Steve54 wrote:
I am going to give it a go, how do you use it?
Well I would go with a base of 2 captains and 8 scout detachments, so as to get some mainstay to the army, activations and assault capability.
All the rest is optional. I made a post with a Warlord titan addition, another with 5 Land Speeder detachments + 2 Landing Crafts, above you can see a version with Stormravens.
One could try warhounds, terminators, anything to complement mass scouts well, aka AT/MW fire, beefy assault initiation, Blitz-grab troops.
Deployment will vary according to the opponent faced, but the idea is to play aggressively vs. defensive setups, and defensively vs more aggressive armies, as the Scout list can very much adapt to the opponent.
Aggressive play can be full garrison setup , then double + mass BM to break a couple formations, preparing for a couple massive T2 assaults with the captains. Activation advantage should be used for the setup and strategy advantage to gain initiative on t2, then cry havoc! More than half of your formations will be broken by the end of the turn, but the opponents main formations should be wiped, and even BTS taken. Then rally at end of turn 2 with the great SM initiative, and use activation advantage to get on top of objective controlling.
Defensive play would be focused on area denial through screening and overwatch troops, force the opponent into bad T2 assaults , counterattack, wipe out broken formations, and get the objective advantage on T3 due to superior SM resilience (ATSKNF, and 1 + init.)
Of course you have sufficient activations to actually use both strategies on different flanks, or some other combination. Scouts have all the best rules in the game (1+ init., 5 strategy, ATSKNF, good shooting attack, infantry for cover, greater than average stats, scout for screening and disruption, infiltrate for assaults) for 30 pts. a piece, so you can basically do anything with them. A bit like better and cheaper tacticals. So their use is very adaptative.
Hope this helps.