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Made in us
Death-Dealing Ultramarine Devastator




Seattle WA

So the one (well, one of the) element of my army that I just can't seem to figure out how to utilize is bikes. Right now I have four models - 2 bolters, 1 seargeant, and an MMAB. I'm trying to decide one of the following options:
A) Play them together as a single squad.
B) Ignore the three normal bikes, and take a single MMAB for the cheap MM.
C) Fork out the cash and buy two more MMAB, for less points than I spend on the squad currently.

Which seems more viable? I'm also interested in the idea of running the single attack bike, to see how it fares.
   
Made in us
Stalwart Ultramarine Tactical Marine





Chicago, IL

I'm actually working out a similar issue with my army at the moment, so I'm also interested in hearing what others say.

At the same time, here's my thinking to this point:

The MM attack bike is an obvious threat to your opponent's tanks, and is a single wound model with a 3+ armor save if you're planning on firing anything. As such, this strikes me as a great fire magnet that won't last all that long. Looking at the entry, you can get metlaguns, a powerfist, plasma and meltabombs in there as well. It seems to me that a MG, PG and a sarge with something nasty can make for a good, quick tank hunting unit. Considering that these guys should be able to get good rear/side-armor shots due to speed, I'd figure that range wouldn't be too bad either.

The other thought that occurs to me is to have one of the bolter guys take a flamer, and focus on popping transports/flaming the guys that fall out.

Get them all equipped differently, and while it isn't nob bikers per se, it should add some more survivability to them. It may, at that point, be worth adding in another standard bolter bike, as ablative character armor.

So, yeah, I think playing them as a single squad is the way to go.

Its simple: overspecialize and you breed in weakness. It's slow death. 
   
Made in us
Death-Dealing Ultramarine Devastator




Seattle WA

Actually, the MMAB has two wounds.
   
Made in se
Slaanesh Chosen Marine Riding a Fiend




Uppsala, Sweden

Compare the MM attack bike with some other space marine units. Imagine a devastator unit with 3 MM and one extra model, that may move 12" and then fire their MMas, for all this they pay an extra 15 points and loose 1p of Ld. Does it sound like a reasonable trade?

Five basic terminators costs as much as 4 MMbikes. A dreadnought with MM costs as much as two attackbikes, but does admittedly have other uses.

The only thing I can find to compare to the MM-bikes is the landspeeder. With MM and HF it is an excellent tool that has pretty much the same uses. It is weaker against some sort of damage, but stronger against other, and it moves as a skimmer.
   
Made in us
Long-Range Ultramarine Land Speeder Pilot




Dallas, TX

Also, wound allocation really is only effective on multi-wound models.

Bikes are a tough unit to use. I've been trying to get good mileage out of the below unit for about a year, and all I can come up with is to expand it to a full 8+AB to get some survivability. They've taken a couple good armor kills, but they die very fast when targetted, even with T5.

Bikes x 5 - Powerfist, Meltagun x 2, AB w/ MM

I had one spectacular game at ~500 points with a single Tactical squad in a Rhino, a Bike Captain w/ Relic Blade and Storm Shield, and a unit of 3 bikes with 2 meltaguns.

This let them become scoring Troops, and a T5, 3W Captain with a 3++ and Str6 I5 PW is a beast.

In larger games though, I think my unit is just too fragile. Next time I have the money, I'll probably pick up another Ravenwing Box since I need another Land Speeder anyway.



Ultramarines Second Company - ~4000 points

Dark Eldar WIP - ~800 points

 
   
Made in us
Uhlan




Philadelphia, USA

They are a fickly thing. You need to have a set plan for these units, they cannot be a catch all unit. Have a plan and only follow that plan, if it fails give up the unit.
   
Made in au
Focused Dark Angels Land Raider Pilot






Melbourne

Bikes are tough, I've found that there's a lot of trial and error involved in using them right. Playing the reserves game and careful deployment/movement is essential in keeping them alive.

Here's the setup that I generally run with.
Captain - Bike, Relic Blade
5 Bikes - 2 Meltaguns, MMAB

Pretty simple really, I generally just Turbo-boost the unit forward then hunt armour. They are great against Guard, as you can usually destroy a Chimera with the Meltas then assault the contents. Depending on the opponent I often send my Captain off by himself too, he can generally take out an Infantry Squad per turn.

You brighten my life like a polystyrene hat, but it melts in the sun like a life without love, and I've waited for you so I'll keep holding on without you.

"There's nothing cooler than being proud of the things that you love" - Sean Plott

Gold League - Terran 
   
Made in us
RogueSangre






One thing I've noticed is that they can be a very capable assault unit, probably even more so that assault marines. The toughness is really nice, and you can do more damage in the shooting phase before the charge.

   
Made in ca
Rotting Sorcerer of Nurgle





Bikes are not assault units due to their one/two attacks.
It's the opening TL-bolters that help them turn combats their way.

I use 3 full squads at 1500, mostly because I play an all biker list at that level.

They are first and foremost special/heavy weapon delivery systems, so you'll need to decide if they will suppliment or compliment your list.
All the special weapons work well on them.
____________
MSU vs. Beefy squads to keep those fewer special models alive, it's a personal choice.


Automatically Appended Next Post:
Trial and error is the best way to get a feel for bikers, IMO, suggestions are pretty limiting as it is one of those 'feely' units

This message was edited 1 time. Last update was at 2010/02/16 05:00:48


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