Scipio Africanus wrote:I respect the need you see for combat tactics, I understand it. But, as you can see, this list focusses alot on close range flame based weaponry. Don't hoestly consider this a competitive list (it will be played competitively.), but it is an experiement. Unlike a lot of players, I am willing to spend a bit of extra money if things don't work, so if my army goes down the drain, I am prepared to spend more to make it better.
I understand wanting a theme, and if you can make the Vulcan bike work, go for it. If you make your special weapons on the bikes magnetized, then you can just hot swap to your hearts preference.
Here are the reasons I keep combat tactics
* Smaller squads means you can choose to fall back more easily. If you take your 2 bullet catchers (ie, basic bikes) off in a round of shooting, you can fall back as you lost 25% of your models
* This means that its much more plausable to fall back out of assault range -- I do this all the time, and it suprises people. I fall back out of assault range, consolidate 3", then move back up and shoot them
* You can also go to ground (not when turbo boosting) when behind cover to get a 3+ save. This is useful if your hit by a demolisher cannon or the like. You can expect to lose ~2 bikes, fall back, rally, then able to move just fine. This also works when out of cover for a 6+ save.
* You have a chance to break out of a bad assault by auto-failing the break test.
Scipio Africanus wrote:I am stoutley saying no to the autocannon dreadnoughts. I understand their purpose, but I am coming from an army where I basically played a non-phase in the movement phase. In this army, I want evrything to be on the move, all the time. I want manueverring to be animportant feature of the army, not just a by-product of its capabilities.
This is understandable. For the first 8 months I played my bike army, everything was the same way. When I want to play fluffy and not competitive, I still play this way.
If you are playing in competitive play, the long range shooting is critical. Trust me. You can't rely upon
MM's to do the work for you on cracking armor before the enemy gets to you. Let me put it like this -- a
MG is awesome for destroying that
LRBT, but it fails badly when destroying the rhino bull of bezerkers. The reason is that the bezerkers will just pour out of the wreckage on the following turn and faceroll your units. When you face orks this will be even worse, as they can just put so many boys in assault with your bikes you cannot escape the
CC. As you don't have combat tactics, you can't even try to get out of combat.
The fact is dreads are the most mobile of the
AV 11+ that you have. Predators can only fire one weapon on the move. If you wont take dreads, then consider
AC/
LC preads. One or two can really help give you the punch you need to crack those transports.
Scipio Africanus wrote:]I originally had 4 TML speeders, but was told thatit would be innefective. That I'd either have to go for a medium ranged army or a short ranged army.
That's rubbish.
Typhoons have a range of 48", and I would hardly call that 'short'. What you want to do is bring 3 of them and NOT take them in squadrens. Typhoons live a suprisngly long time in games, as they must sit back at the edge of the board.
Another option for you is to use your
TL advantage and use
MM speeders. A
MM at 24" has a better chance of cracking
AV 13 or less than a
LC. You can take advantage of this and use 3 speeders at 24" away. At that range you will be out of a lot of fire -- but this has a drawback. Your IN range of psycannons, assault cannons, and other mid range weapons.
In a ultramarine army, I use the typhoons. If your going with Vulcan try both and see what works well. Let me know please
So what I do thats slighly different is I am a big fan of the plasma guns. The ability to move 12", and then double tap plasma shots is huge. As I bring a
MM with my squads, each squad brings 5 AP1 or AP2 shots to fire, in addition to the 8 bolter shots. It brings a huge amount of firepower to a concentrated area. As the footprint of the bikes is small -- I congo line them as you see in the image above -- you can bring 2 squads to bear on 1 enemy squad. This is enough to wipe our or seriously whittle down any squad.
Here is the trick -- after that though, you need to be able to assault them and what I call 'seal the deal'. Thats why the captain and
PF's are so important. If there is one or two models left in the squad you just shot at, you can bet that they will keep their
MG around and you will lose a model to it. What you want to do is assault the remains and then finish them off.
Now, with flamers your playing a slightly different game. Your banking on the ability to move 12" and put them excally where they need to be to maximize your coverage. Your banking on being able to cover ~6 or so models under each template, and delivering 4.5 wounds per template to T4. This will kill 1.5
MEQ per template, which is as effective as a
PG. Its also much more effective vs hordes. Honestly, making all your squads flamer squads with a
MM is something to strongly consider if your playing Vulcan.
Overall I think you can make the vulcan bikes work. They will be slightly different than a vanilla bike list, but do-able. You might want to try all flamers on the bikes and
MM speeders to see how they perform. Heck, you might even want to consider deep striking 3 dreads in pods to further take advantage of the flamer/melta rule Either way you cut it, it sounds like your onto some good ideas.