted the new Scout squad I added to my Deathwing army. I know it's not keeping in line with "pure Deathwing," but I like Scouts and I think they'll work perfectly for how I like to play.
But why Scouts in my force?
1. I had 140 points to spend and they cost me 140 points.
2. For some reason, I really like painting Scouts.
They do other stuff too, but those are the big selling points (especially number 1). Seriously though, I added these guys because I think they'll fit well with how I like to play. They give me a number of options. I could have added lots of other things, so let's go through some of the choices I had but didn't take:
Another Character model
Some of them go over 140 points when I add termie armour so that's puts them out of play and of what's left, what do I do with a Company Master in power armour?
Techmarine
Deathwing tolerates these guys, they aren't part of the Inner Circle, but they are cool models. He would need some Servitors to add some power and then he becomes a squad that really only excells at range. Sometimes I need to get in there and this guy won't help much in that department.
Another Dreadnought
The reason I didn't add one of these is because I feared it would force me to rely on a static shooting base too much and I would lose some of my mobility. I've already got two Mortis pattern dreads for mobile support as it is.
Ravenwing Bike Squad (3 man squad)
Definitely cool, but I think adding these guys would mean that I would have to play them aggressively and always get up close to get the most out of them. They seem too small of a unit to me for that and I don't want to "have to" play a unit a certain way to get them to work best. Besides, these guys can't get into a Land Raider either.
Another smaller tank (Predator, Whirlwind, Vindicator)
I've already got two tanks and both can transport my termies. I'd hate to add a tank that I can't use as a transport as well.
Land Speeders
Another Ravenwing option that are fairly fragile (but fast) and usually require getting up close to do the most damage. Maybe not close, but if I'm in range to do the most damage, so is the enemy.
Small Squad (5 man Tactical, Veterans, Command)
Sure the Tactical guys are scoring, but how would I use any of these in my force that I don't already do with my Terminator squads?
Small Assault or Devastator Squad (5 man)
Again, I would have to get up close (or stay back and just shoot respectively) to really use these guys and I don't want to be forced to use a part of my army in one particular way to get the most from it.
Even though the Assault squad could Deep Strike if I needed them too.
And that's why I chose the Scouts.
Flexibility.
It's not that they can fill a role like shooting or assault or something specific, but they are flexible for me. Mine aren't scoring, they're Elites, but there's nothing I can do about that.
When it comes to flexibility, let's look at what these guys have to offer.
1. Sniper rifles and missile launcher
Can potentially pin enemy units and reach out and hit enemy units at a distance. Also have bolt pistols in case fighting gets up close.
2. The ability to sweeping advance.
Sure, my Dreads can do it, but my termies can't and it might be nice to have this ability if I need it to end combat decisively.
3. Infiltrate
I can deploy these guys in a number of places and not just in my deployment zone. They even fit inside my Land Raiders if need be too.
4. Move through cover
Not a big deal, but it makes them easier to keep in terrain and still get where they need to be in a hurry.
There are some downsides to picking this unit though.
1. They are not Fearless.
2. They are only 5 men strong wearing Scout armour.
3. They are not scoring, but can still contest objectives.
All in all, I think they give me more options than my other choices and won't require me to play them a certain way to get the most out of them.
Make sure to check out these posts as they might help:
Army building, did you build what you wanted?
Finding an army that fits you