Welcome to Librarium Online!
Join our community of 80,000+ members and take part in the number one resource for Warhammer and Warhammer 40K discussion!
Registering gives you full access to take part in discussions, upload pictures, contact other members and search everything!
have just finished assembling a unit of three scout bikers and a thought has struck me: what are they good for? I used them a while back albeit just the bike bases! They outflanked, charged and spent the rest of the game holding up a largish unit of necron scarabs.
They start at a reasonable points cost but when you begin adding the various useful bits of wargear they really add up. giving them astartes grenade launchers gives them a nifty rapid fire strength 6 gun, ideal for striking at the sides and rear of enemy vehicles before charging in with grenades. A locator beacon provides them with the ability to call down deep striking units without need for scatter. coupled with their manoeuvrability and scout move this can allow you to call in units such as vanguard vets exactly where you need them.
Another ability i have yet to mention is available for a small points cost and allows them to place cluster mines on a piece of area terrain. Nifty if you want to make your opponent think twice before running for cover.
My question is what role do they excel in and which options are best for achieving this?
The cluster mines is a nifty trick, though it's not worth buying them on their own. If you take them at all, I'd suggest taking a small unit with grenade launchers.
They excel at being where they're needed rather than actual combat, which I find problematic for a non-scoring unit. Scout bikes with a beacon can provide a Turn 1 charge for a Drop Pod list. I would use regular bikes for anything else.
"My tanks have names, my men have numbers." -Col. Edmund Grahvess, 23rd Kronecker Prison Guard
The cluster mines are nice, but the only use I ever hsve for them is the locator beacon. No other unit gets one.
unit of 6 with locator beacon, don't need any other upgrades unless u want to take a powerfist or a grenade launcher or 2. Turboboost up the flanks get the 3+ cover save, deep strike some heavier units (Terminators, Dread in pod, Vanguard, etc) on the flank and watch your enemy panic This also gives you a 5 wound buffer before the locator beacon is lost
I don't see the idea of cluster mines really. I mean you have to declare them and your opponent can just not enter cover. The only way there really useful is if you make your enemy retreat into the cover you've trapped and you can only take 1 lot per squad
you actually do not declare the mined terrain. You just make a note secretly of what piece of terrain is mined when you deploy, then if anyone enters the terrain (friend or foe) you show the note.
I really think Watchwood is on the money with the grenade launchers, i cant think of any units that can put out that many strength 6 shots for 100 points. These guys would be the answer to those pesky swarms that require such effort to eradicate.
Take a minimum-size squad of Scout Bikers, upgrade them all with 3 rapid-fire grenade-launchers (that are now Relentless due to bikes) and abuse your Scout move. I find it hard to imagine an opponent that wouldn't be annoyed by 6 small blasts in their face on Turn 1.
Revenant Moon Necrons: (W/L/D) 0/1/0 (6th edition: 13/2/2)(5th edition: 14/6/4)(3rd edition Codex: 16/4/7)
XIX Legion: (W/L/D) 0/0/0 (5th edition: 14/12/2)(5th edition Codex: 4/3/0)
Black Legion: (W/L/D) 1/0/0 (6th edition: 2/3/0)
Something Wicked... Reikwald Beastmen: (W/L/D) 10/4/1
"At the start of the game, after terrain is placed, declare that your Scout Bikers have placed booby-traps and secretly write down the piece(s) of area terrain that have been booby-trapped in this fashion."
Although you don't have to declare which terrain its in you have to say you've placed them
This brings up a tactical advantage/disadvantage to your opponent. As if someone was to say to me "My Scout Bikers have booby-trapped terrain", I just simply wouldn't pass through any
Therein lies the advantage to cluster mines, as a space marine player you know that your infantry are fairly durable and will get a save against most weapons. your opponent may not be so lucky and will have to seek shelter amidst ruins and such. Anything with a 4+ save is going to hope they don't get targeted by the rapid fire grenade launchers or assault cannons, heavy bolters etc.
Plus out in the open your bikes can charge them without need for terrain tests.