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How are jetbikes supposed to be run? This is a question addressed in my army list (no one answered it though). Using the minimum 3 seems to make them very fragile and restricted to the role of objective-grabbing, yet too many raises the money factor . For my army list I've got around 66 pts left to spend if I ignore the jetbikes (there should be just 3). What should I do?
Thanks a lot of heaps if you are able to help me.
http://www.librarium-online.com/foru...semi-mech.html (my list if you would like to see it - and answers are preferred in the list )
Thanks again in advance
Last edited by Skyleap; April 17th, 2010 at 00:05.
Fear is of the unknown...
Their general trouble is that they're prone to leadership rolls and failures, hard to actually shoot and scoot with now that you can't just hide behind 6" of area terrain, and despite being fairly resiliant to shooting when on the move they're just a bunch of fail in close combat.
They also lack the sort of special options that make our dark cousin's bikes somewhat popular.
In principle I think a larger group might do well in a mech list. Your "default" mech selection of a unit of DA in a serpent costs about the same as a full squad of bikes with cannons and spear warlock. And you could make some comparisons that favor the bikes there. However mech lists often rely on denying targets that are vulnerable to Str5 or lower weapons or units that can be directly charged.
If I decided to give my bikes another go. I think it would be a large squad of them with the cannons and with a spear warlock with embolden (though destructor would be a little tempting). Their initial job would be to spread out and keep deep strikers and other sneaky sorts from being able to try and block the rear hatches of serpents, later they would use their manuverability to try and keep behind the serpents and out of melee while popping light vehicles or shooting up enemy infantry in general , finally they'd go for an objective grab.
Since this requires a fair number of grav tanks on the table already, I wouldn't try this below 2500 points.
From a more practical modeling standpoint, I could lop the torsoes off my bikes, glue on some warlock torsoes, and green stuff it until it looks right in order to get a jetbike seer council in play, which is an entirely different proposition.
Last edited by sunnyside; April 16th, 2010 at 14:31.
I fielded 5 in a 1500-point tourney because I felt they would be more useful then a Viper or another seer power. Guess what, I was right! In kill points they aren't much of a liability since they can come in far from the opponent and keep their 3++ saves going if necessary. If they get the chance they are handy for poping the back of transports (it can happen), and are gods for last-turn objective grabs. The objective grabbing is even better if you were forced to go first or the game keeps going because as long as the turbo on they have a good chance of surviving the enemy's retaliation. You are one leadership test from still holding the objective despite the game not ending when you want it to.
Most people say only take 3 or 6 because the shuri cannons are really useful. For your points you'll only be able to get 3 naked bikes so look at your list and decide whether you need another objective grabber without much staying power (3 really is fairly weak). Thats all you'll be paying for.
As a note: If you have Eldrad in the list and are willing to spend fortune on the bikes then they become just as tough as a Jetcouncil.
Oh and something else to consider when translating the army from "on paper" to the tabletop. Jetbikes have huge bases. This is actually good with units like spears and jetcouncils that want to get into close combat because getting in multiple charges becomes surprisingly easy, as is keeping their commander from power clawing your seer. However it also means that it's harder to keep them hidden and out of close combat trouble than you might expect.
I find that jetbikes do not work well when they are random addition to a list just to make up points, and instead require part/whole of the list to be built around using them effectivly. A squad of DAs or rangers would probally serve you better.
Thanks a lot. So it seems that jetbikes are better run in bigger squads, especially with the shuriken cannon. But with my current list (and amount of spendable points left), I can't see a way to increase the amount of jetbikes, except maybe a shuri cannon. I can always just swap it out for something else - maybe a War Walker, though I would really like 3 Troops in 1200pts. What do you think?
Last edited by Skyleap; April 18th, 2010 at 04:45.
Fear is of the unknown...
I run them in squads of 3, and are basically an addition to my mechanized army. I hold them in reserve every game no matter what the mission.
Always boosting to objectives.
in non objective games, they harass things, avoid CC at all costs. and retreat constantly to avoid dying.
They're not the best unit, in fact they suck. but they arnt THAT bad.
Eldar -APOC- 6500 Points
Chaos Daemons -Fate Crusher- 3500 Points
Grey knights - 1000 Points
Some great help from everyone on this thread - really appreciate it .
I'm going to stick to the 3 jetbikes (maybe with a shuricannon) for now and see how they fair.
Fear is of the unknown...