labmouse42 wrote:Not only that, they have really big footprints. The base is about 3" long, so you can't put nearly as many on the table before you start to have space issues. As such, you can't really bring more than 30 bikes before you start to have big footprint problems.
30 3+ save models can explode really quickly against serpent spam. They need support.
30 T5 3+ wounds. Each Serpent firing its shield averages 1.9 wounds/turn vs Bikes, 2.5 with underslung Shuriken Cannon. That doesn't include
FNP for Command Squads which reduces casualties down to 1.3 and 1.8 respectively. Each Serpent only does .63 Wounds to a Captain/Chapter Master in a Command Squad Tanking, 1 Wound/Turn with Shuriken Cannon.
It takes 18Grav Shots on Average to Wreck a Wave Serpent.
Actually, Wave Serpents and Grav Bikers seem to trade damage pretty well together. 5 Wave Serpents vs 6x5Grav Bikers.
On Average in One Turn of shooting 5 Wave Serpents would deal 10 -12.5 Unsaved Wounds to Grav Bikers depending on Underslung Shuriken whereas a Grav Bikers would remove 2+ -3 Wave Serpent's worth of
HP/Turn with Grav depending on Cimbi Grav or Not.
A scouting WhiteScars list with 1st Turn and 6x5(Grav, Grav, CombiGrav) can wreck 3 Wave Serpents on Average, 2 per Turn without CombiGrav. This assume
RAW with no Cover Save for the Wave Serpent. And that is with Points to Spare.
In Assault it takes 5 Bikes to Wreck a Wave Serpent with
HoW and Krack.
And the Whit Scars weigh in at 180-305 pts light depending on minimal troop choice and Shuriken Cannon Upgrade, enough for a Tank Character.
On paper, Grav Bikes can counter Serpents pretty well, but he who fires first is critical. Both are pretty well suited for dealing damage to the other.