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Thread: Chaos Bikes

  1. #1
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    Chaos Bikes

    Im going to make a Chaos Bike List, i have 10 bikes and Doom rider, who im going to use as a Lord on a Bike, i just wanted to know, what Mark would be best, i was thinking it should be between MON and MOT, to either make them T6, or have an invun, same with the Lord, he will have a DW, and i quite like the MOT one, AP3 shots could weaken a MEQ unit before assualt.
    i was just going to have one 9 Bike unit, with the Lord, but maybe two squads of 5, then i could have a PW or PF in each squad.


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    Firefly Skarsgard's Avatar
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    I have found the MOCG very handy.
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    Member Winter's Avatar
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    You shouldn't have to worry about the MoT if you using bikes and turbo boosting you should be getting your 3+ cover save anyway, which is better than the 4+ cover you'd get with the MoT.

    Yes that won't let you assault etc in the same turn but next turn you should be alive and fine enough to take something out or turbo boost again.

    Only thing i'd be concerned about is the lack of numbers on a board, yes you are going to have a number of T5 models, but when it comes to capturing an objective will that be enough to hold an objective or would a larger group of 10 models with T4 be better suited?

    Also which mark you take is going to depend on how you play. I;d say being all on bikes you'd be an assault based army, so personally i'd either give units the IoK or IoS to boost their combat ability, maybe IoN on a unit that is specialised for tank hunting or something

    Hope that helps.

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    MoT would be for when i assault Pw squads, i suppose i could have MoS and pretty much always go first, and with a Lord in there, that should be most units fairly dead.
    Oh also, does it say anywhere in the Codex, that a unit with one Mark, can't have an independent character with a different mark join the unit, (obviously its not very fluffy, but if its legal i would do it )

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    Senior Member Lord Ramon's Avatar
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    Lord on Bike - definately should not have a Mark. He needs Strength for his Daemon Wpn.

    Use your bikes in 6s, with Flamers or Meltaguns. PFs for the Champs are vital.

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    Your bikes don't get AP3 shots if you give them MoT, you simply get a 5+ invlunerable save that you otherwise would not have.

    Mark of nurgle makes them toughness 6, so they are more resilient and able to take more fire, but, I know it's been said before, you are turbo-boosting towards enemy with the intent of combat despite your twin-linked bolters. Bikes are combatants, not fire support groups, so you should Give them Mark of Khorne to give your lord with Daemon weapon or champions with power weapons an extra attack to make them even more devestating in combat and likely to massacre. + With 10 bikes, that is 10 extra attacks, and however many extra power weapon attacks. This makes them excellent at what they do. give some of them flamers also to soften up targets before you assault. don't bother with plasma guns, if the gun overheats and you lose a troop, you lose 3 attacks more, don't use meltaguns, you don't shoot at vehicles that your other men cannot harm because you ieither then have to assault that vehicle and not be able to damage it, or you must wait a turn in the open before you can shoot and charge another unit, however good meltaguns are at killing tanks, forgo them for flamers.

    If your bikers perform as well in combat as they should with MoK, you won't need an I of CG. Also, give someone in that unit a personal icon, to give added mobility to deep striking units, and unnering accuracy to ensure you don't lsoe any terminators, raptor or such.

    Have you posted an army list in the Chaos Army List forum yet?

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    Senior Member Intrepid's Avatar
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    Funny thing about bikes. If you have only one squad then IoN is usually best for the extra protection (or IoCG so they can tankbust to the last bike standing), but if you're going themed with lots of bikes then I think IoS is actually your best bet. You'll have your meltas for antitank work (I assume) and you have the speed to stay in CC safe from being shot at, so you need extra CC ability to preserve your numbers. (This means IoCG isn't useful; if you're taking many morale tests then you don't have the numbers to be effective even if you pass.) IoS means all your men get to make their attacks against most enemies (offensive buff) and, against other Marines, do your damage first so they get fewer attacks back (defensive buff). It helps that it's the second cheapest option of the five.
    "My tanks have names, my men have numbers." -Col. Edmund Grahvess, 23rd Kronecker Prison Guard

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    I'll agree with the Icon Slaneesh. The higher I is going to allow you to wipe out much if not all resistance into any squads your charging, with very few returns back. An Icon Khorne i feel would not be as useful, seeing as how you're already slaughtering most units with the attacks you have.
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    It's worth noting that the MoN Daemon Weapon is flatly better than the undivided Daemon Weapon. Also, Mark of Nurgle is neat on bikes, since T6 is actually pretty high. Going with Nurgle on both the lord and the squad probably produces the most powerful bike unit you'll be able to come up with. It is, however, the most expensive.

    The middle-of-the-road option would to go Khorne. Icon of Khorne on your unit makes them pretty killer in combat. Mark of Khorne and Lightning Claws on the lord is both cost-effective and pretty killer.

    The cheap option would be IoCG on the bike squad and a Daemon Weapon with no mark on the lord. It's not as powerful as the other two, but it is pretty cheap.


    Of course, that's just if I were trying to make the most effective bikes+lord unit. Ultimately, you'll probably be happier if you stick to an aesthetic you like on this type of decision.

    Either way, you'll want to play the bikes in a single big squad if they're escorting the lord into close combat (which, basically, they should be, given the way you're setting this up). Play a power fist and a pair of meltas in the squad.

    Don't bother with the slaanesh build or the tzeentch build unless you have some aesthetic reason for choosing them. The invulnerable save isn't important, since you'll usually either have that 3+ cover save or be in combat and an extra initiative isn't nearly as good as an extra attack in close combat.
    Last edited by Left of West; June 5th, 2009 at 23:02.

  11. #10
    Chilli Fueled Heretic danjones87's Avatar
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    Id say that MoK should be a good choice. Meltaguns or flamers again, both are assualt weapons, the meltagun is good as you can zoom up and pop a tank, then fist its friends up with your powerfist and krak grenades.

    *Considering Bikes for my IWs*

    Dan

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