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Sanctjud’s ‘Chaos’ SM Bikers vs. Daemon Hunters 1500 Pts. Battle of the WIPs.  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
Rotting Sorcerer of Nurgle





Sanctjud’s ‘Chaos’ SM Bikers vs. Daemon Hunters 1500 Pts. Battle of the WIPs.

Just a scheduled, but close enough to a pick-up game. It involves 2 WIP armies and two lists that have limited to no board time. I was more familiar with my list than my opponent was with his. But we both maul each other in the end.

1500 Razor’s Kiss ‘Chaos’ SM Biker Army List:

Captain, Bike, Relic Blade, Storm Shield, Hellfire Rounds.
8 Bikes, Fist, 2 Flamers, Hvy Bolter Attack Bike.
8 Bikes, Fist, 2 Meltas, Hvy Bolter Attack Bike.
8 Bikes, Fist, 2 Meltas, Hvy Bolter Attack Bike.
3 Hvy Bolter Attack Bikes.
3 Multi-Melta Attack Bikes.
3 Multi-Melta Attack Bikes.

1500/1500

My army is still WIP. It’s a Chaos ‘count as’ army using the Vanilla SM dex as base. The Biker combat squad with 2 joes, 2 specials, and fist are made up of WFB Chaos Knights. The other combat squad with 3 joes and attack bike will be the ‘real’ bikers.
Multi-melta ‘bikes’ will be the hovering gunships. The Captain is on the juggy.

1500 Daemon Hunters w/ Inducted Imperial Guardsmen (as much as I can remember):

HQ-Brother Captain
HQ-Retinue, 4 Grey Knight Terminators, Incinerator
T-10 Power Armor Grey Knights (Justicar), 2 Incinerators.
T-5-6 Stormtroopers, 2 Plasmas, Rhino
T-5-6 Stormtroopers, 2 Meltas, Rhino.
T-Platoon Command, Grenade Launcher, Autocannon, Chimera
T-10 Guardsmen, Grenade Launcher, Autocannon, Chimera
T-10 Guardsmen, Grenade Launcher, Autocannon, Chimera
Hvy-Dread w/ Multi-melta, Hvy flamer DCCW.

My opponent is using this list for the first time.
He is an Eldar player who has branched out to the Inquisition, with a Bretonean theme.

Lots of bodies, Lots of Tanks, Lots of Dakka, Lots of Combatty.


Mission: Secure and Control (2 Objectives: The Stone Heads)
Deployment: Pitched Battle.

I win the roll off, and like a fast army should, choose to go second.
My opponent puts an objective on the (my) left side of the board next to a ruin.
I put my objective in the opposite corner behind LoS blocking terrain.
We both mumble something on the lines of: ‘wtf draw lolz so boring.’

Pre-game thoughts:
I would rolled for it cause I thought the LR would power drive into my lines, so getting the chance to move forward first and gets shots off would be better for me, I thought.
I wanted needed to deal with the Guard, but the Grey Knights would be an issue if they did hang back to be counter chargers.
I usually assume my bikers are not for combat…so I was hesitant to approach. The only thing that was worth approaching for would be to distract and pull resources away from my own objective.
I saw my opponent had many scoring units in multiple transports, and the only thing I could think of was how will I stop so many transports potentially coming at my objective.
I had many meltas, but I didn’t think I had enough. In addition, I was short on bodies and combat units compared to my opponent.
Outnumbered by infantry, outnumbered by tanks, outnumbered in dedicated combat units, and outnumbered in ranged guns, so keeping at range 5ish turns would take its toll.

Daemon Hunter Deployment:



The Guardsmen all deployed in their Chimera in a tank wall near their objective.
The two rhino stormtroopers deployed on my right flank eyeing a dash to my objective, with a dreadnought to support them there.

Grey Knights in power armor deploy on foot to provide mobile cover fire in the center of the board, while the Terminators are in the LR also in the middle able to react to whatever I do, providing counter charge.

‘Chaos’ SM Biker Deployment:



I heavily considered going into reserve with my whole army (no infiltrators, pods, or fast transports to screw things up).
I wanted to stick together with my army, but when I started deployment I threw that out.
In addition, I’d think I’d need something on the board to discourage my opponent from coming forward.
In addition I wanted to reserve the smaller combat squads, but I thought it would pay off more to get some shots in with meltas and hvy bolter to try and slow the transports.

So seeing my opponent’s deployment. I knew I wanted my Captain and Flamer biker squad together on the left flank to take on the Mech Platoon of guardsmen near his objective.

The right side of my deployment zone included both combat squads and hvy bolter bikes to try and stop the rhino’s from approaching.
The middle field was occupied by the big melta squad with both MM Attack bikes flanking them so that they can support which ever flank needed it, or go forward.

The middle squad and a combat squad conga lined to give multiple layers of cover saves for the Attack bike squadrons.

So I set up defensively, but had sort of a pincer theme going. I was spread a bit thinly though, which sort of screwed me in my last game.

I fail to seize the initiative.

Daemon Hunters Turn 1:



Very little movement. (My) right side’s Rhino and Dread move up 6” with the Dread behind getting a cover save from rhino.
There is another white rhino with the Plasma Squad behind the building in the picture, but did not chance moving through the tank traps and sat still to shoot at 24”.

The PAGK move up a bit and shoot the big melta squad in the middle but don’t do anything after armor saves.
Dread hits and wounds a biker in the Melta Combat squad, but cover saves are good.

The rest of the army opens up on the poor attack bikes in the graveyard, but after the dust clears two are down…and funny enough the last man standing fails his morale check and runs 11” off the board.

‘Chaos’ SM Bikers Turn 1:



Left Flank bikers turbo boost almost into my opponent’s deployment zone.
Both squads of the combat squad move up to just get in range of the right flank rhino. In addition to them, the Hvy Bolter Attack Bike squadron and the big melta squad hvy bolter open up on the white rhino…(my opponent forgets to smoke last turn), but it moot as nothing useful to me happens to the rhino.

The Last squad of MM Attack Bikes throw caution to the wind an move forward to throw some non-2D6 melta onto the LR and unsurprisingly do nothing. Though I didn’t go as far as I could, cause I really didn’t want Grey Knights getting extra movement from charging the attack bikes.

Daemon Hunters Turn 2:



The White Rhino and the dread advance again, they all open fire on the Melta Combat Squad, but proceed to miss all shots.

The white rhino behind the building tries to move through the tank traps, and Immobilizes itself…

The left flank chimera moves towards the turbo boosted bikers and shoots some [A multi-laser and a frag grenade launcher was shot for the lulz (hit 4-5 bikers as I bunched up)…along with some lasguns.], but no damage is caused.

The rest of the DH army wipes out the MMAB in the open, and kills one from the middle Melta Squad and one wound on the Attack bike.

‘Chaos’ SM Bikers Turn 2:



This is the turn when I start the charges…nothing great out of them though.

All my shooting was geared towards either the left flank chimera or the right flank rhino…the most that happened were immobilization results.
The Captain and posse charge the chimera and explode it, guardsmen are not pinned, maybe some die. Though I knew the GKT in the LR were in range to assault me, it would be good for me to at least distract them a bit.

The right side:
I tried to surround all sides of the rhino. I turboed the hvy bolter combat squad to block off the rear part, while the Melta combat squad charged in. The rhino was wrecked, but the Stormtroopers were able to emergency disembark, jumping over my bikers and safely on the other side, unpinned. Big ‘Oh No’ on that flank.

Daemon Hunters Turn 3:



The middle field of chimera and bikers exchange fire and some bikers die.

Right flank with dread.
The stormtroopers and dread open fire on the 5 man Melta combat squad and reduce it to 2 members: Power fist and melta.
I had the choice to combat tactics and fall back to prevent the Dread from charging.
At this point a fellow gaming in the club (a good friend, good guy) jested and said it’s a dick move to runaway.
So just for kicks I let the dice decide and rolled morale, they stayed where they are. The dread charges them and only manages to kill one biker.
The fist Champ steps up. One hit. One pen. Wrecked results. Consolidates 2” away.

Other things that happened in the Phail Phase of my opponents’.

The Land Raider rolls up and vomits out 5 Grey Knight terminators near my bikers…I was thinking: I’m losing them all.
He charges, I react, but only 1 biker gets into contact with a GKT. But 3 GKT and Brother captain are in B2B with Captain (oh no).

The one termy kills a 1-2 bikers. The 3 GKT and BC hit the Captain on the bike with a handful of dice…and the dice gods smiled upon me. Only 3-4 hits, 2 wounds, both saved by the storm shield. My attacks back kill 1-2 (combination of Relic, Fist, less likely normal attacks). Tied combat.
It’s all because my Captain’s on a juggy instead of a normal bike…more intimidating and makes opponents roll so many 1’s and 2’s it hurts.

A really upsetting combat phase for my opponent, esp. when he’s doing the charging after I pounced on his bait.

‘Chaos’ SM Bikers Turn 3:



The last remaining survivor of the melta combat squad turbo’s to be a git and hide out hugging the big stone head.
The hvy bolter attack bike squad targets the side armor of the middle chimera and immobilize it.
The hvy bolter combat squad shoots and assaults the stormtroopers, killing all but one, and funny enough he makes his ld test.

Some more sadness combat phase, the Brother Captain is left after fists, but I lost combat as more termies got to hit my bikers. I make my ld test though.

A funny moment for me:
I moved the remaining members of the middle melta squad to engage the chimeras in the middle. They get onto the hill no problem. They explode the chimera.
They elect to charge, 2 guys die to dangerous terrain tests…then fail their morale test and run 10” back.

Daemon Hunters Turn 4:



Power Armor Grey Knights move/run towards his failing right flank to support the terminators next turn.

The running away bikers are slaughtered with guard shooting.
A wound is done to the Hvy Bolter Attack bike squadron.
Somewhere between DH Turn 4 and Sm Biker Turn 4 I lose a biker in each squad on the right flank.
Hvy Bolter Attack bikes fail morale and run a bit.


The stormtrooper combat ends.
The Captain combat ends as well with the captain killing the BC (taking one wound in return), they consolidate 5” towards the Grey Knights in power armor.

‘Chaos’ SM Bikers Turn 4:

[img width=600 height=450]http://i150.photobucket.com/albums/s98/Sanctjud/DSC01214.jpg[/img]

Hvy Bolter Attack bikes regroup and move to shoot at the PA Grey Knights and kill 1 or 2. The Hvy Bolter Combat squad kills the immobilize chimera

The Captain and remaining fist and attack bike charge the remaining Grey Knights.
The Captain kills 3, the fist dies prematurely and the attack bike is wounded. The Attack Bike does poke one in the eye. No retreat claims 1.

Daemon Hunters Turn 5:

The following picture lumps the whole of Turn 5.


Not much happens, some guardsmen run over to their objective to claim/contest.
The combat with the Grey Knights and my captain ends with:
Captain with 2 wounds left.
Attack bike with 1 wound left.
The grey knights reduced to the Justicar only, after no-retreat saves.

‘Chaos’ SM Bikers Turn 5:

I didn’t bother with doing anything else with the bikers midfield, and just skipped over to finish the combat with the Captain and the Grey Knights.
He finishes the Justicar off and consolidates 5” onto the objective and sits tight there right next to the guardsmen there.

The last die is thrown and comes up 1 for the end of the game.

Results:
‘Chaos’ SM Bikers’ Objective: Held by ‘Chaos’ SM Bikers.
Daemon Hunters’ Objective: Contested.

Victory For Grandfather Nurgle.


‘Chaos’ SM Biker Rundown:

*Big Melta Bikers: They killed some random guardsmen and killed a Chimera, but had an embarrassing showing of Dangerous Terrain tests and Morale tests…though they did provide a portion of my army a cover save to start the game, and they took some shooting away from other elements.
*Combat Squad Meltas: Though a small squad, they accomplished big things. They took out a rhino, dread, and pretty much saved my right flank, only to have the Champion turbo boost back to my objective. MVP right here.
*Combat Squad Attack Bike: They pelted the transports and got to kill a Chimera and some stormtroopers, very flexible on a quite flank.
*Multi-melta Attack Bikers: Well they didn’t do much, but they did take a decent amount of fire power to put down.
*Hvy bolter Attack Bikers: They got to do some random Glancing and Penetration of Rhino’s and Chimeras. They did the job I needed by reducing the mobility of my opponent. They even shot some PAGK in the back.
* Captain and Flamer Bikers: The other MVP combo. The Captain and his posse of Flamer bikers (IMO better than if I had a command squad on bikes frankly) took the left flank and performed admirably as hammer and anvil. They did capitalize on the poor rolling of my opponent and took and gave out charges. Allocation of wounds was key, coupled with making saves and weight of dice and some quality dice in the form of relic and fist were able to reap an impressive amount of grey knights.
This squad alone wiped out most of the Grey Knights in whatever armor.
Not only did they survive with just the attack bike and Captain, but got to contest the objective in my opponent’s deployment zone.

In hind sight, I had 10 points left and threw in Hellfire rounds, though Digital Weapons would have been a better choice, I remember 2-3 one’s that would have been nice to re-roll.

In general I didn’t quite follow the plan I had of staying together. I instead ‘winged it’ and somehow ended up in a reverse pincer, where most of the important assaults were on my opponent’s terms and then suffering through a grind on the left side.
My opponent did have some really poor rolling at specific points, but my army was cut down by a lot as well, I ended the game with around a handful of models and as a note, I did not get to Combo-charge as I normally do in my games.

Bad luck of my opponent includes:

*Rolling a ‘1’ for the DT test for the rhino.
*Missing 3 melta shots that would have killed the biker squad that does the following:
*Dread failing to kill 2 bikers and gets fisted after it charged the bikes.
*Missing with almost all hits for Grey Knight Terminators charging into bikers.
*In addition this was the first time this list was used, so he didn’t know what to expect.

What went wrong for me?:

*Bikers charging, 2 dying to DT, and then running away.
*Multi-meltas dying out quick, 50% due to my ‘whatever’ decision to throw a MMAB squad out to try and annoy the Land Raider. The other squad was reduced to one member and ran off.
*Some melta ‘phailing’.
*This is my second time using this list on the board, but I am not a stranger to a list like mine.

Nothing big compared to my opponent’s problems. But in the end we mauled each other. I ended the game with a handful of bikers he had some guardsmen and the landraider. If it had been kill points, it would have been a big difference in KP values as well, though I think Victory Points would be more in my opponent’s favor due to the surviving Land Raider.

It’s nice to get a game in, esp. with models that are supposed to be what they are, unlike the last time…

My 7 Cents.

Edit: What? No Love From Dakka?

This message was edited 2 times. Last update was at 2009/10/20 13:55:31


This is a little story about four people named Everybody, Somebody, Anybody, and Nobody.
There was an important job to be done and Everybody was sure that Somebody would do it.
Anybody could have done it, but Nobody did it.
Somebody got angry about that because it was Everybody's job.
Everybody thought that Anybody could do it, but Nobody realized that Everybody wouldn't do it.
It ended up that Everybody blamed Somebody when Nobody did what Anybody could have done.
 
   
Made in us
Flashy Flashgitz





Chicago Suburbs Northwest

Thanks for the report. I give you kudos for playing a biker army. Haven't used one before, but it seems like they would have a tough time vs. a lot of other armies.

Lots of awesome modelling possibilities for a SM Biker army as Chaos.

Good pics too, but some of them aren't linkered right or somethin.

- Blackbone

Us Blood axes have learnt a lot from da humies. How best ta kill 'em, fer example.  
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

Well, very nice report.
How would the army do against purely MEQ?

This message was edited 1 time. Last update was at 2009/10/20 12:28:23


Former moderator 40kOnline

Lanchester's square law - please obey in list building!

Illumini: "And thank you for not finishing your post with a "" I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."

Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss 
   
Made in us
Rotting Sorcerer of Nurgle





It's a labor of love, though it's streamlined, and I play competitively, I play this cause I love the speed and the conversion I'm doing.
So I'll be living with the pit falls.

I've had a decent record on Vassal with them, before I made my purchases.
I've had 2 games so far.
First game was against a 6 Dread list (2 TLLC Dreads, 2 Plasma Cannon Dreads, 2 IronClads, MoTF, Tacticals, Typhoons) Was a loss, I made so many mistakes i looked like a newb...was my first game with bikers on the board, so it was a humbling experience into biker usage.
Second game (this one) was a win, with my luck doing a 180.

So hopefully I'll get more balanced results next.

Vs. MEQ, I can apply pressure where I want, and I do have much reliablely hitting small arms mid and close range.
/shrug, it's highly dependent on table, mission, deployment, and enemy.

Which is the beauty of this kind of army.
Unlike my Chaos army which was pretty much running itself.

Fixed last pic, the pic of the near empty table.

This is a little story about four people named Everybody, Somebody, Anybody, and Nobody.
There was an important job to be done and Everybody was sure that Somebody would do it.
Anybody could have done it, but Nobody did it.
Somebody got angry about that because it was Everybody's job.
Everybody thought that Anybody could do it, but Nobody realized that Everybody wouldn't do it.
It ended up that Everybody blamed Somebody when Nobody did what Anybody could have done.
 
   
Made in us
Flashy Flashgitz





Chicago Suburbs Northwest

Burning questions I have had about using all-biker armies:

-What is your gaming scene like? Competitive, tuned lists or competitive but wide range of armies?
-Do you try to avoid assaulting into cover due to dangerous terrain tests?
-How do you handle very assault-oriented units and characters?
-How do you handle monstrous creatures like Carnifexes and Daemon Princes?
-Have you played vs. Lash and does it hurt badly?
-How do you think you will fare vs. the latest fully-mechanized lists like new Guard?

If you have time, I would appreciate your thoughts.

- Greg

Us Blood axes have learnt a lot from da humies. How best ta kill 'em, fer example.  
   
Made in us
Rotting Sorcerer of Nurgle





-What is your gaming scene like? Competitive, tuned lists or competitive but wide range of armies?

We have a divide.
Singles Tourney are 1850, most play 1850.
We no body takes a WAAC lists.
I’m not sure how to describe it, we don’t take care-bear lists either. We focus on mission objectives, some still use the RTT missions with some tweaks, we are making our own missions for 5th as well. We prefer to maximize generalship, rather than just list building.

So you won’t see double lash in my area. I think I’m the only person that has used it in the past, but that was only 2-3 games and I was disgusted with what I could do with it.

My main chaos list is as follows:

2 Daemon Princes
30 Plague marines 3 squads in rhinos, Fist champs around, 2 squads with double melta and one squad with double flamers
6 oblits.
1675, that’s the basis of it.

It’s a pretty ‘ard list, but I generally focus on converting so it’s both a ‘ard list and 100% converted. Everything has extensive greenstuffing, etc.

Other armies in the area (off the top of my head);

*A vulkan player, pretty competitive list.
*2 Nid Zilla Players.
*12985239587293 Chaos players…not that much but a lot, most are Deathguard-ish some one to two handfuls of khorne, 1-2 slaanesh, players, and one retired Tzeentch player.
*5.5 Eldar players ( One Wraithbone wall player, One Mechdar, Three Balanced) I am the 0.5, a Saim Hann player, but my army doesn’t ‘really’ count.
*3 Tau players (One Static, 2 Mech)
*2 Necron players.
*2 Daemons
*4-5Ish Ork players, more likely more than that, a variety of lists.
*Handful of BA, Handful of SM, 1-2 DA, 1-2 SW that I know of.
*5-6 IG that I know of, most of them are mech.
We have recently had an influx of new people, /shrug.

So somewhat of a spread, but from what I’ve seen consistently, it’s a lot of MEQ in the area.

-Do you try to avoid assaulting into cover due to dangerous terrain tests?

Not really.
As you can see in this bat rep, I did not hesitate to throw these guys into DT’s and then (wrongly) run away.

The idea is, they pros outweigh the cons. They get their full 6” move offset by dying to a 1. Now I don’t like it any more than others, but it does give them a reliability you don’t get elsewhere.

I would rather just roll up as close as possible and shoot the enemy out of cover, but if getting stuck in is safer, it’s better to brave a few deaths, than to be 100% left out in the open.

-How do you handle very assault-oriented units and characters?

I avoid them, shoot them as long as possible. Even feed them sacrificial units to slow them down or bait them.
Generally, close range shooting + charging afterwards is decent damage done.
I remember taking down a Jetcouncil that was fortuned purely on close range shooting. The weight of accurate fire, followed up by a charge.

I’m usually fast enough to avoid fights I don’t want to be in, unless I botch distance measuring, or am not too concerned when I have every intent to fallback if I know my opponent to rely on shooting to add to their overall damage on me.

The flamer squad + captain are decent at taking out choice units, esp. after softening. Fist, relics, and joe attacks.
It’s not idea, and I’m under no illusions, they are not for protracted fights.

-How do you handle monstrous creatures like Carnifexes and Daemon Princes?

I have multiple melta guns and several fists for fexes. Generally I’ll focus on Dakka Fexes. Combat fexs and template fexes are not a real concern for me.

I rather focus on other faster targets first.
For daemon princes I have the same multi-meltas and hvy bolters.

I always use 2 daemon princes in my chaos lists, the thing I hated most was longer ranged rate of fire weapons hitting the princes, so hvy bolters are decent.

-Have you played vs. Lash and does it hurt badly?

I don’t have too much experience against lash.
I have used it infrequently and have only 1 game against it. But it’s not a good indication (I killed the prince first turn by focusing on it with everything in my army, then proceeded to just keep away from the advancing rhino’s…it wasn’t a very interesting game after that.)
I’m sure lash would be pretty bad ass vs. a biker list. But the only consolation is that there’s only 2.
If I turbo boost: I can’t be pinned, nor will it remove the cover save.

They can still bunch the guys up, but the bases are larger than normal. They can throw them into terrain. Not much I can do there, though I’m not slowed down at the cost of losing guys, but it shouldn’t be too hard to keep 10-12” from a piece of terrain on the approach.

Pulling me forward into assault can be a bad thing, but if they shoot, I’ll make sure to combat tactics away.
If they don’t, then well…/shrug. They get assaulted. Sucks, but they are decently tough and should stick around long enough for supporting elements, unless there’s a crazy amount charging, in which case they are out on foot and not in rhinos…etc.

-How do you think you will fare vs. the latest fully-mechanized lists like new Guard?

My experience with Guard is (sadly) few and far between.
One of my favorite fights was last IG edition vs. drop guard. I turboed my whole army for 2 turns on the left flank, snaking up and down 6” from that short board edge.
Cover saves mitigated almost all of the special weapon fires, then I had multi charges that numbered I think past 14.
With like a modifier of 30 to 40.

Was funny.

Of the new lG codex, the experience I had was against a platoon in chimeras spam.
It didn’t help very much when I got second in a Kill Points/Dawn of War (prob. my favorite deployment set up). Turbo on, lose some bikers, but not all.

Then I hit his lines and start cracking tanks with combo charges and krak grenades/fists.
It ended up with most of my bikers down, but the Captain and his flamer squad, coupled with the hvy bolter attack bike squadron being the MVPs, getting consistent 2 round combats and leapfrogging each platoon after the melta bikers started to take the brunt of most of the fire power and started dying, but were kicking platoons out of their rides

Funny enough I largely ignored the 2 Leman Russ battle tanks; they never got more than 2 bikers hits, of which I had cover either from turbo boosting or intervening units.

It didn’t help that I had a total of 7 and he had….22.
His list was something like:
2 LRBT.
CCS, 2-3 melta guns, chimera.
PCS,3-4 flamers, chimera. X3
Platoon, AutoCannon, Grenade Launcher, chimera. X3
Platoon, AutoCannon, Grenade Launcher, chimera. X3
Though this was awhile ago, when the IG codex was first leaked out or something.

A very one dimensional list that wasn’t super competitive, but I still had to say I didn’t have enough meltas.

-Misc Notes

The biker list is a hard thing to wield. I don’t think I can do a decent write up as most of the decisions made are dependent on all the factors midgame.
I feel planning goes out the window when you get onto the board.
(Random) Terrain is a huge deal, it affects where, how, when you approach. The opponent’s list and deployment, who places down first. I feel these are huge factors to how one plays a fast list in general, more important than other lists.

Bikers have the speed to relocate, but no the longer term durability. There is low model count and turbo should be applied when it’s needed, and not when you (want?)…

The most important thing I can say is to focus on force concentration. Never leave things unsupported, always keep the objectives in mind. Don’t take great risks constantly as biker hvy lists are no forgiving.

A special note on third floors and up: unless mixing the list, the only option is to shoot them out.
Be them Eldar pathfinders or Deathwing Terminators, if you keep shooting, they will eventually roll those 1’s. Desperate times call for desperate measures.

This is a little story about four people named Everybody, Somebody, Anybody, and Nobody.
There was an important job to be done and Everybody was sure that Somebody would do it.
Anybody could have done it, but Nobody did it.
Somebody got angry about that because it was Everybody's job.
Everybody thought that Anybody could do it, but Nobody realized that Everybody wouldn't do it.
It ended up that Everybody blamed Somebody when Nobody did what Anybody could have done.
 
   
 
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