Switch Theme:

Grav gun bikes?  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Adolescent Youth with Potential





Hollywood, CA

I run a DA army and I want to bring in some bikes. I want to have my bikes have as many grav guns as I can. Two models can have grav guns and I can give the leader a combi. Is the only way I can do this, by making them allies?

If I bring them in as allies, I'd most like make it:
Company Master on bike (w/ grav gun). Orbital bombardment is very nice to have.
2x bikes w/ grav guns
Attack bike w/ mmelta
Another biker with either combi or a storm bolter.
Chapter tactics white scars (I'll call them black scars with a black/red color. Similar to my angels)

With company master on a bike, 5 bikers count as troops. Are there any equipment choices that would be good to add? Is it worth the points?

With relentless from bikes, I'll have 9-12 AP 2 shots, with a 30 inch range.

 
   
Made in gb
Shas'la with Pulse Carbine





Watford, England

I don't really see the point of this thread. You obviously understand the codices in question as you have specified them quiet specifically.
If you want a company master on a bike you're better off with shield eternal, thunder hammer and artificer armour, maybe a grav pistol so you can concuss.
If you want grav-guns in a DA army you have to ally.

On a separate note never take a storm bolter like ever; least of all on a bike.
   
Made in us
Agile Revenant Titan






Austin, Texas.

Well i feel like this would be best in tactics, and if your asking whats the best way to allie in grav guns i would go with something like this.
khan on moondrakken
5 comman squad on bikes with 5 grav guns
5 bikes with 2 grav/combi grav
5 bikes with grav/combi grav

15 bikes with a ton a scouting grav. nasty

I do drugs.
Mostly Plastic Crack, but I do dabble in Cardboard Cocaine. 
   
Made in us
Executing Exarch





McKenzie, TN

I would not take khan as an allied commander. His scout move ability is tied to him being the warlord (which he cannot be as an allied detachment).

For ravenwing lists the shield eternal+TH+artificer armour chapter master is great because he is super tanky so he can keep an important unit alive. Be careful with the white scars chapter tactic as if you put him with most squads his cover save will always be 1 better than the DA units. This means opponents can focus fire the unit and ignore the character. I prefer iron hands as he gains IWND and the bike unit gains 6+ FnP and can make up with for the loss of HnR with Sammy leading them. I also like a stormraven for my anti helldrake needs.

BTW skilled rider is one of those transfers to unit USRs so attaching a the CM to a black knights squad improves his cover save too.Sammy also buffs a grav gun squad but if you took WS then you leave Sammy vulnerable to being focus fired upon.
   
Made in us
Judgemental Grey Knight Justicar






I've used Iron Hands chapter tactics for an allied biker detachment, and it's worked great. I took a Captain (cheaper), give him Arty armor, a Stormshield, Hammer, and combi-grav. He RARELY dies; 2+/3++ with a 6+ FNP and IWND. One tough nut.


 
   
Made in us
Adolescent Youth with Potential





Hollywood, CA

 ansacs wrote:
I would not take khan as an allied commander. His scout move ability is tied to him being the warlord (which he cannot be as an allied detachment).

For ravenwing lists the shield eternal+TH+artificer armour chapter master is great because he is super tanky so he can keep an important unit alive. Be careful with the white scars chapter tactic as if you put him with most squads his cover save will always be 1 better than the DA units. This means opponents can focus fire the unit and ignore the character. I prefer iron hands as he gains IWND and the bike unit gains 6+ FnP and can make up with for the loss of HnR with Sammy leading them. I also like a stormraven for my anti helldrake needs.

BTW skilled rider is one of those transfers to unit USRs so attaching a the CM to a black knights squad improves his cover save too.Sammy also buffs a grav gun squad but if you took WS then you leave Sammy vulnerable to being focus fired upon.


Nice a tanky unit can make such a huge difference but it seems it would get expensive. Is it worth it in, let's say, a 1500 point game?

 
   
Made in us
Executing Exarch





McKenzie, TN

I have found it highly useful even at 1500 pts. That is the absolute lowest pts level I would go with it though. After that you should definitely downgrade the CM to a Captain or even think about whether allies will be beneficial anymore.
   
 
Forum Index » 40K General Discussion
Go to: