infinitekarma wrote:I'm trying to put together a White Scars bike/terminator list. My goal is basically an ultra-mobile balanced force that brings its own cover. The Scout Bikes can turbo boost and make a screen in front of the heavier bikes to give them cover, and have cover themselves, and the Land Raiders are there to block LOS entirely for bikes behind them. Delivering the Terminators is just a bonus. But will it work?
[1500 point list]
205 HQ: Kor'sorro Khan +Bike
225 Troop: Space Marine Bike Squad x5 +Attack Bike with multimelta +meltagun +flamer +power sword +meltabombs
210 Troop: Space Marine Bike Squad x5 +Attack Bike with multimelta +meltagun +flamer +meltabombs
75 Fast: Scout Bike Squad x3 +meltabombs
75 Fast: Scout Bike Squad x3 +meltabombs
450 Elite: Assault Terminators x5 +Land Raider Redeemer +Multi-melta
260 Heavy: Land Raider Crusader +Multi-melta
[add 500 points to make a 2000 point list]
230 Elite: Terminators x5 +Cyclone Missile Launcher (Land Raider Crusader becomes their dedicated transport)
150 add 3x Space Marine Bikes to each squad (6 total)
20 add Cluster Mines to each Scout Bike Squad
100 HQ: Librarian +Force Dome +Null Zone
Here are my suggestions.
1500 list
* Put the same special weapon on your bike squads. 1
MG and 1 flamer is not the way to go.
* Don't give bike squads powerswords. The seargents don't have an extra hand weapon, so they still only get 2 attacks. Instead give them a
PF.
* If your adding a
PF to bike squads, you don't need meltabombs
* You should bring 3 troop choices for 1500. Its to eady to clear your 12 troop models and you will not be able to win games without them.
* Drop your scout bikes. Their really only a 1 trick pony, and a meltabomb on the first turn is not all that great. It has ~25% of destroying most vehicles on turn 1. To make that gamble worth it, you would need to pop a vehicle more than 300 points in value with them -- of which there are none.
* Outflanking terminators in a redeemer is just scary. Its one of the best features of Kahn
* The crusader in your 1500 point list is really out of place. 2
LR in 1500 points is a lot, and limits your options elsewhere because their so damn expensive.
For a 2k list
* Your better adding another bike squad. Adding 3 bikes to each squad means you just have 2 troop choices in a 2k game -- and they will get tore up quickly. As mentioned, you cannot win objective games without troops, at best you can hope to tie.
* Give your librarian termi armor and stick him with your redeemer termis
* Speaking of termies, your non-assault ones really feel kind of out of place. They are not as awesome as assault termies when outflanking.
* 2
LRs in 2k points is still pushing it. It costs you a lot of other options -- like more bikes.
Overall suggestions
* After playing a bike army for years, I found this to be the best configuration for bikes, giving me the most in regards to firepower and bodies
- 2
MG/
PG
- 1
MM attack bike
-
PF on searg
- 6 models total
This gives me 7 wounds total to distribute, making them as resilient as a 10 man
TAC squad. The firepower they can deliver is very good, and they are best used as 2 squads at a time -- ie, have 2 squads hit the same target together. I will bring 2
PG squads for every
MG squad. I find that a
PG/
MM bike squad has a lot of options. They can deliver 5 shots that deny
FNP, and still have good anti-tank.
* You need some ways to crack open transports. Instead of scout bikes, I would go with landspeeders. Since you can outflank them, making them the
MM variety is very tempting. A 24" a
MM is more effective than a
LC at destroying
AV 12 or lower, due to the AP1. Normally I suggest typhoons, but your case might be different.
* 2 land raiders is really a bit much. Any opponent who has enough melta will slag em quickly, and thats 1/3 to 1/4 of your army gone. The same goes with your 2nd group of termies. Thats 1k points invested into 2 squads, which makes your overall army very fragile. One bad round, and you just lost half your army.
* C:
SM is the best bike army, and ravenwing still lacks. I don't use Kahn, but I can see where he is useful -- especially as the point values increase. Outflanking 2500 points is just scary.
* If this is your first army, be ready to have a steep learning curve. Bike armies are amazingly fast, and give you a lot of control of the flow of the game. However, a mistake can really cost you, as your bikes can get bogged down in assault, and until you learn the finesse, it can be a painful learning curve. The key with the bike army is to move is quickly and then bring your entire army onto a small part of your opponents. Then either keep striking his weak side, or move away so he can't hit you.
I've won many games by turbo-boosting for 6 turns -- usually against
IG gun lines. I just keep moving back and forth taking advantage of a 3+ cover save, then I just push to objectives on turn 5. Its not a bloodbath of a game, but nets victories.
Hope that helps!