1000/1500pt Be Swift as the Wind - Warhammer 40K Fantasy
 

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  1. #1
    Member Calden's Avatar
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    1000/1500pt Be Swift as the Wind

    Hello there! I was looking for a new challenge, and settled on bike focused marines as an interesting alternative that has some character and is something I've not really toyed with before. The idea is a scouting/recon force of space marines, with gameplay on the table focused around cat and mouse and making the enemy respond to me rather than the other way around.

    I'm trying to make the list quite balanced, and mainly focused on fun, here's what I've got so far:

    *Note* The scouts are there for some cheap objective holding man-power, and are still very useful against lighter enemy infantry.

    1000pt List

    HQ
    Chaplain (Low-power one) - Space marine bike, bolt pistol, frag grenades

    Elite
    2 Attack Bikes - Tank Hunters, 2 Multi-meltas

    Troop
    5 Bikes - Skilled Riders, 2 Flamers, Veteran with power fist and bolt pistol

    5 Bikes - Skilled Riders, 2 Flamers, Veteran with power fist and bolt pistol

    5 Scouts - Bolt pistols and close combat weapons

    Fast Attack
    Landspeeder Tornado - Multi-melta, Heavy Flamer

    Landspeeder Tornado - Assault Cannon, Heavy Bolter

    2 Attack Bikes - Heavy Bolters


    This list is to get me used to using the force, the following is what I plan to expand into:

    1500pt List

    HQ
    Chaplain (Low-power one) - Space marine bike, bolt pistol, frag grenades, krak grenades

    Elite
    3 Attack Bikes - Tank Hunters, Skilled Riders, 2 Multi-meltas, Heavy Bolter

    5 Bikes - Skilled Riders, Furious Charge, 2 meltaguns, veteran with bolt pistol and power weapon

    Troop
    5 Bikes & Attack Bike - Skilled Riders, 2 Flamers, Veteran with power fist and bolt pistol, heavy bolter on attack bike

    5 Bikes & Attack Bike - Skilled Riders, 2 Flamers, Veteran with power fist and bolt pistol, heavy bolter on attack bike

    5 Scouts - Bolt pistols and close combat weapons

    5 Scout Bikes - Melta Bombs

    Fast Attack
    Landspeeder Tornado - Multi-melta, Heavy Flamer

    Landspeeder Tornado - Assault Cannon, Heavy Bolter

    Landspeeder Typhoon - Heavy Bolter, Typhoon Missile Launcher



    Well those are the lists, I've tried to keep things varied in everything but the two basic squads. The army is supposed to give me lots of things to "play with" whilst also giving me counters to most things I might encounter.

    What I'm after is some opinions on how well the lists will do. Will they just get easily beat, or will they give me some fun and interesting games?

    Armies
    Ultramarines
    Eldar
    Thousand Sons
    And many more little blighters...

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  3. #2
    LO Zealot Spector's Avatar
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    Aight lets take a look. I'll base my comments of the 1500 point list.

    HQ

    -Looks fine, pretty standard build. I would try to give him Terminator Honors though if you can find the points.

    Elites
    Attack Bikes:
    -I've found tank hunters to be a useless upgrade. Your using melta weapons and with the speed/turboboosting of the bike you should have no issues getting into melta range for the extra armor penetration.
    -Groups of 3 attack bikes can work really well, or not so well. I like them better safely hidden in my biker squads, but thats me. I've had bad experiences having them focus fired and shot to pieces even with a 3+ invun.
    -I think you'll find that horde armies will give you much more trouble than heavy armor on vehicles. Drop the multi's and stick to the heavy bolters.

    Bike Squad:
    -I'm assuming your chappie is going in here
    -Give these guys a attack bike with a heavy bolter. Other than that they look good.

    Troops
    Bike Squad
    -Only 1 squad of bikers really need flamers. I think you'll be better served by the meltaguns.
    -Otherwise, looks good.

    Scouts
    -I think you might be better suited with snipers and a ML/HB but thats just my opinion.
    -If you want to keep them a CC squad try to make them 10 strong.

    Scout Bikes
    -Looks good.
    -If your deep striking any land speeders, give them a teleport homer.

    Fast Attack
    Land Speeders
    -I'd suggest taking 3 tornadoes. Yes I know its overused, but they are very effective at both anti-armor and anti-horde, and thats without having to get up close to the fighting.

  4. #3
    Member Calden's Avatar
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    Hi! Thanks for the response, but I'm exercising my right to completely ignore it

    I managed to play another couple of games with the army last night, and I can see more of it's strengths and weaknesses becoming aparant. But I think I'm actually going to live with them instead of alter the list

    An extra attack on the Chaplain would be nice, but I'm not sure if I want to spend the points. So far he's been doing quite well, with T5 meaning he can support one of the bike squads in an assault well enough from my experience. Admitedly he was very lucky, but the little fella managed to land the killing blows on two Carnifexes and a Hive Tyrant in my final game of the night!

    I'm really loving the attack bikes actually, even the 2-man ones in the 1000pt list are doig quite well. I've yet to face any forces that use more than one vehicle, so a true test is yet to be faced. The 1500pt 2xMulti-Melta and Heavy Bolter squad I am looking forward to test though, and I figure it will be a nice mix of firepower for light and heavy vehicles, whilst still making the unit a threat to infantry. If that squad can get to within 12" of a vehicle thats 6 S5 twin-linked shots, 3 S6 and 2 S9 with 2D6 penetration. Side/Rear on alot of vehicles will really fear that, and I'm looking forward to giving it a shot!

    As for Melta's on the bikes, well it is tempting, but I reason that in most cases I'll be able to counter vehicles easy enough, or avoid them. Heavy Infantry will be the real pain though. Mind you if I can land 4 models under each Flamer Template the odds are actually very close with regards to making a kill, but with the flamer having a chance to kill more. Of course the meltas have a slight range advantage and can insta-kill characters though. I'll have to wait until I play marines or similar with the army to really tell I think.

    The scouts I've actually found to be VERY good for their cost. The enemy is always much more worried about the bikes and speeders zooming about, and tend to ignore my fragile scouts. In combat though they can do alot of damamge, and I frequently use them to swing an engagement between my bikes and another unit in my favour by adding them to the melee. They also make a nice cheap squad for holding ground, and have done so very well so far. A shooting variant would be nice, but I'm not sure I could warant the 25-35pts or so Snipers and a Missile Launcher would cost. It would help against things like Wraithlords though of course. Again, these guys really need to be tested against Marines to see how they do, so far I've had good results with them facing light infantry (kind of obvious really ).

    Landspeeder Tornado's with Assault Cannon's I'm trying to avoid to some extent, which is why I have one of each of the "heavy" speeders at 1500, and 2 different ones at 1000. The Heavy Flamer one I love to use, it's just so much fun jumping from behind the safety of cover and torching something fragile yet expensive, whilst the Multi-Melta gives it some punch to back up the Attack Bikes. The Assault Cannon varient is of course very tasty, but I think I will cap it at just the one. It is after all a list that is supposed to be a challenge to use, and also fun, so I'm trying to avoid repetition when I can.
    The Typhoon I'm looking forward to testing, as it is the most looked down on speeder the marines have. I want to see if I can make the little fella work.

    On a seperate note though, I'm having LOADS of fun with this list. The speed is just a joy to use, and is great as you can keep your opponent guessing, or if a plan goes poorly you can completely redeploy your forces to another area if needed. The relative low toughness of the army thanks to low numbers is an interesting curse to bear, but as long as I don't engage in a war of attrition, or close-combat specialists I can usually afford the sacrifice of one bike squad in an assult as they will generally take a while to kill if the enemy isn't strong enough, meaning the rest of the army can maneuver into stronger positions in that time.
    Armies
    Ultramarines
    Eldar
    Thousand Sons
    And many more little blighters...

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