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Made in it
Infiltrating Broodlord





Italy

It has allready done pretty well for me, abusing of turbo and terrain covers it particulary helped compensating the low model's count.

Not everything will alwais outflank but there's still the chance and even if a fragile group of units each one will have at least the comin' in turn to seriously hurt the adversary with a lot of plates and several high strenght shooty attacks.

The overall average 24" range of shooting, between highly-mobile 12"+12" meltaguns and the 6"+24" Demolishers, outlanking, I've alwais been able to catch the targets 'til now.

I've even had a little bit of chance coupling the melta units with the flamers or the deathstar unit respectively, popping transports and toasting/assaulting the contents.

HQ - Korsarro Khan - Moondrakkan. 205
.....- CMD sq. - Apothecary - 4 Veterans with LC / Meltagun eachone - 5x bikes. 305
HQ - Librarian - Null zone & The Avenger - bike. 135
EL - Dreadnought - Plasmacannon - HF on DCCW. 125
EL - Dreadnought - Plasmacannon - HF on DCCW. 125
TR - 5x Bikers - PF - 2x Meltaguns - MM Attackbike. 235
TR - 5x Bikers - PF - 2x Meltaguns - MM Attackbike. 235
TR - 5x Bikers - Combi-Flamer & meltabombs - 2x Flamers - HB Attackbike. 205
FA - Land Speeder - HB - TML. 90
FA - Land Speeder - HB - TML. 90
HV - Vindicator - Siege Shield. 125
HV - Vindicator - Siege Shield. 125
Tot. 2000

What do you think at an eventual triple-Vindicator setup?

I've considered also a full plasmaguns setup on the Veterans, profiting by the FNP, just by dropping some point here and there. What about this idea? I found it potentially very interesting vs adversaries Elites..

Even a 2x meltas and 2x plasmas eventually..

This message was edited 1 time. Last update was at 2011/03/14 09:45:54


Every molecule will be useful

6000+ pts NIDS
() 2000 pts growing to 4000... 
   
Made in gb
Fully-charged Electropriest






Varying cities in the North

I like the list, and 3 vindicators would be good, but only once you're in apocalypse and can profit from the apocalypse datasheet. And, as an extra, finally someone else who appreciates a good narrative for an army!!
   
Made in us
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GW Public Relations Manager (Privateer Press Mole)







Looks pretty good---I would consider adding SS to the command squad---maybe a couple. I run the same load out----with SS though and they handle pretty much anything I throw them at. Good for soaking up a errant PF/Las/Melta shot.

I'm not a big fan of Plasma-Cannons on Dreads====I much prefer MM but if it works for you..go for it.

Vindis I feel the same way====but I've never tried Outflanking Vinds! So maybe they work better in that situation----with the crazy cover in 5th though and scatter, they've never impressed me.

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Made in it
Infiltrating Broodlord





Italy

Of course the covers are the best enemy to defeat with this list just like they are the best allies..

Exactly for this reason, the more blasts/big blasts/templates I'll can take, the more I'll force my opponents making mistakes on covers rolls.

Besides, Plasmacannons (on vehicles only of course), Heavy Flamers, Demolisher Cannons coming from the sides of the table, vs the most part of usual targets risk seriously to burn to death, ik units, open up the target vehicles quitely easy in just one turn. In the turn they will arrive.
Some of them, statistically, will miss. So why the high ST/low VP/blasts or BIG blasts saturations.

The only real/huge/enormous problem is of course the outflanking deployment. Without any bonus on reserves rolls I obviously risk to see my army comin' in piece by piece. A sort of a gift for my opponents. Obviously, as allready said, not everything will alwais outflank.

About the CMQ sq.
Initially I was for Plasmaguns. I love them and in a FNP unit they sound absolutely "fit". But this push me out of points.

I've considered these changes:

HQ - Korsarro Khan - Moondrakkan. 205
.....- CMD sq. - Apothecary - 2x Vet. w/ LC/Plasmaguns - 2x Vet. w/ LC/SS - 5x bikes. 325
HQ - Librarian - Null zone & The Avenger - bike. 135
EL - Dreadnought - Plasmacannon - HF on DCCW. 125
EL - Dreadnought - Plasmacannon - HF on DCCW. 125
TR - 5x Bikers - Combi-Melta - 2x Meltaguns - MM Attackbike. 220
TR - 5x Bikers - Combi-Melta - 2x Meltaguns - MM Attackbike. 220
TR - 5x Bikers - Combi-Flamer - 2x Flamers - HB Attackbike. 200
FA - Land Speeder - HB - TML. 90
FA - Land Speeder - HB - TML. 90
HV - Vindicator - Siege Shield. 125
HV - Vindicator - Siege Shield. 125
Tot. 1985

What to do with these last 15 points?


Or even..
HQ - Korsarro Khan - Moondrakkan. 205
.....- CMD sq. - Apothecary - 4x Vet. w/ LC/Plasmaguns/SS - 5x bikes. 385
HQ - Librarian - Null zone & The Avenger - bike. 135
EL - Dreadnought - Plasmacannon - HF on DCCW. 125
TR - 5x Bikers - Combi-Melta - 2x Meltaguns - MM Attackbike. 220
TR - 5x Bikers - Combi-Melta - 2x Meltaguns - MM Attackbike. 220
TR - 4x Bikers - Combi-Flamer - 2x Flamers - HB Attackbike. 180
TR - 5x Scouts - 5x Camo Cloacks - 4x Rifles - 1x ML. 100
FA - Land Speeder - HB - TML. 90
FA - Land Speeder - HB - TML. 90
HV - Vindicator - Siege Shield. 125
HV - Vindicator - Siege Shield. 125
Tot. 2000

Looks good to me, half deployed normally creating a "death zone" and half outflanking. But a hell of investment of points on the CMD sq..



This message was edited 3 times. Last update was at 2011/03/15 09:05:35


Every molecule will be useful

6000+ pts NIDS
() 2000 pts growing to 4000... 
   
Made in gb
Tower of Power






Cannock

I do like it, but I don't think 15 troop scoring models is enough. Personally I'd just take a Captain on a Bike. Problem you will have is the Dreadnoughts lumping behind and the Vindicators, though I guess you can outflank them with Khan.

Not sure if I am misunderstanding you, but you can't turbo into or through terrain.

warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com

Want list feedback and advice? e-mail imperiusdominatus@live.co.uk

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Connecticut

Toban wrote:
HQ - Korsarro Khan - Moondrakkan. 205
.....- CMD sq. - Apothecary - 4x Vet. w/ LC/Plasmaguns/SS - 5x bikes. 385
HQ - Librarian - Null zone & The Avenger - bike. 135
EL - Dreadnought - Plasmacannon - HF on DCCW. 125
TR - 5x Bikers - Combi-Melta - 2x Meltaguns - MM Attackbike. 220
TR - 5x Bikers - Combi-Melta - 2x Meltaguns - MM Attackbike. 220
TR - 4x Bikers - Combi-Flamer - 2x Flamers - HB Attackbike. 180
TR - 5x Scouts - 5x Camo Cloacks - 4x Rifles - 1x ML. 100
FA - Land Speeder - HB - TML. 90
FA - Land Speeder - HB - TML. 90
HV - Vindicator - Siege Shield. 125
HV - Vindicator - Siege Shield. 125
Tot. 2000
Here are my thoughts. Ive been running a C:SM bike army for nearly 2 years now and have really good success with it.

* Why use the PC dread over a dakka dread? Dakkas are great at taking down AV 10 and 11 at long range, something that your army is short on (your only long range AT is the typhoons)

* I use plasma guns and MM on all my bike squads. The chances of you losing a marine are 1/18, and they will kill much more with those points. PG also ignore FNP, which is the new 'catch all' for GW

* Melta guns have a range of 12" and are not good for trasnport popping. You will move up, destroy the razorback, then watch as the 5 assault marines pour out of it and assault your bikes. Melta squads are great for insta-deathing T4 targets and hitting back line tanks.

* This is the best format for my bike squads Ive found.
1 PF
2 Special Weapons (MG,PG)
2 Bullet Catchers
1 MM attack Bike
The attack bike allows you to take an extra wound before you start losing combat strength. The 2 bullet catchers give me some room to absorb hits before I start losing valuable models.
As I mentioned, in today's meta I use 3 PG squads and 1 MG squad. In my FLGS I'm seeing a ton more units with FNP, and the PG are solving the problems.

* I dig the scouts. Good objective holders.

* Good call with the librarian. In today's meta you need that pyschic hood to cut down on the psyker phase. That will become even more important when the GK codex is released. Since the libby will be with Kahn and getting into assault, you might want to consider using the power that gives him STR 6 -- which makes him very effective in killing. If you use avenger you might kill to many models and not be able to assault with your death star. That power also lets you assault vehicles and tear them up with your libby -- with each hit glancing AV 13 on average.

* I find that PF on my bike squads are really the best bet. In the above example where the 5 assault marines assault the bikes, if you have a PF, you have a chance of beating them back. If you assault 1 squad with 3 PF, you have a decent chance of winning.

* With your HQ squad, its highly expensive. Nearly 400 points for 5 models, putting them at ~50 points each. For models with only 1 wound, thats just a high price to pay. One bad roll from an demolisher cannon and you can lose a huge portion quickly and unlike nob bikers or thunderpuppies, they only have 1 wound each which makes them very vulnerable. With a command squad, I find its better just to give them PG and skip the shields and LC. Make em cheep. Their goal is the move up and plasma the hell out of a squad. If you have your heart set on an assault command squad, then at least give them all different equipment so you can use wound allocation magic on them.

* In a 2k point game, I run with 4 squads of 6 bikes each as troops. (24 models total) I stick my captain and libby with one of the bikes and find that it performs very well, and makes the doom squad scoring. One PF, Kahn, and the Libby can deliver some serious hurt. The extra attacks from the command squad in those cases are usually not needed. I rarely assault something with my HQ that I cannot defeat in 1 round, as a captain and libby can deliver a lot of pain
As a side note, your scouts can work as your 4th squad perfectly in a 2k game. There are many games where they will be useful

* When putting down objectives as a bike army, drop them out in the middle of the open, away from cover. Your bikes bring cover with them when turbo-boosting, so dont put them in cover. If your opponent is trying to grab that objective, they wont have cover

* Speaking of tactics -- congo-lining bikes works amazingly well. Congo-lining means that a large template blast will only hit 3 of your bikes, and if your turbo-boosting they really lose effect.

* Ive won many objective games just turbo-boosting along the table edge until turn 5 when I boosted to the objectives. This works very well with leafblower lists. It would work ever better with kahn as they can just boost along the board edges until its time to start grabbing objectives. Just move them back and forth.

* That same trick also works when coming from reserves. If you only have 2 squads come in from reserves on turn 2, then just have the ones that arrives boost around on the edge. This helps to ensure that the incoming fire wont wipe them. Being on the board edge means that even a 1" scatter in the wrong direction of template weapons means they are off the board -- as the center of the bast will be off the board.

* I know you will hear this a lot -- but a regular captain on a bike with a relic blade is cheaper and delivers a great punch. It also lets you use chapter tactics which blends very well with bike armies. Kahn lets you outflank which is pretty awesome too. I would suggest trying both and see how they work for you.

* Bikes are an "in-your-face" army. I've always been worried about vindicators scattering on my bikes so I've used preads. Have you ever had vindicators scatter on your own troops?

* As I mentioned, your army is lacking in long range anti-transport. It will have really hard problems with BA razorback spam, or mech eldar. The prior will overwhelm you when you melta them, the latter will scatter laser your bikes down before you can bring your meltas to bear. I speak from experience in this case, trust me. Doom + 2 serpents with SL and SC will tear apart bike squads.

* This is my 1750 Bike List. I've found great effect with this list. Use this list as a source of ideas. I've won 'best general' at a few tourneys with this list, and it performs very well. It has a few weakensses (Dark Eldar come to mind), but its very strong against other lists (I usually rip up IG)
HQ
Captain on Bike w/Relic Blade --165
Librarian on Bike w/Null zone and Might of Ancients -- 135

Elites
TL AC Dread --125
TL AC Dread --125

Troops
6 Bikes : PF, 2 PG, MM attack bike -- 245
6 Bikes : PF, 2 PG, MM attack bike --245
5 Bikes : PF, 2 PG, HB attack bike (2 HQs join this squad) --190

Fast Attack
2 MM attack bikes --100
Typhoon Land Speeder --90
Typhoon Land Speeder --90

Heavy Support
AC/LC Predator --120
AC/LC Predator --120

This message was edited 2 times. Last update was at 2011/03/15 16:46:27


 
   
Made in it
Infiltrating Broodlord





Italy

Some very good points in here. Thank you very much for all your advices.

However your 4 bikes + HB Attack Bike price is wrong, actually it is 210, growing the subtotal to 1770.

Maybe something like this will work for me (I usually play or 1850 or 2000):

HQ - Captain - Relic Blade - bike. 165
HQ - Librarian - Null Zone & Might of the Ancients - bike. 135
EL - TL AC/TL AC Dreadnought. 125
EL - TL AC/TL AC Dreadnought. 125
TR - 5x Bikers - PF - 2x Plasmaguns - MM Attackbike. 245
TR - 5x Bikers - PF - 2x Plasmaguns - MM Attackbike. 245
TR - 4x Bikers - PF - 2x Plasmaguns - HB Attackbike. 210 (HQs unit)
TR - 5x Scouts - 5x Camo Cloacks - 5x Rifles. 90
FA - 2x MM Attackbikes. 100
FA - HB - TML Land Speeder. 90
FA - HB - TML Land Speeder. 90
HV - AC/LC Predator. 120
HV - AC/LC Predator. 120
Tot. 1850

Maybe just adding a TL LC/ML Dread for 145 points and 1 Meltabomb somewhere.

Or even a Thunderfire (that work well with the Scouts) and Telion eventually...

This message was edited 2 times. Last update was at 2011/03/15 23:09:15


Every molecule will be useful

6000+ pts NIDS
() 2000 pts growing to 4000... 
   
Made in us
Dark Angels Librarian with Book of Secrets






Connecticut

Toban wrote:HQ - Captain - Relic Blade - bike. 165
HQ - Librarian - Null Zone & Might of the Ancients - bike. 135
EL - TL AC/TL AC Dreadnought. 125
EL - TL AC/TL AC Dreadnought. 125
TR - 5x Bikers - PF - 2x Plasmaguns - MM Attackbike. 245
TR - 5x Bikers - PF - 2x Plasmaguns - MM Attackbike. 245
TR - 4x Bikers - PF - 2x Plasmaguns - HB Attackbike. 210 (HQs unit)
TR - 5x Scouts - 5x Camo Cloacks - 5x Rifles. 90
FA - 2x MM Attackbikes. 100
FA - HB - TML Land Speeder. 90
FA - HB - TML Land Speeder. 90
HV - AC/LC Predator. 120
HV - AC/LC Predator. 120
Tot. 1850
That is a rock hard list. One that will cause people lots of pain.

If you have 10 points left, add a MM to the HQ unit. I only put a HB in that unit due to a lack of points
   
Made in it
Infiltrating Broodlord





Italy

Doable only by exchanging the 2x MM Attack bikes unit for a third Thypoon speeder.
Or eventually converting 2 special weapons in a bike sq in cheaper Meltaguns.

Does it worth the sacrifice?



Besides, how do you will upgrade the list to 2000 tournaments? I know the loss of comeptitiveness at this level and I was looking for some patching exploit.

This message was edited 2 times. Last update was at 2011/03/16 16:11:37


Every molecule will be useful

6000+ pts NIDS
() 2000 pts growing to 4000... 
   
Made in us
Dark Angels Librarian with Book of Secrets






Connecticut

Keep the 2 MM bikes. They are your tool to crack open AV13/14 when you need to. You can use them to move up and open the LR that is coming for you. Its often your best bet to handle those tough problems your anti-transport cannot crack.

When I upgrade to a 2k list, I add a Redeemer (SM bike armies have enough TL bolters) and 5 assault termies. That gives me a solution to handle thunderpuppy calvary, nob bikers, etc. I have to drop a little of my long range support, but I do pick up the MM/TL AC on the LR.

This synergies well with bike armies, as your bikes can keep enemy MM from getting close to your vehicles. The chances of a deep strike mishap increase when your LR has nearby bikes. Also, it prevents squads from zooming up to MG the LR as there is no room for them to get close.

The final benefit of the LR is what I call 'mobile cover'. After its has dropped off its load, I'm not afraid to park it somewhere on the board where I need LOS blocked from the rest of my troops.

If you don't want to go with termies, increase your long range support, or go with a MG bike squad. This is due to area of influence.

You can view a models influence as its range + weapon range. Some units only have a weapon range of 'assault', such at Twolves. Their move is 6", d6" fleet, + 12" assault for a total area of influence of 19"-24". A MM bike has an area of influence of 36". A LR with termies inside has an area of influence of 21" for assaulting termies.

When playing bike armies, you will find that your model footprint can grow very big very quickly. Before you know it, you will have bikes that will be unable to fire on targets due to the squads footprint. The only solution would be to bunch up the models, which is NOT a good solution, as it makes you very vulnerable to templates.

The best solution is to go with long range support, as they have huge areas of influence. A rifleman has an AoE of 54", for example.

Now, I did say I sometimes use a melta-gun squad for my 4th squad. I will use this as a tank-hunters squad to skirt up the sides of the enemy. This can take the place of the MM bikes if you like. The squad is more durable and has a better CC ability. I will use that squad to just go to the enemy lines and open tanks like candy. 2 MG + 1 MM shot usually take care of what I need. The nice thing is that it can also assault using the PF, giving you another good option to destroy tanks if your MGs utterly fail -- or your attacking a vehicle squadron.

So lets talk about combat tactics on bikes. This is a huge advantage with bikes, for the following reasons.
* If you are getting shot by ML longfangs or other AP3 weapons and you did not turbo-boost, go to ground. This will give you some 6+ cover saves to preserve a model, or brings you to a 3+ cover save if your already obscured by terrain. When you lose 1-2 models, auto fail the break test, then when you rally you will no longer be 'gone to ground'

* When your going to be assaulted, most people will shoot your unit. When that happens, auto-fail your test and fall back out of range.

* When your in assault, you can use combat tactics to get out if your lucky. Its not guaranteed, but its a chance.

The 3d6 fallback is a blessing and a curse with combat tactics. You can really get out of dodge quickly, but if your to close to your table edge, they will just fall right off the table.
   
Made in it
Infiltrating Broodlord





Italy

Some very great point on Combat Tactics.

This 3d is coming to be a sort of little bike's bible.


Thank you very much.

This message was edited 1 time. Last update was at 2011/03/16 17:13:58


Every molecule will be useful

6000+ pts NIDS
() 2000 pts growing to 4000... 
   
 
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