Scouts come into their own once you have the ability to delegate extra leaders, as a unique quirk of the "follow me" order is that everyone moves at the same speed as the leader: this allows a slow-moving unit like a sniper, lancer or grenadier tag onto a scout and cover far more ground than they would normally. It's often best to have a plan for where to leave a scout once their turn is over, either behind walls/cover or prone in tall grass. In the early, pre-promotion stage of the game scouts can use their range advantage to take down any unprotected enemies that might otherwise cause a problem on the enemy's turn - snipers and lancers, mostly - though they're less well-suited for rushing grenadiers. That also means that the further they get away from the rest of your base camp and deeper into enemy territory, the riskier it is to leave them out in the open. Cons: Fairly weak damage output and defenses.įurther strategies: Scouts tend to work best alone, at least early on, because their enhanced movement range puts them far beyond the pack.Good for interception fire also, as they have great peripheral vision. Grenade launcher attachment after a class promotion makes them effective at eliminating enemies in cover. Can move long distances, making them tactically vital. Scouts are basic infantry built for reconnaissance, equipped with mid-range rifles. Their job is spotting enemies, not taking them out." -Cpt. That comes at the price of firepower and survivability. A good scout can spot a man in tall grass from a hundred yards. They can got out, collect intel, then make it back safely. Just like the name suggests, they'll be your eyes and ears.
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