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Space Marine Review: Formation: 10th Company Task Force

RavenGuard Scout

Ladies and Gents, today we are going to take a good look on how to effectively use the 10th Company Task Force, a Space Marine Formation that almost everybody uses but not always to the most effective ends, well… I think it is time to fix that… We are going to make it so that your opponents fear the scouts… the guy on the next table fears your scouts… hell, even on occasion you could fear your own scouts… trust me, it’ll happen… *whispers* let it happen… For more great articles on how to fear almost every unit in the game, be sure to check out the Tactics Corner!

Alright, I’m glad you’ve clicked the “read more” tab, thank you for joining us! By clicking that tab you’ve indicated to me and everyone else that you are ready to accept “the fear”… a theme that is going to arch the entire article about the 10th Company Task Force… they may not seem scary, but they are, very much so. Before we begin, it would be appropriate for me to point out that this is not an article about Space Marine Scouts or Scout Bike Squads, this is an article about the Formation itself, be sure to check out tactics articles on the components of the this article for further information in the Tactics Corner. Now that that’s out of the way… let’s get to know our greatest fear…

From The Shadows

Let’s break down all the different pieces that make up this Formation so we can take a good look at all the units we can choose from:

Formation Composition:

Restrictions:

Command Benefits:

Alright, so what do we make of a Formation like this? It doesn’t have three units of Warp Spiders, five Wraithknights, or three Riptides… so… why is it so scary? We have to realign our perception of power in an instance like this; even though the Formation doesn’t radiate brute force, it does possess a talent of a tactical nature when it comes to deployment and objective priorities. Additionally, it can be placed in other lists with relative ease and can easily be thought of as a “Plug and Play” Formation, something to the effect of the Riptide Wing, just clearly not as popular.

Boogie Men From Under The Table Edge

The most popular way of running this Formation is with Scout Squads, so let’s jump into ways that you can use those Scout Squads to really send chills up your opponent’s spine. In testing the Formation, I have figured out that there are three distinct ways that you can use a bunch of Scouts so that you will get the MOST out of them that you possibly can:

Nothing To Fear But Fear Itse… OH GOD, THE SCOUTS!!! RUN!!

A less popular way of running this Formation is by running the Scout Bike Squads, even though that unit is perfectly fine and in some instances incredible – this Formation is usually used to unlock the Company Support special rule in the Gladius Strike Force, and most players don’t want to spend more on the Formation than they absolutely have to. However, if you have the inclination to go against the grain, the Scout Bikes can be a really useful unit to include in your army; The Scout (12″), Infiltrate, and are a fast moving, T5 unit with a whole lot of attitude. Additionally, if you take all Scout Bikes they are forced to take the Cluster Mines and those can be incredibly annoying… effectively you make three to five pieces of Terrain Dangerous Terrain for the duration of the game (but only for enemy models). This can be incredible, especially if your opponent is playing an army that relies on their cover save.

The Timid Mr. Telion

Oh… Mr. Telion… It hurts me that we never see him that often… but I understand why. The main issue with including Telion is that he locks you into playing Ultramarines, which isn’t really the most optimal way to run The 10th Company Task Force. Also, as I’ve said before, most players use this Formation to simply unlock Company Support (Free Transports) and want to avoid spending more on the Formation than they have to. However, Telion definitely has some uses, especially in regards to his Warlord Trait, if you choose him as your Warlord, he automatically gets Storm of Fire which lets him dish out Rending to a unit every turn, incredibly useful in an army filled with Boltguns.

Yellow Is The Color Of Fear

Even though the most popular way of running this Formation is White Scars, I am actually pretty convinced that the most optimal way of putting this on the table is by using the Imperial Fists Chaper Tactics. Considering the primary weapons and heavy weapons used by the Scouts are Bolt Weapons, being able to re-roll one’s to hit with them all game along is pretty darn wonderful. You can make arguments that White Scars with Hit and Run are better, or Raven Guard with the additional cover in the beginning of the game… but I am pretty sure that their usefulness in the Shooting Phase of the game is amplified greatly by constantly being able to re-roll some of their To Hit rolls.

Get The Fear… Unless You’re Too Afraid 

All-in-all, this Formation has proven (time and time again) to be an integral part of my Battle Company and these are a few awesome tactics you can employ to use the Scouts to their maximum efficacy… Above all else, never dismiss them… They are dangerous, even in their most basic form, and if you dismiss their usefulness then you are losing out on a big advantage your army has at its disposal. If you feel like trying it out, Scouts are incredibly cheap in comparison to other GW kits and you can get them even cheaper because Frontline Gaming Offers GW products up to 25% off, shoot an email to Reece and he will set you up with everything you need to get your Scout on…

Unless you’re too afraid…


And as always, Frontline Gaming sells Games Workshop product at up to 25% off of retail, every day!

You can also pick up some cheap models in our Second Hand Shop. Some of these gems are quite rare, sometimes they’re fully painted!

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