Sanctjud Posted November 16, 2009 Share Posted November 16, 2009 Depends: ATSKNF helps with the opponent catching them. It's only when you get to fall back that the opponent has the change to run them off the board. (can't regroup even with ATSKNF if enemy is within 6"). Generally Combat Tactics is most useful in 2 conditions: 1. In the shooting phase with no enemy units close by. 2. In combat when you are essentially in the opponent's deployment zone, which allows 2-3 turns of fallback, all the while pumping more shots into the enemy as you fallback. I caution: Combat Tactics is a choice, not one to spam. It is a 'poor man's hit and run' but even that is misleading, it has so many more risks and a narrow application I'm not too interested in talking about that line any more. My 7 Cents. Link to comment https://bolterandchainsword.com/topic/182116-bike-tactica-general/page/2/#findComment-2185769 Share on other sites More sharing options...
FabulousRex Posted November 17, 2009 Share Posted November 17, 2009 @Sanctjud: The main reason I'm not inclined to attach the Khan to a regular Bike squad is the lack of effective I4 powerweapon attacks that would benefit the most from his squad-specific special rules. A Chappy or Libby might do slightly better, but enhancing (at most) 17 attacks into S5 I5 and that PF into S9 just doesn't scream Effective to me... However, all those Techies might beg to differ. (unrelated tanget) This really makes me PO'd that they didn't give Biker Sgts proper wargear choices!!! :) Just the small option to retain the Bolt Pistol would have drastically altered the CC options of a Biker-heavy army; via PW vs PF choices, given that both could be Khan!-enhanced, and that both would be likely to have a charge bonus... :) Anyhow, I'm following-up with more views of the C:SM from the point-of-view of a Biker Heavy or Biker Exclusive Armylist... Fast Attack is the choice to look for when you want Killers in your army of Bikers. No other slot will determine your overall battleplan more than FA, except, perhaps, Bikers as Troops. You see, you must have specialty weapons that are able to keep up with your army and re-deploy as swiftly as any other choice you could field. Localized Firepower is a must for Bikers, and firing off salvos that will statistically kill a Land Raider half the time should be one of the lynchpins to your overall strategy -and- tactics. Attack Bikes- I start with the most important choice to the Biker Army: Attack Bikes. Sure, you could field other choices from multiple different force-org slots, but ABs get it done with the most efficiency for the cost. I only advocate Math-Hammer from a list-building perspective, and ABs accomplish a very specific role that is required for any seriously comp'd list: Tank Killing. You could field Heavy Bolter AB squads, but your normal Bikers can fill that particular role more than satisfactorily. What you really need is the capability of melting damn-near any Vehicle in the game with 1 Shooting Phase. More importantly, you need to be able to do this job without giving up too many points on a miss, nor sacrificing a Scoring unit. I know this sounds too constricting, but a Biker army -must- have at least 1-2 squads of MMABs to go out and hunt down high-value mobile elements in the opponent's army. This doesn't mean that you have to be suicidal, just that you won't cry huge tears if your MMAB squad gets wiped-out accomplishing your stated objective for that unit. Your opponent will most likely view these squads as more dangerous than they appear, and commit great Force to wiping them out. Use this to your advantage, hide them when your opponent would dismiss your Biker squads as 'weak'. Advance them towards suicide goals when your opponent views one of his own squads as key to his success *cough*TH/SS-AsltTerms-in-LRC*cough*... You know, stay flexible, but when push comes to shove, don't hesitate to throw those MMAB squads towards a certain Doom to ensure the survival and Victory of the rest of your army. Land Speeders- These fast little buggers are more of a 'luxury' choice for Biker armies, especially since they cost quite alot if you're not careful! LSs are best viewed as 'stop-gaps' that fill in Holes in your normal Army list. Need close support? Throw in a couple HF/MM Speeders to support your force! Need long-ranged ability? Typhoons are wonderfully effective (if expensive) additions to your army! And on that note... Typhoon or Tornado? You might want some AsltCnn/Heavy Flamer support for your Bikers; to swoop in, do their job, and most likely perish. If so, don't spend too many points, and make these Speeders task-specific, but able to support your Plan if they somehow survive. I don't like truly Suicidal units for an all-Biker army, so I prefer... Typhoon-equipped Speeders! The key for Typhoon vs Tornado here is the Range factor. Typhoons with HBs have a minimum range of 36" (Frag Missles+HB), and a maximum of 48" (just Krak Missles). That kind of range advantage combined with a 12" movement phase means that you can stay out of effective counter-fire from the enemy with smart Deployment and Movement. There are 2 problems, however, Cost and Deployment. These suckers clock in at 90+pts apiece right out of the gate! Combined with the weakness of Speeders to ranged Firepower and your (likely with Biker Troops) lack of other Vehicle targets, and you've got a recipe for Lascannon-Bait. :( So, you have to adjudicate for yourself on this matter; the long-ranged+pricy effectiveness of Typhoon Launchers versus the cheap one-shot speed of MMs on Tornado-pattern Land Speeders... Assault Squads- Bikers-as-Troops provide a base of anti-Infantry firepower no matter how your Bikes are equipped, due to the TL Bolters every Biker carries. AsltSqds are meant to advance quickly to engage the enemy in CC on the AsltSqd's terms. Most other armies can, however, add more than enough CC power to counter or destroy the AS's advantages of Speed and General CC Ability (T4/3+Sv and Speed). For the Biker army however, AsltSqds provide a unique capability, assaulting into Cover safely. This is combined with the AsltSqd's inherent Speed advantage, meaning that they can respond quickly to battlefield Objectives. I myself have zero experience with AsltSqds in a Biker Army, so I consider them more of a Hybrid or Combined-Arms Choice. Others may have better choices and experiences with the AsltSqd for a Biker Army. Vanguard Veteran Squads- Like AsltSqds, only more so due to Cost. However, they may take a Razorback and still keep good CC ability. A decent choice for a Hybrid Razorback Army. However, I have zero experience with this squad in a Biker army... Scout Bikers- The Rookies add an interesting layer to a Biker army. They can either perform a 1st Turn Assault, or come in off the flanks via Outflank to hit the opponent where they might not expect it. Both approaches have their downfalls. 1st Turn Assault is a much-coveted ability to reach the enemy in Assault on the very 1st turn of the game. This capability adds alot to limiting enemy Firepower in a hurry! The downside is not having the 1st Turn and dying very quickly if you do not have 1st turn. Outflanking is a useful ability for the Biker army in a FA slot, and is invaluable to make sure your opponent stays Honest with their deployment. I also have not used Scout Bikers so far, and any additional information in their usage would be greatly appreciated... Link to comment https://bolterandchainsword.com/topic/182116-bike-tactica-general/page/2/#findComment-2187229 Share on other sites More sharing options...
Sanctjud Posted November 17, 2009 Share Posted November 17, 2009 @FabulousRex: No worries, I’m not trying to make anyone do it. Just saying it’s an option. Bouncing ideas and stuff. ____________---- Lack of power weapons issue: Well, I do add 2 Techmarines on bikes, with power weapons and full harness. Along with Khan and Fist sergeant that’s: 13 Str 5 I5ish Power Weapon Attacks. 7 Str 9 I1 Fist Attacks. Obviously some bikers will die, but there’s a handful of Str 5 I 5 attacks there. Don’t get me wrong, I’m not dumping this unit on the first uber unit I see. This is more of a conga line, hitting as many random things as it can. If the going gets rough, try and hit and run to another part of the map and spread out and combi charge again. Nor am I looking to finish combat in one turn…which a Command Squad loaded up with power weapons everywhere will likely do. At the very least the unit scores, and I much prefer warm bodies than to the Command Squad that trade numbers for durability. I would add a chappy, but there just isn’t enough points at 1250 (which is what I am considering this unit for (for fun)), but the chappy does make it into the 2000 biker list. Fast Attack is the choice to look for when you want Killers in your army of Bikers. I actually call my Fast Attack ‘heavy support’ :D Attack Bikes: prob. the most cost effective unit/model one will ever purchase and use. I use a triple HBAB squad, they have their charm in: Clean up crew, diversion, attacking non-combats in combat, generally a utility unit. I agree with the ‘must have’ portion… they have been rock stars every game, even when not blowing up tanks and dying. Link to comment https://bolterandchainsword.com/topic/182116-bike-tactica-general/page/2/#findComment-2187966 Share on other sites More sharing options...
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