Horrific Howling Banshee
|
Fortune on bikes is a lot worse than you'd think, for one reason: you can not Fortune and then Turbo-Boost if you're in the same unit (BRB p76, "so they cannot [...] execute any other voluntary action in the same turn". This means you are putting fortune on their 3+ armour save, which is not going to protect your squad as much as you'd like.
Fortune is amazing on Jetbike Seer Councils because they have a 3+ and 4++ saves, and fortune affects both. If you don't want to bring a jetseer council, I'd recommend dropping points and slimming down those farseers to just Doom, and one with warding. You could even drop 1 farseer without much issue.
Starcannons have a nice profile, but are far too expensive to justify their worth. 2 shots at BS3 means 1 hit per turn per cannon, and even then its only 56% to kill a Terminator between wounding then invul save. "But I can guide them!" is just throwing even more points at them, where really, you'd do better with just more guns that are more efficient.
Vectored Engines are trash. If you go flat out on your serpent, even if you get penetrated, you still only have a 1/12 chance of taking an Immob result (1 in 6 on chart, then fail save), and it only prevents the wreck, you're still immobilized. 20 points? Leave them at home.
Even Star Engines aren't as good as you'd think. There are very few deployment setups where a 24" flat-out turn 1 then a 12" move, spin around and disembark move won't get you within melta range of their big thing on turn 2. Star Engines only come in late-game where you need to grab objectives, and even then only if you poorly positioned your skimmers in turns 3 and 4. A bit of foresight and strategic planning will make up for not taking Star Engines in almost every game.
Your bike squads are pretty beefy. They have large bases already, if you drop them to 7 models each (6 guardians, 2 cannons, embolden/speak warlock) then you'll be able to move them a lot more freely. Most of the time, you will reserve your bikes and Turbo-Boost them everywhere trying to keep them alive, so putting in too many models just makes them bigger targets, easier to get range on (esp to assault them), and generally its more points in your army NOT shooting.
Night Spinners are amazing in jetbike lists. We get out-gunned and out-assaulted by pretty much every army, so we might as well win the movement phase, and Night Spinners double our advantage by slowing his units to a crawl. Plus, since they're twin-linked, S6 rending large blast, they're not half bad at just killing stuff, either. Nothing funnier than clipping a Land Raider on the corner with the blast when hitting a squad, and then having the raider get immobilized on a 1 in his next turn, even though you couldn't hurt it with the blast!
5 dragons in a wave serpent with TL cannons are 180 points. Using these as suicide squads will get all of his infantry out of their transports early, and allow you to outmaneuver your opponents better. They are your most reliable and cost-effective anti-tank, and if the serpent lives, its great for turn-5 contesting. Take 3 if you can, they're better than Prisms (and so are Night Spinners).
Vypers are very fragile, but they can be useful. They are still fast skimmers, and I started using mine as heavy hitters (cannon + EML) but by the end, I just used them as cheap solo scatter laser platforms that went for objective grabbing late game. They can die to bolter fire, so keep them away from infantry units if you can. A Vyper that moved flat-out on turn 4 and is within 24" of an enemy objective will draw a lot of fire from a smart opponent, who fears the tank shock/normal move to contest on turn 5. However, serpents will always do this job better, so if you have a choice, bring the tanks. If your opponents allow IA, look up the Hornet, its a nice Vyper-Gravtank hybrid with 11/11/10 and not open topped, with walker-style double weapon spots. Shame they're forgeworld models.
Here is a list with the ideas I've added, while keeping as many of your models in as possible:
Farseer, warding, doom, bike, spear 128
6 bikes, 2 cannons, warlock, embolden, spear 205
6 bikes, 2 cannons, warlock, embolden, spear 205
6 bikes, 2 cannons, warlock, embolden, spear 205
5 dragons, serpent, TL cannon, stones 190
5 dragons, serpent, TL cannon, stones 190
5 dragons, serpent, TL cannon, stones 190
3 vypers, scatter lasers 180
3 vypers, scatter lasers 180
1 fire prism, holo fields 150
1 fire prism, holo fields 150
1 night spinner, holo fields 150
Total 1998
Practically your list, drops a farseer and a lot of upgrades, grabs 2 whole extra squads of dragons with transports and an extra warlock to run a 3rd unit of bikes. Even 3 troops at 2000 points is a little low, so you could drop 3 vypers to grab either more bikes or a 5-man avenger squad in a serpent with some point-shuffling to get a 4th scoring unit if needed. However, in a bike list, you can safely run 3 scoring units at 2k, I know from experience.
Whatever you choose, best of luck! Jetbike lists are a lot of fun and quite competitive, and a nice change to MSU serpent spam.
|