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With a Bike Captain you can get T5, TH/SS, Artificer armor, TL Boltgun, 12" base move, Hammer of Wrath, Jink, and relentless special rules (from the bike), up to 12" more movement in the shooting phase (can't assault, though). So he is now immune to ID from most attack that would come towards him, has a 2+ save against almost anything that does hit him, a 3+ invul save for the occasional AP1 hit. He can shoot 2 S4 AP5 bolter rounds with a re-roll to hits and then assault the same turn, gets a free S4 melee attack at I10, then can withstand almost every hit to swing his TH at I1. If he causes a wound that doesn't obliterate the enemy, that enemy attacks at I1 next turn meaning that the initiative drop is almost irrelevant (anything that wouldn't get murdered by a TH is the real CC danger). This is for a total of of 195 points (compared to 250 points for Calgar, who is by all means a beast worth taking).
Oh, and since Bike troops now count as Troops on the FoC, you can stick him in with a Bike squad (say, 6 bikes, 2 melta, 1 MM attack bike for 235 points). You now have 8 cannon fodder wounds to get your Captain into combat, and the Captain now leads a scoring unit that can move a max of 24" per turn. Grand total: 430. For comparison:
375 points gets you the same Captain minus the bike with a command squad with 4x power weapons in a razorback. You gain the power weapons and feel no pain, but lose mobility, immunity to ID from many different attack, relentless, free CC attacks at S4, 4 safety wounds, and a scoring unit.
360 gets you the same Captain with a squad of assault termies. I like this alternative, but they either need a LR to stay mobile all game, or they deepstrike and have to slog around the map after that.
Does the bike option have weaknesses? Everything does, plus I'm a fan of bikes so I'm not going to be the most objective. However, the pros are hard to ignore in 6th edition.
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