fierydeath wrote:So how would you compare the bikers to the deffkoptas? Are the bikes more cost effective?
As you have the mobility with your battlewagon, I would say to keep going with Warbikers. They are more cost effective but their function is different. Deffkoptas are there to bring early threat, or late game objective grabbing. Warbikers are there to be awesome throughout the game.
Typically, quite alot of people run something similar to this:
Warboss + Bike +
PK + Da Lucky Stikk
Painboy + Bike +
BP
15 Warbikers (17pts each) inc a Nob +
BP +
PK.
You're putting out 3x15 twin linked Strength 5, AP5 hits a turn. At BS2, that's (roughly) 21 hits a turn. Your models are all toughness 5, and a 4+ armor and cover save, the painboy gives everyone
FnP. It's a very good unit. This unit has the advantage of being able to shoot at fliers quite, and jinking. Your snap fire means you're hitting with (about...14ish shots?).
The stikk means you're group will have +1
WS so it can get into
CC if really required, tho alot of people prefer Da Finking Kap as you might be able to outflank your unit(s).
While Deffkoptas aren't hurt by terrain, there is the Forgeworld bikerboss who can give the unit Skilled Rider so they also don't take damage from units. It also unlocks scout for your warbikers and makes them troops (meaning you don't need more boys).
In terms of price tho... the Painboy and Warboss will need to be custom built, there are no models for them. Not sure why
tbh. It's not difficult to do so though. Treat them as a center piece to your team. They're very effective at taking out eldar Wave Serpants.
Otherwise, going for more boys is possible, but trukks die quickly and I don't recommend anyone who's just started to paint up 80 boys. It's a horrible experience, and we want you to enjoy
40K.
I'm suggesting this since you have a Battlewagon already. Typically 1 battlewagon works better when there's a 2nd one supporting it, or 2 trukks to cover the sides.