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Made in us
Death-Dealing Dark Angels Devastator



Talladega, AL

Korsarro Khan on Moondraken - 205

Chaplain on Bike - 135

8 Bikes 1 Attack bike(multi melta), 1 with flamer, 1 with meltagun, sergeant with powersword and meltabomb = 300

8 Bikes 1 Attack bike(multi melta), 1 with flamer, 1 with meltagun, sergeant with powersword and meltabomb = 300

8 Bikes 1 Attack bike(multi melta), 1 with flamer, 1 with meltagun, sergeant with power fist = 305

2 Landspeeders with Multimelta = 120

2 Landspeeders with Multimelta = 120

2 Landspeeders with Heavy Bolter Assault Cannon = 180

Devastator Squad with 4 Missile Launchers = 170

Devastator Squad with 3 Plasma Cannons = 160


General Operations are basically on objective based games (and even sometimes in kill points depending) splitting up into combat squads running flamer with the other bikes and melta gun and multi melta togehter. Having the option of starting the board with nothing does come in handy. Yes I am considering replacing the dev squads, perhaps with dreads in drop pods but not looking for a tank that starts on the board. Running khan and bike in one of the power sword weilding sergeants for a nice hitting hard unit (furios charge, hit and run, fearless, and rerolls on the turn they charge). I was looking at ravenwing army origionally because all my bikes are from dark angels but I found it interesting to get a lot more out of a space marine codex currently. But basically the combat squads go into different hunting modes.. each has a anti tank split and a anti infantry split with the speeders available for deepstrike to take care of pesky vehicles or units stuck in. Yes they are semi fragile but I've seen them kick a lot of but. And Its also nice if i hold them back long enough using their 24" movement I can also contest many objectives very quickly at the last moment. It's also interesting to see my oponent freak out when I might end up deploying 2 dev squads for gaks and giggles and they are like.. wait.. where is the rest of it.. I've played it both ways though where I don't hold anything in reserve except maybe a unit or two of my speeders. But mainly that is dependent on the opponents army type I play.. i.e. IG i might use outflank more, other armies where they are horde based I might setup firing lines and continue to withdraw using my speed.

Hit hard, hit fast, Remember a war is easily won when your enemy doesn't even know he is in a fight!
Speed Kills!

but anyway thoughts please.

I ONLY NEED A 2 TO SAVE! .... ....
WDL
Space Marine Bike Army - 15/1/6
:tyranid: 3500 pts
~2500 pts
~2250 pts
~5000-6000 pts
GENERATION 10: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment.  
   
Made in cz
Death-Dealing Devastator





Nice list, maybe take some typhoon speeders instead of one MM speeder squad, you have enought meltas on bikes and second MM speeder squad, only for more range fire support, for example orks hate typhoons . Im not familiar with bike SM armies, but maybe this will help a little.
   
Made in gb
Tower of Power






Cannock

Not a bad list. Switch power weaps for fists or ditch them altogether.

Heavy bolter Speeder is rubbish, considerin Typhoon which can blast krak missiles

Devs are ok, personally I'd take just missile launchers.

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

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

Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
Eldar - 2000 Hive Fleet Krakken - 2000 Dark Eldar - 2000 Necrons - 2000 Grey Knights - 2000 Daemons - 2000 Ravenwing - 2000 
   
Made in us
Death-Dealing Dark Angels Devastator



Talladega, AL

I was keeping the tornado pattern speeders for nice anti infantry.. albeit the rending seems to rarely come into play. I seem to have bad luck with powerfist, I was trying those originally but two things always seemed to happen.. one he would die before getting to strike or .. in other cases he would miss, i seem to have better luck with the power weapons it seems. As for the plasma cannons, I was having a rediculous time with some feel no pain armies (one of my friends i primarily play against is a blood angel player) and feel no pain units tend to take up ALOT of my fire. I still end up winning the game but mainly cause I'm able to out play him with my mobility, but it's still a big weakness in this army.

I ONLY NEED A 2 TO SAVE! .... ....
WDL
Space Marine Bike Army - 15/1/6
:tyranid: 3500 pts
~2500 pts
~2250 pts
~5000-6000 pts
GENERATION 10: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment.  
   
Made in us
Ork Boy Hangin' off a Trukk





Bad Lands of West KY

A captain on bike allows bikes to be taken as troops, that might save a few points, unless you like the white scars rules.

Where is the hammer in this list?

10000pts 8000pts
5000pts 8500pts

 
   
Made in us
Decrepit Dakkanaut






Mesopotamia. The Kingdom Where we Secretly Reign.

I like it.

One change I'd make is dropping the Plasma Devastators for a brutal biker Command Squad though. With Khan, a Chaplain and some Lightning Claws they can be pretty brutal.

Drink deeply and lustily from the foamy draught of evil.
W: 1.756 Quadrillion L: 0 D: 2
Haters gon' hate. 
   
Made in gb
Tower of Power






Cannock

mpangelu wrote:I was keeping the tornado pattern speeders for nice anti infantry.. albeit the rending seems to rarely come into play. I seem to have bad luck with powerfist, I was trying those originally but two things always seemed to happen.. one he would die before getting to strike or .. in other cases he would miss, i seem to have better luck with the power weapons it seems. As for the plasma cannons, I was having a rediculous time with some feel no pain armies (one of my friends i primarily play against is a blood angel player) and feel no pain units tend to take up ALOT of my fire. I still end up winning the game but mainly cause I'm able to out play him with my mobility, but it's still a big weakness in this army.


Aye, rending on a assault cannon doesn't happen a lot, not sure why people rave about them. I think it's exactly that with the fist bad luck but I suggested it because if meltas fail to pop a tank you can charge and fist it, reason you think the power weap is better is because more attacks but needs 4+ mostly to wound while fist is 2+ it's kind of swings and roundabouts.

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

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

Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
Eldar - 2000 Hive Fleet Krakken - 2000 Dark Eldar - 2000 Necrons - 2000 Grey Knights - 2000 Daemons - 2000 Ravenwing - 2000 
   
Made in us
Dark Angels Librarian with Book of Secrets






Connecticut

mpangelu wrote:Korsarro Khan on Moondraken - 205

Chaplain on Bike - 135

8 Bikes 1 Attack bike(multi melta), 1 with flamer, 1 with meltagun, sergeant with powersword and meltabomb = 300

8 Bikes 1 Attack bike(multi melta), 1 with flamer, 1 with meltagun, sergeant with powersword and meltabomb = 300

8 Bikes 1 Attack bike(multi melta), 1 with flamer, 1 with meltagun, sergeant with power fist = 305

2 Landspeeders with Multimelta = 120

2 Landspeeders with Multimelta = 120

2 Landspeeders with Heavy Bolter Assault Cannon = 180

Devastator Squad with 4 Missile Launchers = 170

Devastator Squad with 3 Plasma Cannons = 160
I run a bike army, and have well in tournaments with it. Here are some tips from the things I have learned. I am going to assume that you have the time/money to build your army up, and your not stuck with the models you already have.

* Khan is not worth the points IMHO. A normal bike captain with a relic blade does the job just as well for less points.

* Don't diversify your bike squad weapons. Go melta, go plasma, or go flamer, but don't waffle between them.

* Power weapons are not that hot for bike sergeants. They don't have a bolt pistol and CCW, so only get 2 attacks with it. A PF does not have that problem.

* Bikes have big bases and a big footprint. I find smaller squads to be better. I run with 6 bikes per squad, which I found to be the magic number

* Replace your chaplain with a librarian. Null zone is all that and a bucket of cheeze. For his 2nd power I give him might of the ancients for STR 6 force weapon attacks.

* Long range firepower is critical for your army. Drop some of your landspeeders for a rifleman dread and/or a AC/Las Pread. 6 speeders are to fragile to rely to do the job.

* Devastators are a bit expensive for that they deliver in vanilla marines. Can you swap those out for some tanks, like predators/dreads

* The special weapons are what make your bike squads strong. Take the following squad (what I usually run)
...Sergeant w/PF
...2 PG
...2 Normal dudes
...1 MM attack bike
If I see 10 assaulting BA jump pack marines, I will move 2 of my bike squads within 12" of him. I then processed to shoot him with 8 PG shots, 2 MM shots, and 16 TL bolter shots. I then assault him with 6 PF attacks (and/or the captain-librarian). That much firepower delievered onto a squad that quickly removes the BA squad for the game in 1 turn, allowing me to turn and focus on more targets another turn.

* Combat squadding bikes is lame. In your 2nd squad you have 3 TL bolter bikes and 1 MM bike -- its not that effective.

* Attack bikes are your ablative wound. Use them as such for great effect.

* I beat 3 IG in a tourney last year by turbo boosting from 1 side of the board to the other. On turn 5, I started boosting to the objectives. The guy who I was playing called it a cheezy tactic, but then again so is bringing an IG shooty list IMHO.

* AC are great multi-purpose weapons. Their range is not that great. Landspeeders are very fragile when in range of melta guns. Together its a painful combination. I find 2 tyhpoons to give me much better results.

Hope this helps!
   
 
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