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Scout Biker Sergeant Weaponry


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I'm planning on running a 5 man Scout Bike Squad with Mines and 3 Grenade Launchers. I'll be facing an Ork and Guard army in a 2v2 game and am wondering on how to equip Sarge. I was thinking of going for a Combi-Melta for anti-tank, then I thought a Powerfist for CC and anti-tank then I though a Power Weapon for I4 CC and Meltabombs for anti-tank. The Combi-Melta or flamer is the cheaper option but the PF could be good in killing tanks and crushing Orks. The PW and MB combo means I get Initiative against Orks and Guard and I get a nice S8 2D6 armour penetration.

 

Decisions, decisions.

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This is not a particularly great answer, but as far as i'm concerned (this goes for almost all squad leaders from all races) he should aid the unit as a whole in completing whatever task you have set it. If you are hunting orks and using the GLs as blast alot then a combi flamer will be fine. If you are looking to tackle enemy vehicles (might be...) then PF is always good (the ranged weapons won't do much). Are you using them to aid deepstrike, if you are that will change things. Will they outflank, will they get first turn charge on stationary vehicles (yes you really can and it is pretty easy)?

 

In summary, the Sgt's kit should have synergy with the squad's role. If you clearly identify that then the answer to your question will probably be fairly obvious.

 

Kind regards and good luck,

GotR

This is not a particularly great answer, but as far as i'm concerned (this goes for almost all squad leaders from all races) he should aid the unit as a whole in completing whatever task you have set it. If you are hunting orks and using the GLs as blast alot then a combi flamer will be fine. If you are looking to tackle enemy vehicles (might be...) then PF is always good (the ranged weapons won't do much). Are you using them to aid deepstrike, if you are that will change things. Will they outflank, will they get first turn charge on stationary vehicles (yes you really can and it is pretty easy)?

 

In summary, the Sgt's kit should have synergy with the squad's role. If you clearly identify that then the answer to your question will probably be fairly obvious.

This is one way to do it. The other way is to go in the other direction and use the Sgt to fill in the gaps that the rest of the squad can't manage. This is the enduring reason why Power Fists are so popular among Space Marine Sergeants - it's the only way of getting a STR8 Power Attack in CC.

 

There is only so far that it is necessary to go. If 3 Frag templates is enough to do the job, then adding a flamer costs you points for no real effect. While we are all aware of overkill for insurance purposes, it is equally true that overkill is inefficient.

 

While taking a non-synergising weapon doesn't aid your primary role, it does increase your flexibility, and that can't be ignored in any list.

 

Oh, and Melta Bombs aren't that useful except against Bastions.

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