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Tank busting attack bikes


afrostb

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I want to include some attack bikes in my army. Their role will be tank busting and maybe engaging units with a lot of firepower like Tau broadsides.

 

Right now I'm thinking three bikes but only giving two of them multi meltas and then sticking with the heavy bolter for the third. This is due to wound allocation (1st priority), flexibility (2nd priority) and cost (3rd priority). Is this a sound thinking or should I just go with the third multi melta? Or some other configuration?

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Take the multi melta 3 multi melta shots a turn against the right target will do more to turn the tide than 2 multi melta's and a heavy bolter. If you run out tanks to pop go after characters or monstrous creatures.

 

The 3*multi meltas firepower are better for my purpose, that's for sure. My thinking is that with a heavy bolter I might be able to wound allocate my way to better staying power, but I might be overthinking things?

Take the multi melta 3 multi melta shots a turn against the right target will do more to turn the tide than 2 multi melta's and a heavy bolter. If you run out tanks to pop go after characters or monstrous creatures.

 

The 3*multi meltas firepower are better for my purpose, that's for sure. My thinking is that with a heavy bolter I might be able to wound allocate my way to better staying power, but I might be overthinking things?

Morticon is a big believer in the 3 attack bike, 2 multimelta unit. To the point that's he's convinced me to put it into my lists.

I agree with Morticon. If your intent with this unit is tankbusting then kit it out for that purpose. Whether one of the bikes has a MM or an HB after you allocate a hit, the unit will still be left with 2 MM. Might as well take the third MM and play like your NOT going to take a hit and melt your enemies precious armored vehicles and costly IC's.

 

taking the HB bike solely for wound allocation is just like throwing that bike away or playing that way. Positive mental attitude my fellow Angel of Death, you should be of the mindset that your 3 MM bikes will leave the enemy in melted puddles of gore, ceramite, and armor plating!

Wound allocation for such a small unit isn't going to net you that much, maybe one save from small-arms fire. The only thing you have to worry about is instant death from the occasional S10 weapon. Even then, it's hard to think of many situations where you would be able to stack S10 hits on one bike while allocating other hits from that unit to the meltas. Leman Russ demolishers is the only thing that springs immediately to mind.

 

The flip side is that with mixed weapons the opponent is also going to be able to play more wound allocation games. Matter of personal preference I guess.

Wound allocation for such a small unit isn't going to net you that much, maybe one save from small-arms fire. The only thing you have to worry about is instant death from the occasional S10 weapon. Even then, it's hard to think of many situations where you would be able to stack S10 hits on one bike while allocating other hits from that unit to the meltas. Leman Russ demolishers is the only thing that springs immediately to mind.

 

It only takes ST8 to insta-kill a biker - his toughness increase is disregarded in this circumstance. So a unit with say lasguns and meltaguns or bolters and krak missiles could create this situation.

 

I am beginning to be convinced that I'm outthinking myself on this one, and should just go go for the third gun.

 

In my current army configuration I don't really have the 85 points for a sanguinary priest with a bike (I use two with JP's for my assault squads). Should I try to find these points, however? On one hand the turboboooster-save is good, on the other it isn't better than power armour and people could be concentrating small arms fire on this unit to kill it. Any experiences?

D'oh, right... okay, STR 8+ weapons are much more prevalent. Could go either way, I guess, depending on what role you need them to play. Do you want a unit that is almost guaranteed a melta hit, or one that trades killiness for a bit more survivability and flexibility? Is it more important to take a transport down early, or can you deal with a miss and a weapon destroyed being the sum total of their output on turn 2? How important are your attack bikes on turn 4+? Do you prefer them to be alive to contest objectives, tarpit something, or hunt MCs in the end game?

 

I'd focus on how they fit into your overall strategy more than how resilient they are on their own when deciding which way to go. Give the unit a job to do, and if it accomplishes that job then anything else is gravy.

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