So on the other end of the Jetbike doom that shall visit us soon, I'm trying to compile a list of good units/equipment/weapons that will be direct counters to Jetbikes. Don't worry about survivability, just what will kill jetbikes most efficiently.
Obviously to know what will kill them, we'll need to see what they got going for them -
3+ armor, Toughness 4, 4+ Jink from shooting, 36' range (assuming scatter laser), 12 in movement, and very fast with their turboboost of 36'. and despite battle focus not really working, can still move
2d6 in assault phase after shooting (cause eldar), Any difficult terrain tests are dangerous terrain to jetbikes (means they take a wound on a 1 and can then try to save it on a 3+.) They are also ld8 naturally and can upgrade one guy to a warlock with psy mastery 1 (guide most likely) - gives 1 member a 4++
Interesting but not really part of this discussion is that they also have Bs4, WS4,
Str 3, 1 attack, Initiative 5, hammer of wrath, and are not slowed by difficult terrain when charging. Falls back by
3d6 when failing morale. Has ancient doom rule too (hatred of slanesh and suffers -1 ldr if in combat with slanesh units). Cannot go to ground (not like it needs to) and cannot be pinned.
So... to sum it up, we're looking for ways to kill a unit at 36'-48' range generally that is T4, 3+ armor, 4+ cover all the time at will, and probably has a single 4++ character in it.
A few units come to mind -
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IOM -
Imperial Bombard/colossus heavy seige mortar -
str 8-6, AP3, ignore cover, long range, large blast (I believe they changed the strength in the recent Vraks book but I don't have that one yet)
Hellhammer cannon (on various chassis
LoW) - 36'
str 10, AP1, ignores cover 10' blast
Divination inquisitor or librarian with perfect timing + plasma cannon servitors or plasma cannon devastators
Legion of the dammed with plasma cannons (they ignore cover) or plasma guns deep striking.
Earthshaker artillery battery - 120' range,
str 9, AP3, attach a psyker with perfect timing will give them the ignore cover. Also can use Krieg order set for ignore cover (Krieg armored assault, the seige company does not have this order*credit AnmanderRake*
Typhon seige tank - 48' demolisher cannon (ap2) with 7' blast and ignores cover if it doesn't move *credit AnomanderRake*
Scorpius missile system + battle of keylek (see appendix for all the legacies of war - Imperial armour vol 2, second edition) for d3+1
str 8AP3 ignore cover blasts at 48' range *credit AnmanderRake*
Malcador Infernus (
LoW) -
str 7, ap3 hellstorm template (6' move + 18' torrent +16' template = 40' threat range -
IA1 second edition) *credit KiloFix*
Fellblade with battle of keylek (
LoW) 7"
TL S7AP3 blast will comfortably toast an entire squad at once, while the Quad-Lascannons can fire reasonably effectively against flyers/Wraith monsters, and the Demolisher cannon is the bane of Wraithguard. The main gun can also fire a S9AP2 Armourbane round to get rid of pesky things like Fire Prisms & Wave Serpents. Also, as a Super-Heavy, it moves 12", so can at least keep pace with the Jetbikes unless they elect not to shoot, can outrange almost all of the ranged D in the codex, and is tough enough to not be a guaranteed corpse if it is caught by a Distortion volley. It can also do all of the above at once *credit IHateNids*
Deredeo with hellfire plasma cannonade - 36' large blast or heavy 4 plasma cannon (
str 7, AP2). Can take battle of keylek to give it ignore cover on the blast option. Also has heavy bolter chest mount as a bonus and can have an additional aiolos missle launcher and if it doesn't move, can get helical targeting array. (skyfire and interceptor) *credit Mavnas*
Runner ups -
By drop pod/deep strike options:
drop pod sternguard with perfect timing and vengance rounds or at least an auspex (pushed down to runner up section as their mobility makes them only really being able to get to one maybe 2 units of bikes)
drop pod Psychic shriek also would be effective *credit Jimsolo* *also credit to AnomanderRake* - adds that any army with psy shriek - added entries to the ones that can deliver said power effectively
drop pod devestator centurion with grav cannons and hurricane bolters - averages 6 dead bikes even with jink *credit ansacs*
drop pod space wolf rune priest with plasma + biomancy primaris with helm of durfast for ignore cover shooting with str7 Ap2 and apparently the relic helmet also confers the ignore cover to the witchfire shooting attack too *credit to Mavnas* - drop pod units lack mobility usually to keep up the pressure so only rated in the runner up category
callidus assasin with neuroshredder vs ld8
Drop pod Fragioso dreads. Use with heavy flamers to get some 3-4 hits per dread at least.
str 6 so 2's to wound and has chance to rending. Can also force them to run away afterwards or risk getting charged. *credit th3mainblak*
IG heavy weapons crews with missile launchers and lascannons with ignore cover order - really low shots to make it worth it but can get a few kills *credit KiloFix*
deep striking or by grav chute - hotshot volley guns (ap3,
str 3) with ignore cover orders or perfect timing though will need to have orders character available at the desired range too. dropping in with a command squad with 4 plasma guns would work too to give the order to themselves (either allied pod/valk/vendetta*credit KiloFix and ansacs*
By other template/blast ideas:
flamestorm cannon (on land raider or predator) - AP3, good
str, and template to ignore cover but too slow and short ranged to get a hit in. Can also be mounted on a space marine Siege Dreadnought chassis that can be drop podded in so it's a viable deep strike option as well. (see imperial armour warmachines of the adeptus astartes - requires lucius pattern drop pod however) - *credit Leth*
GK heavy incinerators - good speed and torrent, high
str, and ignores cover but still allows armor saves
Cerastus Knight-Acheron (
LoW)- Acheron pattern flame cannon - 12' move + giant hellstorm template (16' long so max of 28' threat range unfortunately puts it into the runner up section at best -not torrent like the sonic lance at last check) at
str 7, AP3 *credit AnmanderRake*
Volcano cannon (various platforms - thunderhawk / shadowsword
LoW) -
str D at range but limited number of shots/ targets hit as well as only ignore cover on a 6' to wound so only an honorable mention
Deathstrike missile -
Apoc blast,
str 10, AP1, ignores cover but won't be shooting it reliably and one shot *Credit Kilofix*
By high volume of fire options:
Thunderfire cannon (possibly on achilles land raider) - for just lots of ranged fire to pile on wounds
Battle cannons - high
str, high range, AP3, but still allows cover save
Tyranic war vets with 6 infiltrated storm talons to just dump loads of firepower into things but doesn't really stop armor/cover
Blood angel turn 1 storm raven formation with huricane bolters + assault cannons or plasma cannons to get firepower on target but won't really ignore armor(for all shots)/cover *credit Martel732*
Avenger bolt cannon /punisher cannon - avenger strike fighter/ Fire Raptor/ Vulture gunship - tons of shots but does not ignore cover saves. Drown them in bullets and make them jink at least
vulcan megabolter (various chassis
LoW) -
str 6, AP3, 64' range, and 15 -30 shots to get past the cover saves (note: can split the fire if the stormlord tank that it's mounted on usually doesn't move -- at 2 seperate targets and average of 10 wounds through jink/cover which you can essentially split 5 and 5 between 2 units to force more jinks) bubble wrap to protect the stormlord from charges/ D templates, and have a
DA character with power field generator to give it 4++. *credit Mavnas*
sciaran tank - 48'
str 7, AP4, but ignores the jink cover save
Retributor sisters with rending heavy bolters - lots of shots but will be slowed down by armor/cover.
Rapier batteries with quad heavy bolters are in the same boat *credit Kremlin*
Dark angel ravenwing with banner of devestation (12' move +24' boltguns at salvo 2/4 from 6 bikes can kill 4 bikes) *credit ansacs*
Wyverns - to just force save numbers but won't make the enemy jink and can be vulnerable to return fire from side armors *credit triant308*
Dominous Triple Bombard - moving it will throw a
ST 10
AP 3 large blast up to 36 inches, but standing still it'll throw a apocalyptic template (the clover) with 3 hits at a much greater range (60" max) same
ST and
AP. Might saturate the area enough to hopefully wipe out some bikes. *credit Engine of war*
Valkyrie bolter boat -
HB sponsons + multi-laser + missle pods to just bullet hose things down. *credit Tau Tse Tung*
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Tau -
Markerlights + riptide ion accelerator - AP2, ignores cover, large blasts or hammerhead ion cannon works as well
Another
IMO good counter for Tau is the Skyray. With markerlights (out of which the Skyray itself provides 2 network
ML at
BS 4) you can fire s8 ap3 Seeker Missiles at
BS 5 with Ignore Cover (one missile per markerlight). Takes some six missiles to kill about 4.2 deadbikes, almost makimg the Skyray's points back (4 bikes are 108, skyray is 115) and forcing a
Ld check. After the missiles are spent, Skyray still provides 2 markerlights and a
SMS. *credit LordBlades*
Runner ups -
broadsides - high yield missiles will simply force wounds but won't ignore cover or armor saves
Crisis suits dropping in with plasma at rapid fire range with at least 4ML (to get ignore cover and bs5) will kill bikes fairly well. *credit Vector Strike* added - drop in a 7 man suit bomb with commander farsight and split fire can do some good damage *credit A Town Called Malus*
If you can get the XV109 Y'vahra in range, it might do ok. 6' move + 6' torrent +6' flamer only gets up to 18' however so it's not as effective as I'd like to fully make the list but I'll add it in. experimental rules- phased pasma-flamer - single canister - torrent (this one is 6' only) and is str6,
ap 3, heavy 1 or
str 6 AP2 heavy 2 (gets hot). It's also got a 12'
str 8, AP3 heavy 3 blind/haywire burst ionic discharge cannon. *credit Co'tor Shas*
The XV107 R’varna might be useful as well. It has two large blasts at 60", and will hit bikes twice at S7 for each model under the blast. Assuming 3-4 bikes under each blast, that could mean something like 16 hits a turn from each one. That would mean 4.4 dead bikes are turn as I make it out, not the best, but better than nothing. *credit Co'tor Shas*
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Necrons - Tessract vault (
LoW)- lots of long range low
AP, high
str weapons in there with some ignores cover powers
Runner ups -
tomb blades -
str 6, ignores cover but doesn't stop the armor save
night scythes - can get in range and decent number of high
str shots but does not ignore armor or cover
Deepstriking destroyers with preferred enemy and AP3, but doesn't ignore cover *credit Drakmord*
Doomsday Ark - 72, high
str/lowAP but doesn't ignore cover. only single large blast so not many wounds but can force jinks potentially. *credit Drakmord*
Oblisk - 24'
str 7 guns heavy 5 and you might have some folks argue over the firing arcs but it can deep strike, is
AV 14 all around and has decent volume of fire. It also has 18' circle around it of where a jetbike moves through will suffer a dangerous terrain test. *credit Ferros*
Conclave of the Burning One is a Necron formation in the Shield of Baal: Exterminatus book.
You pair two crypteks (which can take any wargear options / artifacts as normal) with a C'Tan Shard (Nightbringer, obviously). The three become one unit, cannot seperate, and no other
ICs can join the unit for the game.
The crypteks get to use the C'Tan's toughness though when determining to wound rolls. (T7 normally, T8 if one of the crypteks takes a god shackle, a 10pt upgrade). The crypteks also give the C'Tan a point of
FNP each (5+ when both are alive),
This also allows the unit to
DS, since you can give one of the crypteks the Veil of Darkness, and the other one can take the Solar Staff, which makes everything else snap shoot at the unit once per game.
Of course, they still only move 6" once they land, but they should wipe out a squad of bikes the turn they paradrop in. *credit Eggzavier*
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Orks - can't think of any direct counters to bypass armor +cover but some runner ups
Runner ups - lootas - high
str and range but doesn't ignore the cover or armor save. Shove in battlewagon to keep 'em alive *credit to Pipealley*
supashooter + waaagh on dakkajet has good volume of
str 6 fire, not ignoring armor/jink however.
Supa-gatler on the stompas have 48', str7, AP3, and
2d6 shots so possibly can deliver the firepower if you roll well. Poor rolling means your gun stops shooting all game
lol
flashgitz in a fast truk or other fast vehicle - 12' move + 24' snazzguns can make a suicide attack vs some bikes if you are desperate

*credit Dakkafang Dreggrim*
Lobbas will dump enough fire on clustered bikes to just force enough wounds to stop the bikes along with able to stand strong with T7 and cover which will help vs some wraithcannons *credit Koooaei*
Ork Weirdboy spam may work if multiple
CAD is allowed. Use Da Jump to get into range (assuming good deep strike) and use power vomit of
str 7 AP2 flamer. It's got alot to be desired for but hey it's something. *credit JimonMars*
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Eldar -
Dark Reaper exarch with tempest launcher (36' str4, AP3, 2 small blasts) + perfect timing or reaper rangefinder upgrade to ignore jink, also the regular reaper launcher works too at
str 5, ap3 with reaper rangefinder.
Sonic Lance on the Revenant Titan and Lynx tank (
LoW) - super sized inferno weapon, 3+ wound, Ap2, hellstorm (12'move +16' hellstorm template. +18' torrent for sonic lances = enough range) credit AnomanderRake*
Runner ups -
Your own jetbikes with a farseer to twin link your own scatter lazers to just overwhelm the other jetbikes saves.
Wraithknight / helmock -distortion weapons - no saves on 6's on D table *credit Kilofix*
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DE -
Sonic Lance on the Revenant Titan (
LoW) - super sized inferno weapon, 3+ wound, Ap2, hellstorm (12'move +16' hellstorm template. +18' torrent for sonic lances = enough range) credit AnomanderRake* (can be taken by primary dark eldar according esclation codex)
Jimsolo wrote:TGL's and the Archangel of Pain both require a Ld test, and cause a wound (with no cover or armor saves) for each point by which the test is failed. This is made much better by the ability of the Dark Eldar/Harlequins to stack negative modifiers out the wazoo. (Each Haemmy coven formation projects a stacking 12" -1, the Shadowseer can take a 12" -2 as well as applying a further -1 from Terrify, and any Codex DE HQ can take a 6" -2. The Shadowseer can also take Psychic Shriek, which is even more effective than the TGL or Archangel of Pain.
All of these units have access to Deep Strike, and the DE HQs can take a Webway Portal to negate scatter. You could theoretically drop a Raider in with four HQs aboard (provided that you are taking a Harlequin, DE, and Covens detachment) which can cause 3d6-one unit's Ld in wounds (no saves for bikes) in the psychic phase, followed by a different unit suffering a TGL hit (Ld test, 1 wound-unsavable for bikes-per point it is failed by), as well as every unit within range of the Archangel of Pain suffering the same (although THIS test must be taken with a further -2 due to the Archangel's special rules). The unit inside the Raider (a unit of Harlies works well, as would a unit of Grotesques, who could potentially add another -1 to the equation) is also still free to shoot, although the Shadowseer can use his own Hallucinogen Grenade Launcher to throw out an attack which causes a Pinning test if it even hits, and this can target a different unit than the two previously hit!
Furthermore, in the above example, units within 6" of any part of the Raider are at a -5 or -6 to Ld normally, those within 12" are at -3 or -4.
This is only one example. The Freakish Spectacle rule, Mask of Secrets, Archangel of Pain, and Armor of Misery play well with the Torment Grenade Launcher, Phantasm Grenade Launcher, Hallucinogen Grenade Launcher, as well as the Death Jester's Death is Not Enough! rule and the Shadowseer's guarantee-able Psychic Shriek and potential Terrify. These can all be mixed and matched to devastating effect against infantry (the TGL, PGL, and Archangel do not work against models with ATSKNF or Fearless, but Eldar don't have those normally) to devastating effect, and if allied with Codex: Eldar or a Corsairs army, the leadership-based tactics get even more gruesome.
(For reference, the Codex: Dark Eldar selections in the last paragraph are in Red, the Harlequins in Pink, and the Covens in Blue, with the selections that both DE forces can take in Purple.)
(Although I didn't list it in the example unit, the Death Jester pairs well in this grouping. Any unit he wounds must take a Morale test with a -2 penalty, and upon failure will flee in a direction of the Death Jester's choosing, strongly increasing the chances the bikes will flee off the board.)
*credit Jimsolo*
Runner ups -
Nothing super direct counter that I can think up but splinter cannons can give decent volume of fire from venoms
Disintegrator cannons can ignore armor and has decent volume but still allows cover save
Implosion missles also work at
str 6 AP2 but 1 shot only. Also allows cover saves
Archon, phantasm
GL, webway, 3 medusae and a venom with 2 cannons.
Unit deep strikes in without scatter.
Medusae disembark and toast a squad with 3 templates, S4 AP3 (ie, no cover or armor for bikes).
Archon fires his phantasm at another unit within 18" while the venom fires it's 12 poison shots at a 3rd unit. *credit Hawaiimatt*
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Tyranids -
Flying hive tyrants to get in range and fire with alot of
Str 6 shots in kind - allows armor / cover however psychic scream can be effective
Runner ups -
Mawloc has
str 6 ap2 ignore cover for a nice bite out of some bikes but somewhat harder to use repeatedly due to the lag in digging/emerging *credit rollawaythestone*
drop pod zoanthropes with neurothrope with spirit leech or psychic scream *credit rollawaythestone*
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CSM -
Heldrake - even with the nerfs to firing arc, the baleflamer is still one of the best wounds on 2+, AP3, and ignores cover torrent
*Chaos Rapiers with Attached Chaos Sorcerer for perfect Timing. 3
Str 10
AP 1 Large Blasts Ignores Cover from Cyclotrath Conversion Beamers, that wind up to
str 10 at only 48" is monstrous. That and Typhon Heavy Siege tanks.* credit to GoliothOnline
Psychic shriek with daemon princes inclding Be'lakor *credit AnomanderRake*
Runner up -
Doom siren - if you can ever get that thing in range it's an AP3 flamer but only for noise marines and Lucius the eternal (I guess you can infiltrate him in somewhere)
Lord of Skulls (
LoW) - gorestorm cannon -
str 8 Ap3 hellstorm template but only 12' move + 16' template for 28' range so not full points. *credit KiloFix*
noise marine Blastmaster - single frequency is 48',
str 8 AP3 and ignores cover *moved down due to single shot small blast being less likely to hit multiple bikes*
battle cannons on defilers or other units to just force jinks with AP3. This would include the plague hulk : the Nurgle Soul Grinder from
FW and it is in
IA13. It has a S6 rending battle cannon and a 3+ poison ap3 flamer *credit CrownAxe*
Chaos lord or sorc jump pack burning brand s4 ap3 torrent in a unit of raptors with a couple of flamers ds in and burn and if a sorc with telep psy shiek as well. Mark them as slaanesh for
fnp banner and they could become a real pain to shift. - though they are kind of vulnerable to return fire next turn and have no precision deep strike, it's an option at the very least *credit Skullhammer*
Infernal Relic Predator in
IA13 can take Ap3 autocannon and rending
HB side sponsons to at least force jinks. *credit Camundongo*
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Chaos Daemons -
Psychic shriek with daemon princes inclding Be'lakor *credit AnomanderRake*
Greater brass scorpion - soulburner canon (
str 6, AP2, large blast, ignores cover) *credit KiloFix*
Runner up -
deep striking herald of nurgle or daemon prince - essentially going for stream of corruption and or rancid visitation which is kind of crappy honestly vs T4, also plague wind can work too with AP2, 4+ to wound, but doesn't ignore cover.
Deep striking herald of slanesh/daemon prince/ masqe with Pavane (cascading
ld- test, no armor or cover saves
Burning chariot of Tzeentch with pink fire of Tzeentch -
str 5, AP3 torrent flamer. I'd rank this thing higher but it's too dependent on deep strike to keep up afterwards.
deep striking plague hulk - rancid vomit with AP3 template that wounds on a 3+ *credit KiloFix*
Mamon - Contagion spray - template, poison 2+, AP3) *credit KiloFix*
Tzeench has a S8 AP1 beam that cannot be jinked as it is not directly targeting apparently. Useful vs serpents as well *credit koooaei*
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I can't think up every system that is a direct or at least counters a bit in all the books and hoping that folks will have some ideas. I'll keep updating this thing as folks think of more things and we get more info. I kind of lumped all the
IoM armies together as well to save space
I also did not include melee as the jetbikes as most can see from up top can get out of melee range of most things fairly easily even when shooting.
Appendix:
For those that don't know,
IA2 has a back section that lets you buy specific upgrades for one vehicle per 1000 points. Think of them as a relic for vehicles.
Some of them are pretty powerful and some are more flavorful. These include:
ignore cover for any blast makers by this vehicle
preferred enemy orks, hatred orks, and if charged, attacking units reroll successful to hits
Monster hunter, also gives marines within 6' fearless
Once per game, gain skyfire, interceptor, tank hunters and night vision ( does it mean it can give itself interceptor on the enemy's turn? - not sure)
perferred enemy chaos space marine, and auto pass ruins dangerous terrain tests
Adamantium will
No scatter via deep strike
perferred enemy chaos space marine, and enemy warlords within 12' suffer -1 to
ld
Perferred enemy (chaos Daemons), marines within 6' gain furious charge
Jink saves improved by 1 for storm eagle/varients. superheavy flyer gains 6+ jink
Marines gain fearless within 12'
Tank Hunters, ignore haywire on a 4+, and gains +1bs against things with daemonforge (i,e, heldrake)
It Will Not Die
+1
BS or +1
WS, if warlord is within 2'-the range of command trait is +6'. If destroyed, the vehicle = +1 victory point to the enemy
gain venerable rule but counts as ally of convenience to own detatchment or desperate ally to any allied detatchment
Reroll mysterious terrain/objective if desired if this vehicle discovers them
The various battle of keylek things are referencing the above list.