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Made in us
Perfect Shot Dark Angels Predator Pilot




TN

Dark Angels player here:
I'm starting in an escalation league and instead of doing all Terminators with Dreadnought support, I'm gonna try to add in some Ravenwing.

I've never been good with bikes before, so I need some tips. How do I use them, what is the best setup for them?
I'm restricted by points, but I've already planned ahead to what I will use.

For 500 pt games (1 hq, 1 troop minimum) I've got Belial, a Deathwing squad, and a Ravenwing squad of three bikes with two flamers and a srgt.
for 1000 pts, I'm keeping the same Ravenwing squad.
for 1500 pts, I'll have two minimum size RW squads. Squad A will have two flamers and a srgt with PW/PP, and squad B will have two meltas, srgt with melta bombs and an attack bike with MM.

So are those good setups to support my DW and do you guys have any tips on how to maximize their effeciency?

- Moron
1k sons: in progress
Necrons: 3000
deathwing: 8000
ravenwing: 2000
3rd co: 2000
tyranids: 2500
a ton of extra boyz and stuff up for trading/selling
Lizardmen: 2500 
   
Made in us
Noise Marine Terminator with Sonic Blaster





Moon Township, PA

You should really have listed how to use Ravenwing bikes, not space marine bikes.

Two completely different concepts.

Space marine bikes, you want plasma and attack bikes so you can stay out of assault range and pour in AP2 death.

Ravenwing wants to scout in, get close, and stay alive long enough for the terminators to drop in. I am not totally sold on the flamers for this. I would probably take meltaguns to pop transports while the termies teleport in.

 
   
Made in gb
Chalice-Wielding Sanguinary High Priest





Stevenage, UK

With a Ravenwing army - especially one with Deathwing too - you're going to be outnumbered most of the time. So perhaps more important than how you equip them, is how you use them. Go for a minimal deployment, so you can pick off different parts of the enemy force before they can react. For that reason, you're better targetting fast units and long-range weaponry first - this leaves slower, shorter-ranged units out of reach.

What to take on your bikes is still important - but again, ties into your small number of units. Each unit needs to be able to perform a wider number of roles, so you should take weaponry for each kind of enemy. Luckily, you already have bolters built into the bikes for mobs - that also means flamers aren't really necessary. Meltaguns are a must, or multimeltas on attack bikes, for taking out vehicles. Plasma is useful for AP2 targets, but I would personally leave this to the Deathwing, as they're more survivable and so less likely to suffer from the kind of damage that 2+ save units such as Meganobz and Terminators usually put out. A power sword will be handy for taking out MEQs.

The Deathwing should be handled in the same way, make sure that you allow them to handle any kind of foe. But in particular make sure they have tools to take down the hard targets you can't risk sending the Ravenwing into - that's the CML, THs, PFs and chainfists.

This message was edited 1 time. Last update was at 2012/08/08 12:24:11


"Hard pressed on my right. My centre is yielding. Impossible to manoeuvre. Situation excellent. I am attacking." - General Ferdinand Foch  
   
Made in gb
Leader of the Sept







I run a small bike squad in my deathwing force to take advantage of the teleport homer and get my heavy flamer squad that bit closer to the enemy Deathwing can deal with horde units already, so I also think ravenwing squads are better off being tooled up for tank hunting.

This message was edited 1 time. Last update was at 2012/08/08 12:53:11


Please excuse any spelling errors. I use a tablet frequently and software keyboards are a pain!

Terranwing - w3;d1;l1
51st Dunedinw2;d0;l0
Cadre Coronal Afterglow w1;d0;l0 
   
Made in gb
Longtime Dakkanaut




Teleporting in deathwing is not normally the best tactic.
However, if you are going to teleport I can understand the attractiveness of bikers but I would rather adjust the list and bring vanilla scout bikers with a homer (then a librarian in termy armour, then probably Telion and sniper scouts.)

Then getting bikers close is usually bad news. In someways especially for ravenwing, they can not combat tactic away(either in cc or under shooting.) In general they need to be hit and run tactics, if they get caught they will die too easily.
Of course if you are running double melta and kill something big then go for it.

You'll always want the attack bike.

I think the points can always be better spent for deathwing, look at bringing 3 cheap typhoons. Unless you start bringing Sammael where the bikers start being a lot more valuable.
   
 
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