They have a few good uses.
One is as a locator beacon delivery system. Start them on the table, use scout/infiltrate/turbo boost to get into position. Drop pods land exactly where you need them on the first turn. GoI librarians, or other deep strike units can also take advantage of the mobile safe LZ they provide. Almost required if you are going to use Vanguard Vets' heroic intervention.
Another fun trick is rapid firing krack grenades into the backs of tanks. Take a few AGLs on the bikes. Outflank plus your speed should get you close to a juicy target from reserves. Many tanks have AV 10 back armor. It might be worth upgrading the sage with a power fist, melta bombs, or a c-melta for this use. After the turn you arrive, you can start charging stuff to blow it up.
They are a light, cheap harassment unit. They are fast, with all sorts of special movement rules. All sorts of tricks you can pull with that. T5 4+, with the 5+ jink save is pretty resilient. If you need to be in close combat, you have hammer of wrath. Don't expect to win vs. anything notable, but if you can tie up long fangs, or kill some minimal objective camping squad, that's worth it.
For 100-150 points they give you a host of options and tricks you can pull. And because they aren't very popular, people don't expect them.
|