Tiger9gamer Posted April 10, 2014 Share Posted April 10, 2014 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. Link to comment https://bolterandchainsword.com/topic/289342-scout-bikers/ Share on other sites More sharing options...
greendestiny Posted April 10, 2014 Share Posted April 10, 2014 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. Link to comment https://bolterandchainsword.com/topic/289342-scout-bikers/#findComment-3648649 Share on other sites More sharing options...
Terrified Templar Posted April 10, 2014 Share Posted April 10, 2014 This is one of the reasons why I like our Codex so much. There are a number of hidden gems in there for those who look closely. Link to comment https://bolterandchainsword.com/topic/289342-scout-bikers/#findComment-3648705 Share on other sites More sharing options...
Cornelias Posted April 11, 2014 Share Posted April 11, 2014 and tbh the astartes grenade launchers aren't too bad either :) Link to comment https://bolterandchainsword.com/topic/289342-scout-bikers/#findComment-3649698 Share on other sites More sharing options...
Tiger9gamer Posted April 11, 2014 Author Share Posted April 11, 2014 would it be worth it to give the sergeant a combi-weapon to try for a turn 1 hit? Link to comment https://bolterandchainsword.com/topic/289342-scout-bikers/#findComment-3649855 Share on other sites More sharing options...
Cornelias Posted April 11, 2014 Share Posted April 11, 2014 I suppose there isn't harm in it (as a just incase measure) but generally i'd like to keep them at max range to utilize the launchers and bolters as even with the extra toughness i don't want them charged and tarpitted. Link to comment https://bolterandchainsword.com/topic/289342-scout-bikers/#findComment-3649914 Share on other sites More sharing options...
Tiger9gamer Posted April 11, 2014 Author Share Posted April 11, 2014 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. Link to comment https://bolterandchainsword.com/topic/289342-scout-bikers/#findComment-3649930 Share on other sites More sharing options...
AtlasDM Posted April 12, 2014 Share Posted April 12, 2014 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? Link to comment https://bolterandchainsword.com/topic/289342-scout-bikers/#findComment-3650645 Share on other sites More sharing options...
Tiger9gamer Posted April 12, 2014 Author Share Posted April 12, 2014 I was thinking combi-plasma if only to rapid fire into rear armor and to give a bit more punch, but I like it! Link to comment https://bolterandchainsword.com/topic/289342-scout-bikers/#findComment-3650750 Share on other sites More sharing options...
ElectricPaladin Posted April 12, 2014 Share Posted April 12, 2014 I play with the Blood Angels codex, and this thread has got me thinking about doing scout bikers myself. At least, I should own some and try them out. I'm always on the lookout for more things to play fire support. Link to comment https://bolterandchainsword.com/topic/289342-scout-bikers/#findComment-3650793 Share on other sites More sharing options...
shandwen Posted April 13, 2014 Share Posted April 13, 2014 i plan on running them for locator beacon spam for my allied scions. My foot scouts and sternguard drop pod will carry two more locator beacons so the enemy can't pick them off. Then melta/hotshot spam turn two. :D Link to comment https://bolterandchainsword.com/topic/289342-scout-bikers/#findComment-3650932 Share on other sites More sharing options...
shandwen Posted April 13, 2014 Share Posted April 13, 2014 Oops. Just noticed (thanks to gentle correction of another member here) that foot scouts don't get locator beacons, only teleport beacons. So, two locator beacons... Link to comment https://bolterandchainsword.com/topic/289342-scout-bikers/#findComment-3650950 Share on other sites More sharing options...
Brother Navaer Solaq Posted April 19, 2014 Share Posted April 19, 2014 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 ... ) Link to comment https://bolterandchainsword.com/topic/289342-scout-bikers/#findComment-3657836 Share on other sites More sharing options...
Tiger9gamer Posted April 19, 2014 Author Share Posted April 19, 2014 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 Link to comment https://bolterandchainsword.com/topic/289342-scout-bikers/#findComment-3657918 Share on other sites More sharing options...
Brother Navaer Solaq Posted April 21, 2014 Share Posted April 21, 2014 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 . 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. Link to comment https://bolterandchainsword.com/topic/289342-scout-bikers/#findComment-3659199 Share on other sites More sharing options...
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