Whoa boy...
Hollismason wrote:
Let's look at what you get for 275 point full ten man squad.
10 Bikes w/ 3 Astartes launchers w/ Sgt w/ P.F. ; Cluster Mines ; Locator Beacon.
For 275 points, I can get a 20 Boy squad with a nob/
pk and a
AV 14 battlewagon with a deff rolla, and a red paint job. I like were this is going.
A unit that can always start the game with a 3+ invulnerable, and has the abilites to charge units on the first turn. With infilitrate and the ability to turboboost for a scout move you are able to move forward 24 inches ( which by the way includes into your opponents deployment as long as the move ENDS with the models not being more than within 12 inches of a enemy model).
The thing is, if your put your bikers within 12" of one of my units, I guarantee they will be charged, and they will be horribly slaughtered. For example, the above mentioned 20 boyz in a battle wagon has an effective charge range of
at least 21" before waaagh! (13" movement, 2" deployment, 6" charge). Put them that close to me, and
they will die.
With the new rules for templates ; you calculate hits after firing and roll to wound. Astartes Launchers rapid fire STR3 blast templates ; even against MEQ you are going to force a lot of saves. Second The bikers themselves have low ballistic but their rapid fire bolters are able to reroll misses.
Astartes Launchers are good, but aren't great. If a player spreads his marines out, you might hit 3-4 with each of your blasts (if they don't scatter too much) You'll probably wound 3, and kill one marine. You are paying way too much for far too little damage output.
Toughness 5 who cares if they have armour 4 they're in hand to hand combat , charging a unit of 30 orks will still benefit as they need 6's to wound.
That's if the player sets up so you can get a charge off. If they (the orks) charge, they need fives to wound, and only threes to hit. In fact, thanks to you weapon skill of three, they kill more scout bikers then normal marines a turn. If they have to roll sixes, they actually kill just as many bikers as they would kill normal marines a turn.
Let's math hammer this out, and pretend 20 my twenty shoota boys shoot and charge you bikers.
Shooting:
40 shots, 13 hit, 4.5 wound, and 2.25 die. Let's just say two die.
The assault:
You get 7 attacks (power fist is I1), 3.5 hit, and 1.75 wound. Let's just say you kill two orks.
I get 51 attacks (power klaw is I1), 33.3 hit, 11.3 wound, and I roughly kill 5.6 models. Let's round that up to 6.
Your power fist kills 1 more model, and my Power Klaw kills your last dudes.
Final kill tally: 3 orks versus 10 bikers.
I just lost 18 points, and you just lost 275. That isn't a great trade off.
If you some how magically get the charge off with a full strength unit that somehow magically hasn't been damaged at all, and for some reason I didn't keep them in their wagon, and let them sit out in the open, you will kill an average of five orks, and then they will kill an average of 1 biker. Your sergeant will kill 1 more boy, and my klaw will kill two more bikers. I just lost six boys, and you lost 3 bikes. Those are great numbers for me, especially if I have a trukk squad nearby (I will).
Locator beacon; Fantastic who needs drop pods when your librarian with gate can teleport with in 6 inches of the sergeant with a 10 man sternguard squad on the first turn or hell just drop them in a Drop pod and move on.
Staying 12 inches away puts you 6 inches forward with a drop pod into your opponents deployment.
Vanguard a reason to use them tie up a squad of troops deliver vanguard into your opponents.
This is actually pretty nifty. This is a good use of a bike squad. Just be careful, since good players will see this coming from a mile away and will act accordingly (I.E. the bikers will die.)
Outflank- don't want to set up fine outflank with them and devastate vehicles rear armour with a str 6 ap 4 rapid fire weapon, thats 6 STR 6 hits on rear armour of a vehicle.
This is nice, but not too powerful. Unless you have a bunch of scout bike squads, the damage from one can be easily mitigated.
Cluster Mines ; for ten points you get to booby trap terrain with 2D6 STR4 hits ; not a bad little surprise when you combine it with another squad of scouts sitting in the terrain with 3+ invulnerables. The best part is that it hits rear armour ; other than a few select vehicles most have rear armour of 10 so you may be able to at least receive a glancing.
This is pretty useful, but the problem is that it is one use; you will get an average of seven hits. Against things like orks, that means you will kill probably 3 boys (an acceptable number of losses for me; I kill more by accident!) and marines,
maybe 1. It isn't the greatest area denial.
Also, just remember, turbo boosting gives you a 3+ cover save, not an invulnerable; a heavy flamer/scorcha will cut right through that, and deny you armour saves. Also, if they charge you, you only get your 4+ save. Also, if all you are doing is turbo boosting with them, you have 275+ points that aren't getting their points back.
Scout bikes are a fun unit, but they are not super powerful. A 10 man squad with all the fixings is just too expensive for what you get. I'd suggest getting only a minimum squad w/ a locator beacon so you can use their synergy with deep striking units. For 275 points, you can get a land raider and then some.