L30n1d4s Posted August 16, 2014 Share Posted August 16, 2014 This is a bit of an unusual combo, but I think it could be effective, especially against an unprepared opponent, such as someone you are playing for the first time at a tournament. -Take Cypher from the special data slate that enables him to be part of most Chaos and Imperium armies (except for DA, of course ;) ) -Take a unit of 10 WG Bikers, equipped with a mixture of PWs, SSs, and even a few THs Attach Cypher to the WG Bikers and Infiltrate the entire unit to within 18" (or 12", if you can get out of LOS) of the desired enemy unit(s) that you want to engage (with 10 Bikers, you should be able to pull off a multi-charge if required to tie up several units at once, like a Tau gun line for example). You will not be able to charge turn one, of course, but that is OK. Enemy will most likely pour a lot of fire power into this unit, since he will realize that it is a significant threat... expect this and always choose to Jink giving you a 4+ cover save.... since Cypher has Shrouded, this stacks with the Jink save, giving the unit a 2+ cover save against all shooting. Against torrent of fire, like mass Bolters, this means that it will take an average of (2/3 to Hit)*(1/3 to Wound)*(1/6 fail cover save) = 27 shots to kill a single biker. Against MEQ killing weapons, like Plasma or Lascannons, it will take (2/3 to Hit)*(5/6 to Wound)*(1/6 fail cover save) = 11 shots to kill a single biker. Thanks to this high survivability and their large threat radius (12" move + 2d6" charge), the WG Bikers should be able to weather whatever casualties come their way and then split off from Cypher and execute a devastating charge (or multi-charge) turn 2, allowing you to wreak havoc on the enemy firing line and tie up his deployment zone while the rest of your force maneuvers, seizes objectives, sets up for its own assault, and generally executes the battle plan with the enemies attention largely occupied by the WG Bikers. One note, if the enemy is close enough to enable Cypher to stay attached and still allow the WG Bikers to charge (i.e. if they can move 6", vice 12", and still get the charge off), then he will greatly benefit the WG Bikers with his Ld 10, multiple I7 attacks, and Hit and Run for the whole Pack, enabling them to jump out of combat and recharge at their leisure. Link to comment https://bolterandchainsword.com/topic/295274-cypher-and-wolf-guard-bikers/ Share on other sites More sharing options...
skeletoro Posted August 16, 2014 Share Posted August 16, 2014 People may tell you that Cypher cannot pass infiltrate on to his unit (for various reasons, mostly to do with the timing of deployment). Personally I don't buy it and I am with you, but note that it may be a tad contentious to some. Link to comment https://bolterandchainsword.com/topic/295274-cypher-and-wolf-guard-bikers/#findComment-3779137 Share on other sites More sharing options...
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