Whats your Thought on Bikes? - Warhammer 40K Fantasy
 

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  1. #1
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    Whats your Thought on Bikes?

    Ok lately I've been running 4 Chaos Bikes with Asp Champ and power Weapon with the Mark of Nurgle and a Bike Lord with MoN and Daemon Weapon. Im finding out that I Like it, Move 24" 3+ cover saves help alot. Then next turn Drop Lesser Daemons or a Greater Daemon on the squad closes to them, or charge in and whip out a squad with the DW. With the Toughness 6 Its really hard for normal shots to even touch them its kinda Nice. The second Question is what would you run with them. Would you run khorn Berzerkers in a rhino behind them then deploy a mass amounts of Strength 5 attacks, Or do you sit back With a shooty army like 5 man squads of noise marines with blastmasters??


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  3. #2
    Topic Creator Deluxe Mr_Wayne's Avatar
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    Chaos Bikes are:
    1. Expensive
    2. Tough (T5 and 3+ save)
    3. Fast
    4. Universal (P-fist champ and good weaponschoices)

    The most important thing here is their cost. If you want the rest of your army effective you need your bike squad min/maxed. 3 bikes with 2 meltaguns and a fisting champ upgrade means you draw the maximum effectiveness out of the squad.
    Some people say that you always need some guys to take the first wounds. That worked before our current rules. Now you can't chose which one makes his saves. And have expendable wounds for the bikers cost... too expensive. By this line of reasoning, you don't want plasma guns either, thats just too much waste on one suicide.

    This leaves the weapons choices. I've already ruled out the plasma gun, so this leaves the flamer and the meltagun. Take the melta. Why?
    You dont want to tie down the bikers in close combat, where they become bogged down and their costly effectiveness comes to naught. If you get close enough for the flamer then you get close enough to get charged, and then there's only one thing to do, charge! That's about 9 attacks of which 3 is p-fisting. What strikes back is most probably light armoured elite infantry (that means close combat specialists). How do I know you gonna flame that? Why else would you need expensive bikers to get close? You need the bikers toughness to get glose enough, to ride through the firestorm that protects the vulnerable close combat specialists. But you don't want the bikers in combat with those guys, 'cause they'll eat the bikers alive.

    What do you need the bikers for then? Meltaguns and a fist that doesnt want to go into close combat... that only means on thing: tank hunting.
    Turbo boost into meltagun range, shoot melta and then send that fist straight up the rear... of the tank armour.
    If you lose one biker on the way you still got something left that can make a difference. And if they run out of targets they can still take on some characters or support firefights or combats.
    Last edited by Mr_Wayne; October 1st, 2008 at 20:55.
    "The more choices you force the opponent to make, the better the chance for you to capitalize on his mistakes"

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    Senior Member Rengaw's Avatar
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    also, they can daemon bomb without loosing that tank hunting effectivness.

    only added cost is the icon.
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    Bikes are too expensive to be a 'first wave' unit. I get my best use of them when I run them as a scalpel. Two meltaguns and a powerfist in 6 bikes will probably kill any one target I steer them at; if they're alive afterwards, it's gravy on the biscuits.

    I suppose two flamers would go well with IoN for horde control but I would just as soon use a Daemon Prince or tooled Lord (on a bike?) for the job. Once I brought two Daemon Weapon Lords (one of them the Khornate!) and got them stuck in with an IG conscript-and-Commissar unit. That one put ugly in the dictionary--the cons were testing at -10 or -12 almost every assault phase. Much more entertaining than a mere bike squad!
    "My tanks have names, my men have numbers." -Col. Edmund Grahvess, 23rd Kronecker Prison Guard

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    I have a unit of 8 bikes with the Icon of Khorne, a powerfist champion with the option to switch around for both dual meltaguns or dual flamers. While they're a fun unit, their performance gamewise has sofar been rather poor so I'll have to agree with the above posters saying that bikes are best used in small units. Personally, I think a unit of 3-4 with double special weapons would probably be for the best.

    I've more or less stopped fielding this ~350p bike unit, prefering to just field another unit of Icon of Khorne CSM(Or most of the time, berzerkers) in a rhino with plenty of points left over.
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    My nightlords army uses 3 units of bikers each are 5-man strong, each one uses different special weapons and fists.

    Comes to 565 points for the 3 units and still leaves plenty of points for other stuff.
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    Pirate Chaos Space Marine Mechatius's Avatar
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    I've been considering the following unit:

    5 x Bikers
    * Asp.Champ w. P-Fist
    * Icon of Chaos Glory
    * 2 x Meltaguns
    Total: 235

    This unit goes up one flank, on the opposite flank, a unit of raptors with similar loadout. Both units serve a threefold role:
    * Tank-busting
    * Forward homing beacon for terminator (and maybe Obliterators) deep strike
    * Distraction.

    Do you think it's well suited for its role(s)? How would you change it? Too many roles on one (two) units? Any other thoughts?

  9. #8
    Topic Creator Deluxe Mr_Wayne's Avatar
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    Do you really want something as expensive as bikes as a distraction.
    "The more choices you force the opponent to make, the better the chance for you to capitalize on his mistakes"

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    Pirate Chaos Space Marine Mechatius's Avatar
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    Not really, their main role is the first two; deliver terminators, bust tanks. Distraction just sort of comes along (or so I'd imagine, I'm not a very experienced player though). Do you think it would be a good setup for the two main goals though?

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