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bl.php?text=Blood%20Angels%20Unit%20of%20the%20Week%20Series&fontsize=25&bg=CE0018

 

Welcome to part three of the Blood Angels Unit of the Week Series!

Following the release of the 9th edition Supplement, there is no better time to discuss all the units we have access to. Each week a different unit will appear, with the idea being that we discuss how best to use that model on the battlefield. Where part one will focus on the unique BA units and part two will focus on BA units that are new to this edition of the Codex, part three will discuss how to get the best use the generic units from the past that are still with us (and that many of us have in our armies still), and part four will discuss the Legends units that we still own and love. Forge World and Forge World Legends comprise parts five and six.

Note, this isn't to lament any nerfs, etc, from previous editions; the rules are as they are so try to unlock its potential for those who wish to use them all the same. Similarly, this thread is only for using the option being discussed; it matters not if you feel something is a better choice as such comments aren't constructive to the topic and shall be removed.

Without further ado, here's this week's entry:

 

sml_gallery_62972_10568_1098.jpg Attack Bike Squad


What are you thoughts here folks? How best would you use an Attack Bike?

 

  • To compliment a list, or to build a list around? Will the Chapter Approved updates affect your list(s)?
  • Will you be running them solo, or in two or threes? Will you be running multiple units?
  • What weapon choices do you prefer and how much does it depend on the above choices?
  • How would you make use of Turbo Boost?
  • Are you buffing this unit? If so, how?
  • Stratagems of note?

 


Over to you

Nb: Please note that Bike Squads will be covered on a separate entry.

 
Edited by Jolemai
Updated!

Bolter Discipline has made this unit slightly shootier while the point drop for the multi-melta has made it somewhat useful for armour-hunting. The problem with the attack bike remains the same as at the start of 8th which is that putting Heavy weapons on mobile platform is not something that the rules currently rewards.

Edited by Jolemai
Content removed as per the OP

They're quite large when on bases and fairly cheap with the all bolter loudout. The new Bolter rules mean they can plink away at 24" before moving in for the kill.

 

4W and 2A each is a decent enough combat statline and for anything that stays engaged they get to pop off two pistol shots each too!

 

If the unit could swap pistols for a chainsword though, they'd actually be great but sadly not an option.

I've found that a mm attack bike is just threatening enough to be annoying, but small and tough enough that it's not a super tempting target.

It's also super easy to hide behind LoS blocking terrain because their short and only 1 model.

 

I usually run 2 of them as interference units.

If they get ignored, they get to shoot their meltas and/or charge stuff that doesn't want to be in combat with what amounts to 4 tactical marines.

 

If they get shot, they soak small arms fire well enough to be irritating, and the larger guns are generally pointed at scarier targets, as I run a lot of multi wound scary things like Sanguinary guard, dreadnoughts, aggressors, etc.

 

For how cheap they are, I think they're very solid.

I have a complex relationship with my MM Attack Bikes. I have two and I like them on paper. They should be better than ever before (ignoring the -1 to hit when moving) with points drops and with the new beta bolter rule as already mentioned... but they they just don't work for me. I just have horrendous luck trying to get them to actually harm anything.

 

I've had them for many years so my current thinking is that they're lonely. I now have plans to build up the bikes I got with them, so long ago. Maybe they will do better with some bikefriends.

 

Note, this isn't to lament any nerfs, etc, from previous editions; the rules are as they are so try to unlock its potential for those who wish to use them all the same. Similarly, this thread is only for using the option being discussed; it matters not if you feel something is a better choice as such comments aren't constructive to the topic and shall be removed.

 

Comments are appreciated but please adhere to the topic parameters folks. This is a guide on how to use something, not a review.

 

I have a complex relationship with my MM Attack Bikes. I have two and I like them on paper. They should be better than ever before (ignoring the -1 to hit when moving) with points drops and with the new beta bolter rule as already mentioned... but they they just don't work for me. I just have horrendous luck trying to get them to actually harm anything.

 

I've had them for many years so my current thinking is that they're lonely. I now have plans to build up the bikes I got with them, so long ago. Maybe they will do better with some bikefriends.

 

Back in 5th I was the same; look at the internet and everyone said they were ace and yet they never were for me. Trouble was, nowhere did anyone go into any depth on how to use, ideal targets, synergies, redundancies, and so on. Hope this thread will help you out in that regard :tu:

 

Perhaps have them as support for something else? I'm running two of them (and a small squad of bikes) to support my Scouts which go as a blob at 2k and they are adequate at that job (needs more testing though). I'm also considering using them on the flank or as how I envisage Sentinels/War Walkers to work...

I've been using them since 4th edition and they just plink away at something ineffectively before usually perishing. I do recall one situation (back in 4th I think) where I was shooting a Leman Russ inside of 12" and chucking kraks at it for several turns, unbothered by my opponent as the attack bike just didn't do anything :sweat: I must have some seriously bad luck with them!

 

Perhaps I will give them another go as my gaming group have decided to use the new bolter beta rule which I think will help them do something. Maybe running them with bikes (or inside bike squads? Can they still do that?) will be better. I think people just see a multi melta barrelling towards them and delete it for peace of mind. Plenty of way to remove an attack bike in the game after all!

There is probably something to be said for a full squad of MM attack bikes, or maybe two in tandem. That's 3 MM that are more than capable of hitting that 12" Damage re-roll range.

 

Just under 150pts for 3 and you can shoot hordes and heavier stuff in equal measure. The duplication of weapons helps alleviate the -1BS (as does having a captain nearby!)

 

While not a premier unit in their own right, they could certainly supplement a gunline/ forward advance and have the mobility to influence a lot of the board and tackle a wide variety of threats.

 

Alternatively, advance them 20" to "set up" for the next turn and make your opponent have to deal with them. 

 

As above too, 3 with HB for just over 110pts feels like a great distraction for the amount of dakka it puts out and does keep the overall role more focused too.

I think Heavy bolter Attack Bikes are great.

 

Back when they were 47pts a pop, I used to run 3x Heavy Bolter Attack Bikes to fill out a Brigade and give myself mobile OBJ-grabbing/screening units I could put 18" out to prevent deep strikers.

 

Now that they've gone down in cost, I think that idea is even more valid.

 

Biggest problem for me is the competition among other Fast Attack units like Scout Bikes, Assault Marines, Inceptors, etc...

 

I don't have any experience with MM bikes in 8th, though they were one of the best Astartes units you could have in 7th. The -1 To Hit and the single shot MM, which also does a whopping D:6 with a perfect roll (if you even get it through the enemy's defenses) just does not do it for me, personally, this edition.

I used a unit of 3 MM attack bikes once. And I really messed up that time.

 

The unit got within 12” of a transport, blew it up and got charged by the unit embarked in the transport (during my opponent’s next turn).

 

Lessons learned: don’t play like a complete fool, don’t run them unsupported.

 

So I am tempted to run the same unit, but this time supported by jump DC/SG or other fast choopy unit.

Edited by Are Verlo
They are absolutely my go to for tank hunting. Bike squads with attached MM attack bike, easily one of my favorite units. I've always had a great time with bikes. I use them in support of my deep strikers. My plan for larger games is to run two squads side by side with a bike libby with blood lance and see how it shakes out.

I might have to dust off my old Attack Bikes and try a few of them with Multi-Meltas. They do want to get within 12" to really shine but as Verlo says you can have other units support them in case they get attacked. Bringing Multi-Meltas to the table at a points cost 62% lower than a Land Speeder isn't too bad, especially now the bolters will always be at full effectiveness up to 24" for some infantry shooting in addition to the primary use. They're a similar cost to many single tanks or dreadnoughts and give you 3x Multi-Melta shots with 12x Bolter shots, all within a range of up to 24" on a 14" move platform with a combined 12 T5 wounds. Less durable than a points-equivalent tank or dreadnought (although the multiple models do offer some mitigation against high damage rolls not being carried from to the other) but they'd they'd allow anti-tank weaponry to zip around and reposition where you need it while not being completely useless if extra infantry need clearing. If things get desperate or you really need to clear infantry off an objective you've also got 6 attacks to charge in with.

 

A HB loadout is also interesting for pure anti-infantry. With no need to get up close they can zip around and maintain full firepower at 24", or even stay still to get a better hit rate on the heavy bolter if there's no need to move. A single attack bike is now cheaper than the equivalent 2x Tactical Marines getting the same 2x Boltguns while also gaining the much faster movement, 2 extra wounds and +1 toughness in comparison. Compared to 2x Intercessors they have the same wounds but still have the edge of T5 and the fast movement, plus the permanent range efficiency. From what I see, attack bikes are far more points efficient than our troops in an anti-infantry role after CA18. 3x HB attack bikes clocking in at under 100 points for 9x Heavy Bolter Shots and 12x Bolter shots at 24" on a mobile platform is very nice.

 

I might now need to go buy a few more and try 3 of each setup.

  • 3 years later...
On 1/29/2019 at 1:51 PM, Jolemai said:

 

bl.php?text=Blood%20Angels%20Unit%20of%20the%20Week%20Series&fontsize=25&bg=CE0018

 

Welcome to part three of the Blood Angels Unit of the Week Series!

Following the release of the 9th edition Supplement, there is no better time to discuss all the units we have access to. Each week a different unit will appear, with the idea being that we discuss how best to use that model on the battlefield. Where part one will focus on the unique BA units and part two will focus on BA units that are new to this edition of the Codex, part three will discuss how to get the best use the generic units from the past that are still with us (and that many of us have in our armies still), and part four will discuss the Legends units that we still own and love. Forge World and Forge World Legends comprise parts five and six.

Note, this isn't to lament any nerfs, etc, from previous editions; the rules are as they are so try to unlock its potential for those who wish to use them all the same. Similarly, this thread is only for using the option being discussed; it matters not if you feel something is a better choice as such comments aren't constructive to the topic and shall be removed.

Without further ado, here's this week's entry:

 

sml_gallery_62972_10568_1098.jpg Attack Bike Squad


What are you thoughts here folks? How best would you use an Attack Bike?

 

  • To compliment a list, or to build a list around? Will the Chapter Approved updates affect your list(s)?
  • Will you be running them solo, or in two or threes? Will you be running multiple units?
  • What weapon choices do you prefer and how much does it depend on the above choices?
  • How would you make use of Turbo Boost?
  • Are you buffing this unit? If so, how?
  • Stratagems of note?

 


Over to you

Nb: Please note that Bike Squads will be covered on a separate entry.

 

Another bumped for Nephilim given their rise in popularity again in *some* metas. How are you using yours now or are you considering trying them out again?

 

My MM Attack bikes are my primary source of anti-tank firepower. I normally run a squad of 3 and I like them because they can keep up with my Jump Characters and benefit from their aura buffs. I normally run a Jump Captain so rerolling 1s to Hit is great. My other regular HQ is a Jump Sanguinary Priest. MM Attack Bikes are about the most expensive model you can resurrect with Combat Revival so the opportunity to bring one of these back is not to be missed.

Compared to a Gladiator Valiant, they have similar firepower but are slightly cheaper. Although not as tough, they are decent and benefit from Aura buffs which tanks do not. I think this point is the key to getting the most mileage out of Attack Bikes. Our HQs are normally charging forward so a unit that can keep pace to benefit from aura abilities works better for us than in more stand-off Chapters.

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