Jump to content

Scout Bikers


L30n1d4s

Recommended Posts

I used to play Scout Bikers (with Locator Beacons) supporting my Space Marines with the old version of Gates of Infinity (i.e. part of the Telekinesis Discipline from 6th edition), allowing my psyker to accurately "bounce" 24" turn 1, as long as the Scout Bikers led the way.

 

I think with the new Nemesis Strike Force for GKs, allied Scout Bikers may be one of your most valuable resources:

 

1 - They can infilitrate -- This means they start at the most 18" away and, with LOS blocking, up to 12" away from your enemy

 

2 - They have Scout -- This means, after they infilitrate, you can move them a "free" additional 12" before the game begins, a very significant redeployment that can counteract how your opponent has deployed. Add in their normal 12" move and, if you go first on turn 1, they can literally be inside your opponent's DZ before he gets a chance to shoot at them.

 

3 - The can take a Locator Beacon (not a Teleporter Homer) -- Based on the wording of the rules, a Locator Beacon allows ANY friendly unit (i.e. not just ones in TDA) arriving from reserve to not scatter, if they come in within 6". Additionally, since the Locator Beacon rules do not specificy that the model has to be coming in from Reserve (just "when they Deep Strike"), it should work for Draigo and his squad when they use a turn 1 Gates of Infinity "jump."

 

4 - They can take Astartes Grenade Launchers -- For the price of a melta bomb each, you can upgrade three bikes to having a GL with the Rapid Fire rule. Since you are almost certainlly going to be within 12" or less after your first move turn 1, that's either 6 Krak grenades (shot at vehicle side armor) or 6 Frag grenades blasts (shot at enemy hordes/infantry) to help soften up the opposing army as your GK forces Deep Strike in right next to the scouts.

 

5 - They are cheap -- With a Locator Beacon, the minimum 3 model squad is the price of 2 Power Fists and a Power Weapon... very affordable, especially if it is allowing you to bring in your DSing GKs exactly where you want them turn 1, even in the enemy DZ if you need them to. Couple this with a Comms Relay or Psyker with Reserve Manipulation abilities and you can precisely control your GK's insertion into the fray.

 

6 - They give you close combat options -- While they can't charge turn 1 if they Infilitrated/Scouted, if you use DS and Gates of Infinity and Personal Teleporter "Shunting" to bring in a mass of dangerous units right next to the Scout Bikers/Locator Beacon, the enemy will like use very little firepower on the Scout Bikers, meaning that turn 2 (with their 12" move and 2D6" Assault range) they can very easily move, shoot, and then assault a key enemy unit, either tying them up for a few turns (say a Riptide or Centurions or other shooty unit that is not too great in close combat), prevent them from charging your other units (i.e. sacrificing the Scout Bikers for a turn to an uber Wolf Lord and his TWC bodyguard so that they can't get charge bonuses against your more important units and then YOU get to charge them, with all the charge bonuses, with your Draigo/Purifier mix), or even destroying an exposed tank with their Krak grenades (or MB on a Sgt/Vet Sgt).

 

 

An example list using allied Scout Bikers might be:

 

LOW

-Draigo

 

HQ

-Librarian with PML(3) (Divination)

*Tigurius (Biomancy)

 

EL

-Purifiers with max Psycannons

 

 

TR

-GKT with Psycannons

*Space Marine Scouts with MB

 

FA

-Storm Raven Gunship

*Space Marine Scout Bikers

 

HS

-NDK with PT, Incinerator, Great Sword

-NDK with PT, Incinerator, Great Sword

*Space Marine Thunderfire Cannon

 

Fortification

-Firestorm Redoubt with 2 x Quad Icarus Lascannons (for anti-flyer) and Comms Relay (for Reserves)

 

-Scout Bikers move into position via Infilitrate/Scout move before turn 1

-Space Marine Scouts ride in the GK Storm Raven (for late game scoring)... Storm Raven gives you anti-flyer/anti-vehicle capability

-Draigo, Tigurius, and Libby all join the Purifiers (hoping Tigurius gets Endurance, for Relentless and FNP(4+))... Draigo uses GoI to bounce them accross the board where the Scout Bikers/Locator Beacon have pulled them

-NDKs use their PT to bounce accross the board as well

-GKT deep strike in next to the Scout Bikers, using Comm Relay to give them an 88% chance of coming in turn 1

-TFC stays in Firestorm Redoubt for long-range fire support and Icarus Lascannons shoot at skimmers, flyers, or FMCs

Link to comment
https://bolterandchainsword.com/topic/296318-scout-bikers/
Share on other sites

Scout bikers have been a staple of my army for as long as I can remember. I use them to pinpoint drop my Drop Pods. They almost always die pretty fast, but at 5 scouts they usually take more firepower than they rightfully deserve, and on occasion have proven enough of a distraction to really shift my opponents strategy (especially hidden around a flank behind some cover). 

 

Let us know how it goes! 

Link to comment
https://bolterandchainsword.com/topic/296318-scout-bikers/#findComment-3801012
Share on other sites

Archived

This topic is now archived and is closed to further replies.

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.