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Scout Bikers


Tiger9gamer

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So I thought about the biker scouts and thought about it for a bit. These guys feel like great units! They are bikes that can infiltrate with a locator beacon and can put the pain on units right away, or even harass them. Locator beacons can call down drop pods to almost exactly where you want them, and they could generally be annoying as hell.

 

im planning on running a squad with a raptors army to help get a clear Issoman's Isolate Destroy shot and then hit the rear armor of a vehicle. if they survive turn 1 then they can tie up a unit and hopefully stop some fire from hitting your force back. I think it's a great use for drop pods.

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Personally I like them, it has always been the issue of them competing with something better in the same slot and the fact that there are no bulk discount ways of getting them like there has been with regular biker marines that kept me from fielding/buying them.

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ah I see. mine would mostly be a turn 1 distraction/chance to get first blood. A lot of gaps in some armies I think they can exploit, being so small. plus a small squadsize could get them into some places scouts cant normally go, and can generally cross that 18inch gap from infiltrate.

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I think a four man scout biker squad could be pretty potent in the right circumstances. The extra scout biker would allow you to take three astartes grenade launchers and the sergeant could take a combi-grav. They have enough speed to come within 12" of the enemy and unleash 6 krak grenades and 3 grav shots. How's that for first blood?

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Personally. I like using the scout bikes.

 

pros

* unit provide cheap wounds for my mounted captain/master.

* unit can get first blood (depends on loadout); in my group they have a lot of vehicles so having it has been helpful.

* out-flank helps me hit targets hugging the table edge

 

 

cons

* scout WS & BS (normal for trainees)

* cluster mines (last edition rule was better; ... surprise u walked into a booby trap! ...   now it is this terrain piece is booby trapped)

* cannot be used as tarpit (never worked for me T5 save 4+ in combat ... )

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I'm thinking they may be better than a whirlwind against marines for the same amount of points, but I may just be crazy about it

a friend i play against always uses a whirlwind against marines, but it never does work unless your dice rolls are hot with 'hit' marks.

the barrage's effect of pinning is useful, but with LD of 8 marines statistically would not get pinned. Though it did happen to me once with terminators wallbash.gif.

Depends on your meta in your area and the people you play with.

giving a sergeant a combi-wpn is good idea for first turn hit. Do not give him a combi-plasma because his extra ld is more helpful to scouts.

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