Welcome to Librarium Online!
I did a light search but didn't see anything on this, so I thought I'd post in here.
I'm 3/4 of the way through acquiring the models for my Saim-hann army and have played a couple test games at the 1000 pt level. I'm just no longer sure how to run my Guardian Jetbike squads.
2 Autarchs on bike
1 Farseer on bike
2 Warlocks on bike
24 Guardian Jetbikes
5 Shining Spears
The basics I'm thinking are currently
Autarch on bike (runs with Spears)
Farseer on bike (runs with 6 GJ
9 GJB w/ Warlock - Embolden
6 GJB w/ Warlock - Embolden (+Farseer)
The old way I was thinking was
9 GJB w/ Warlock - Embolden (+Farseer)
5 units of 3 GJB
I guess I think that 3 bikes is ok when used in harassing roles, but not to rely on for the main basis of the army.
Or am I just not getting the idea behind the usage of them correctly?
are you allowed to have 3 HQ in a 1000 points army? Just wondering.
I like the idea of having all jetbikes. A little too much if you ask me, I'd pefer to get rid of a squad for a tank of some sort but if you really want all jetbikes, I put them in 5 squads of GJB to spread around the board.
Last edited by Steel Nathan; August 2nd, 2007 at 21:54.
The listing of models is what I will own... not what is being fielded (that's further down).
I have plenty of tanks: 4 Vypers, 2 Prisms, and a Falcon. I don't have a problem with how I run those, so I didn't list them in the equation. Just know that my bikes have plenty of backup.
I'm just wondering how the bikes themselves should be run to maximum efficiency.
Well seeing as you have 24 bikes, and 6 troops slots to fill, I'd say 6 squads of 4.
Four is, as an even number, very good for morale check purposes. Plus, whilst it's tempting to go for, say, 4 squads of 6, or 3 squads of 8 or something, remember that more squads = more scoring units + more targets for the enemy. The only advantage to a bigger squad would be in order to fit another shuriken cannon in, but having another entirely separate unit with a cannon is far more flexible.
Also, bear in mind that jetbikes are costly in points, compared to other troops, and a squad of 9 of them being raked by plasma fire / flattened by ordonance / deciding to run away will really rain on your parade. keeping them as separate as possible minimises the chances of losing a hefty chunk of points in one go.
If I've replied, i've probably used Italics...
www.goodbyeboltgun.blogspot.com - Some of my stuff.
Hmmm...I'm not actually sure how you should split them up. 6 squads of 4 is logical but seeing as you only own 2 warlocks maybe not...
2 Squads of 6 then 4 squads of 3 is best I think. That way the warlocks accompany the bugger squads with embolden.
I presume the farseer will be given fortune, and attach all the character bikes to the shining spears so that they all benefit from fortune (can unattach in the movement phase after getting fortune if desired).
I think you also need some vypers /w scatter lasers. They'll help you out so much, a pair of fire prisms for when you get bigger too.
Big weakness I can see is you really lack anti-tank abilities, your shining spear exarch will need a star lance just to try and fill the hole.
But I can understand money restrictions, and its not a bad list for now.
I think you need a good mix. A small unit is good for harrassing the enemy and usually takes more effort then its worth to take out. One or two large squads can be used to do serious damage (with loks). Many medium size squads is a waste
greymonk it's usually better to split your guys into as many squads as you can.
The sole benefit of larger squads is more guys benefiting from a warlock power. Smaller squads can stay together after all as though they were a big squad, its not as if splitting them up lessens their firepower.
Small squads also get overkilled meaning the enemy wastes a lot of firepower.
Also helps hold objectives and survive blasts.
ok from my personnal experiance,:
1. Always always always take the cannon upgrade where you can, I assume since you are basing your squads on multiples of 3 that you do this
2. You may like to read this:
http://www.librarium-online.com/foru...icle-army.html (Jetbikes, Vypers and Walkers – Stratergy and Tactics of the Eldar light vehicle Army)
3. Bike squad size:
ok squad of 3 is very little use, at best an annoyance most armies can ignore, however, a squad of 9 represents a serious threat to most units. Squads of 6 are, obviously, middle groud, take your pick..
4. warlock inclusion: ok you seem to have this rather about face, the warlock does several things:
A. gives the squad an anti tank capability (singing spear)
B. ups the squad in your opponents list of things to shoot by an order of magnitude if he has tanks
C. can use powers to make the squad more offensive or more often less likely to run
So if you apply this to an aarmy where you have mixes squad sizes, you seem to be trying to put it on your largest squads, this is a mistake, it just crystalises your opponents shooting. Personnaly nowerdays I standardisze my squads, Idealy 9 with a warlock, however if you mix squads as you have done, then fill from the smaller squads first, this has 3 effects - 1 it means yoru warlocks can tank hunt without wasting a large amount of anti infantry fire power, 2. It means your small squads, which have a tendency to run, have better moral and a re roll. 3. it means your opponent has more of a dilema over wha he shoots at, he cant afford to ingore either the large or the small squads and so wil ltend to spread his fire, allowing you to take casualties from the less effctive catapult bikes and preserving your units and those useful str6 shots
5. Autarch/spears - love it,. lethal, but very expensive, I only use it against armies I know will have a high point unit that I can take out (chaos HQ for example, marine HQs, termies, that sort of thing), otherwise it represents a huge investment in a small squad that is as easy to kill as your average marine with fire power
6. anti tank - you are low as people have pointed out, the spears can not afford to tank hunt, they will get shot up, the warlocks can do it but a cagey player will put his tanks out of reach, at least for the first turn or 2. You dont need to worry about transports and lesser armour, this can readily be dealt with by your str 6 firepower but serious armour presents you with a big problem. Classically with Siam Hann (bike) armies, this is dealt with by using vypers, breaking their cardinal rule and giving them bright lances, nowerdays however I prefer walkers just take 1 with a pair of bright lances, that can deal with the odd land raider
Everything you have been told is a lie!
So whats so special about a unit of 9? 3x3 is just as damaging to the enemy as 1x9. Still ends up as the same number of guns.
Good point about the warlocks though, they probably should be in the smaller squads.
3=1 dead - moral check
9=1 dead - so?
3=3 dead - loss of cannon
9=6 dead - I still got my cannon
Admittedly 3x3 = 6 dead to stop scorring wheras 9 = 5 dead
Combat, (which you do end up doing)
9 = anyone within front line or anyone within 2 inches in combat
3x3 = first unit egaged, other 2 cant reach
to provide warlock:
9 = 53 points
3x3 = 159 points
not saying I dont use 3s, (or rather 4s) I do occasionally, but I prefer 9s
Everything you have been told is a lie!