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CSM: How to deal with Ork BikerBoss + Biker Painboy?


Foolio_Displasius

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My buddy plays Orks and recently upgraded to the current dex.  Since then he's started running a Warboss on a bike with a Power Klaw, and a Painboy on a bike backing him up.  (Plus a few Biker Boyz to taste.)

 

This squad has greatly tipped the balance of power between our armies.  Here's the challenge as I see it:

  1. They can quickly get anywhere on the board.
  2. They get a 3+ cover save when they jink.
  3. They have FnP against anything less than S10.
  4. S10 only bypasses their FnP while they have ablative dudes keeping their majority toughness at 5.  Once those are gone, the Warboss makes them majority toughness 6.
  5. The Warboss is S10 AP2 in CC.

I need help figuring out how to deal with these guys.  Vindicators are my usual answer to big nasties, but 3+ cover and 5+ FnP  mitigates them pretty hard.

Close combat, drown them under a high number of CC attacks. FnP is only 5+ iirc for the Orks, so it's not that reliable. Khorne Berzerkers should do the trick !

 

Alternatively, throw down multiple flamer squads at them. Regardless of how strong they are, they remain bikes that will die through weight of fire. :)

Interesting responses thus far, and thank you.  I have not yet tried Zerks or Noise Marines or Drakes.  I can see how these would counter various strong points in his deathstar.

 

Noise Marines might be the easiest thing to slot into my existing army.  I like the sound of a 5-man with one Blastmaster, or a 10-man with two, plus a Doom Siren either way; the Blastmasters wound the deathstar on 2+ and deny everything but FnP, and the Siren does the same on 4+ once they get close (or on 5+ if it's just down to the Warboss & Painboy).  Heck, I could even take an icon and get some FnP of my own (thought not against the Warboss).  And Fearless means they won't just cut and run once the assault starts going south.

 

I might start by trying a few squads of those to see if they get the balance of power back in check.  The question then becomes:  What kind of worthwhile MoS Lord can you build so these guys will be troops?  I'm assuming he gets either a Bike or a Steed... what kind of support squad can he do well with?

MoS biker lord really likes lightning claws, as has been stated or, if you're running Black Legion, consider the Hand of Darkness.  That way, if you run into any walkers or MCs, you're almost certain to beat their initiative and drop them in one hit.  I usually just run him with more MoS bikers, giving a powersword or lightning claw upgrade to the squad champion as well and maybe a meltagun to one of them if I'm expecting armor.

  • 3 weeks later...

This past weekend we started a game.  Had to leave it in-progress due to time constraints, but so far it seems encouraging.  (The benefit of playing at home is that you can just leave it all set-up...)

 

I ran the recommended MoS biker lord with a small retinue, and took 2x 5-man squads of Noise Marines supported by 3x 10-man squads of Cultists.  All my vehicles were swapped for foot units.  I decided to proxy an AutoHavoc squad for the occasion.

 

Those Noise Marines really proved themselves against my buddy's deathstar.  On turn 1 they nuked all the Biker Boyz, and then the BikerBoss & Painboy failed their LD check and fled halfway across the board!  Granted, this reflects some OK-to-decent dice rolling on my part, but it was such a breath of fresh air from past times I've faced that unit.  Before I would devote my entire army's shooting toward them and maybe kill one guy,

 

I'm definitely missing my Vindicators, but those AutoHavocs are pretty sweet in their own right.  Thus far I actually haven't gotten much use out of the MoS lord, though.  He and his friends ran out in front early on and drew a lot of attention to themselves, and his retinue died in the experience.  Right now he's cowering back in my lines, waiting for the right moment to emerge...

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