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So, i've started putting together a nearly all-biker army...
the thought is to have a minimal ground-pounder force (a unit of maybe rangers or scorpians, and a unit of Harlequins.. both with transports)
to try and make an uber-fast army...
then it dawned on me... i can have a squad of "Fleet of Jetbike" Warlocks pimpin with witchblades or singing spears, and more psyker power than you can shake a boomstick at...
not that i plan to use the fleet part...
but is the 10 man, high-speed jetbike party as cool as it sounds?
yes, i realize, it's ALOT of modding... but that's kinda half the point of this army, everythings gona get some mod work anyways...
Pictures of the Smigs Army for your amusement....
Eagles may soar, but weasels don't get sucked into jet engines.
"Crush your enemies, see them driven before you, and hear the lamentations of their women"
"JESUS SAVES! the rest of your models each take a wound."
I don't know about it, to be honest. Sounds cool, and would look pretty freakin awesome (I can see it now - Warlocks decked out in leathers with chains wrapped around their fists, tyre irons for witchblades...)
but as for battlefield effectiveness, i'm not so sure.
Yeah, it would be pretty cool but as far as psychic powers go it would be pretty limited (although there would be a lot of destructor templates) and the combat effectiveness of it would be rather limited - I feel that spears would be the better option.
But hey, it would be a ballsy unit and I say go for it anyway
It would be very effective but also very expensive. They really don't have that many attacks but are really good at making the few they have count. What really gets them in combat is there few attacks coupled with the lack of power weapons. Most armies have good saves and against them you will have difficulty in combat. But a squad full of destructers would be a sight to see.
Don't forget in a bike army you can have vypers and even shining spears. If you relax your rules a little you could have falcons and fireprisms. There are many people who play Sim-Hann.
Join the Children of Isha
10 banshees with exarch will get 20 attacks (2 executioner, 18 PW), the squad hits on 4's getting 9 hits. Wounding on 5's means 3 dead marines(9 hits, 3 wounds). The Exarch gets attacks, hits on 3's and wounds on 3's. (1.32 hits, .87 wounds) so call it 1 more dead marine for a total of 4.
So the locks actually aren't that bad against power armor.
Saim Hann armies played right are extremely deadly and if you play an army of khorne berserkers no one dies while the berserkers and their rhinos get shot to ribbons. fun.
A seer counsil on bike wouldnt be a very effective unit point for point but it would be very fun to play with, although i reccomend that you buy 20-30 bikes before you go into the fancy stuff.
Redant do take into account that as both units should always get the charge, they still kill a similar amount each but the points difference is significant, a bike counsil would cost about the 500 mark while the banshees cost around 300 (wave serpent obviously).
Last edited by DieHardSaintKildaSupporter; October 30th, 2007 at 09:10.
Signed Sealed Saint
Fortius Quo Fidelius
A warlock bike gang is not efficient, its poitns cost is absurd, things like destructor have limited efficiency because after the third shot you have killed what you can, there ois nothing else in template and you can no longer charge.
In combat, 10 warlocks = 30 attacks on the charge, or 20 if you are using spears (will deal with both extremes)
Against the ubiquitous SM tac squad that is 15 or 10 hits, that is 12 or 8 wounds, that is 3 or 4 dead first turn, but subsequent turns 3-2 kills, it takes you 3-4 rounds of combat for your 500+ points unit to take down 150 points of marines, and be prepared for the strike back because they are not that far off killing you at the same rate.
the unit is just too expensive for what it achieves, compaire it to the Autarch on a bike and shining spear squad, which is atleast 150 points cheaper and delivers 17-18 hits on the charge, all at str6-8 and ignoring armour, far more lethal, they will cut down that same meq squad in 1 round
Everything you have been told is a lie!
A funny thing happened, I was killing things in 1 turn of combat with the locks and not losing hardly a thing. I thought that the council wouldnt be able to compare with what the spears could do. I have now changed my mind after testing it out over 9 games. There is still some tinkering to be done to find the right balance but the squad is indeed effective.
The spears' performance has been woeful compared to the seer council bikes. To date, the seer council has yet to be brought below scoring and I can't say the same thing about the spears. On round two of combat against things with invul saves, I am finding the spears to be similar to rough riders. Very strong on the charge but less than stellar in the second round. Couple that with the 5 limit (6 with an autarch), they don't have the staying power. One last thing to factor in, the locks can shoot and then charge and dont have to worry about being caught in the open after winning combat due to the amazing saves. Spears who win combat are a whole heck more vulnerable. Not having to worry what turn phase you win combat to protect your unit is very nice.
I am fairly effective with jetbikes having used reaver jb's for a long time. I have been suprised at the incredible array of damage these things can soak up. To date they have faced beserkers, seraphim, banshee and have easily bested them all. Now before dismissing the seraphim (which I also play), the locks took shooting (with divine guidance) and shrugged it off. They were charged by the seraphim and won combat. The seraphim didnt run thanks to the book and after losing the second round of combat, they hit and ran and were finished off by the bikes. Cost was 58 points and reaped 220ish points in 2 turns.
I am thinking about running two 6 lock squads each with a fortune seer and dropping the spears and going with 3 units of guardian jetbikes. The speed and leverage possible are fairly impressive. The only weakness I have found is units in cover and taking the dangerous check. As I also play sisters, I disagree with your thoughts on destructors. Heavy flamers are very useful. I like weapons that kill 4+ AS armies outright and wound Meq's on 3's. Consider that if your template hits only 6, you should wound 4 and they should lose 1-2 from failed armor saves. If you One dead marine will pay for the destructor cost. I am finding that 2 destructors are helping out when attacking things in cover where I dont want to take terrain checks.Yes very expensive to be sure. But infinitely survivable. I have seen them take 4 rounds of mech tau shooting with 4+fish, suits and rail heads. I have lost no more than one lock a turn and that was with all that firepower being aimed at the council. Its almost like getting 2 models for the price of one with the rerolls and being able to take leadership checks over. Factor in that my falcons aren't being stunned because fire is being wasted against the seer council and you can see why I like this squad.Redant do take into account that as both units should always get the charge, they still kill a similar amount each but the points difference is significant, a bike counsil would cost about the 500 mark while the banshees cost around 300 (wave serpent Obviously).
And yes you should get the charge with both squads, banshee generally cant charge as often if they are riding. Banshee are also extremely vulnerable to heavy flamers or anything ap4 for that matter. The locks are not.