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Well, I don't play a bike-list, but here's some theory-hammer and principles that should come in handy:
- Force concentration is a must. You may already be doing this, but basically, use your speed to group up and take on a piece of the enemy army with all or most of your own, crippling them as fast as possible before the rest of his guys can react. Never deploy along a whole table edge, and instead, choose a flank on which to focus first. Honestly, it helps to deploy second here if you can (and this also enables last-turn turbo-boost Objective Grabs).
- As a rule, charging is better than being charged, unless the enemy has Counter Attack USR, and this is doubly true with Bikers. Being relentless, they can put out a good amount of firepower in the shoot phase, still be able to charge, and then hit with HoW and normal attacks. This should break smaller squads, and seriously dent larger ones. Avoid the temptation to Hit&Run out on your own turn, and instead do it on the enemy turn so you keep yourself safe from their shooting and can then pull out and either charge again or move off on your own turn. You mention Orks as an example of when you don't like charging, but you should. You charging them vs them charging you robs them of Furious Charge, and means they'll be wounding you on 6s instead of 5s, which is pretty massive for a low-model-count army.
- Target priority is important. Focus first on things that don't care about your Biker bonuses that you've paid for (S7+, Ignores Cover, AP2/3 ect). and worry less about small arms. A typical S4 gun is going to be less likely to wound a biker than a normal marine, so are not a priority until you've taken out the guns that don't care about your Jink or increased Toughness.
- Play the mission. Being one of the fastest armies in the game, White Scars can easily rack up points in Malestrom of War missions, and with a potential 24" move (turbo-boosting) a turn they are great at late-game objective grabs. From T4 onwards (as T5 is the earliest the game can end), be sure to have a plan to grab objectives with your units, even at the expense of killing something, and keep the score in mind at all times. Careful planning and some T5/6/7 land-grab can snatch a victory from the jaws of defeat.
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