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Made in de
Stealthy Dark Angels Scout with Shotgun




When running them with Chapter Master, Apothecary, 4 Grav and possibly some other character, you would leave them at their 200pts? Or would you give them some extra goodies like a melee weapon or two so that they can bring the hurt in melee as well?

Cheers.
   
Made in us
Decrepit Dakkanaut




Not worth the Power Weapons on them at all. If you want something fast with Power Weapons, you got Honour Guard in a Drop Pod or Jump Pack Vanguard.

CaptainStabby wrote:
If Tyberos falls and needs to catch himself it's because the ground needed killing.

 jy2 wrote:
BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

 vipoid wrote:
Indeed - what sort of bastard would want to use their codex?

 MarsNZ wrote:
ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
 
   
Made in nz
Camouflaged Zero





Auckland, New Zealand

Couple of storm shields

If your attack is going too well, you have walked into an ambush

The easy way is always mined

 
   
Made in us
Member of the Malleus





WI

I actually like them with power weapons. 4 attacks in the charge is nothing to sneeze at.

I make bad decisions and think they are good.

Team No Bueno
 
   
Made in us
Sadistic Inquisitorial Excruciator





If you're running them with a melee CM, I'd take the power weapons over the grav weapons. Unless you have a reliable way to split fire, the grave weapons can cause you to fail your charge (by killing off the closest models). If you do take the power weapons, don't forget the banner for +1 attack. 4 attacks base + 1 on the charge will outdo pretty much anything you could have hoped to achieve with grav weapons (except maybe popping high-AV vehicles or hitting guys that are out of range anyway).
   
Made in gb
Fresh-Faced New User



UK

Depends what you're using the unit for really. With a chapter master in there, you're spending sufficient on the unit that it probably isn't a cheapish shooty/outflanking/general purpose threat unit that you don't mind losing that much. As such:

1) At least a few Storm Shields can help a lot, particularly against mobile foes who can place wounds where the Chapter Master isn't (good for if the CM gets wounded due to a poor run of saves, too).

2) I've had a lot of success with Meltabombs - makes the unit notably more capable in combat against Monstrous Creatures and vehicles - and notably also Knights - while not costing as much as a loadout of power weapons.

3) If not running Khan in there, I'd advise a company banner at very least, I find the leadership reroll bubble to be really useful for both mitigating poor dice, and making playing close to the board edge rather safer. Gives you more deployment options and more space to play in.
   
Made in ca
Bounding Ultramarine Assault Trooper




Montreal, Quebec

I equip mine with bikes, apothecary, champion with power lance (I like the look) and 3 power swords. I add in a Chaplain to add an attack on the charge.

* I have to say that NewGW impresses me a lot... 
   
Made in no
Regular Dakkanaut




Mavnas wrote:
If you're running them with a melee CM, I'd take the power weapons over the grav weapons. Unless you have a reliable way to split fire, the grave weapons can cause you to fail your charge (by killing off the closest models). If you do take the power weapons, don't forget the banner for +1 attack. 4 attacks base + 1 on the charge will outdo pretty much anything you could have hoped to achieve with grav weapons (except maybe popping high-AV vehicles or hitting guys that are out of range anyway).


A couple of grav is handy for concussion that Wraithknight. Having it strike at I1 is really really nice.
   
Made in us
Longtime Dakkanaut





Eye of Terror

Chapter Banner
4x shield
4x grav gun
3x meltabombs
Thunderhammer
Apothecary

This message was edited 1 time. Last update was at 2015/07/20 15:48:22


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DT:60+S++++G++++M+++B+++I+++Pw40k89/d#++D+++A++++/eWD150R++++T(T)DM+++ 
   
Made in us
Sadistic Inquisitorial Excruciator





Okapi wrote:
Mavnas wrote:
If you're running them with a melee CM, I'd take the power weapons over the grav weapons. Unless you have a reliable way to split fire, the grave weapons can cause you to fail your charge (by killing off the closest models). If you do take the power weapons, don't forget the banner for +1 attack. 4 attacks base + 1 on the charge will outdo pretty much anything you could have hoped to achieve with grav weapons (except maybe popping high-AV vehicles or hitting guys that are out of range anyway).


A couple of grav is handy for concussion that Wraithknight. Having it strike at I1 is really really nice.


You can always have bike squads to grav targets. That way you're not forced to shoot the same thing the CCS is charging, but I can see the point against hard targets like that.
   
Made in us
Legendary Master of the Chapter






Seems the obvious choices are

Apothecary
Melta bombs
SS
and the banner for extra attacks

If you are going banner you may as well give them CC weapons over gravs.

Maybe meltas instead so you can crack vehicles to charge the delicious nugget inside?

 Unit1126PLL wrote:
 Scott-S6 wrote:
And yet another thread is hijacked for Unit to ask for the same advice, receive the same answers and make the same excuses.

Oh my god I'm becoming martel.
Send help!

 
   
Made in gb
Fresh-Faced New User



UK

I dunno, I think vs most of the game you either walk over it in combat already with a bike command squad + characters, or it's something the meltabombs can target. Relatively few exceptions, really.

Gravs are great for hit and running out of combat to pick a new target, and for giving the unit flexibility in its targeting. In some games, its job is to be a midrange distraction killing stuff with shooting; or to take a key model down with shooting on the way in, then disrupt the opponent while your army wins the game on objectives.

I can see the argument for one powerfist/thunderhammer just to add that little bit of extra punch vs the few units about that aren't monstrous/vehicle but are hard enough to worry you in combat. Also helps vs MC a bit - I would say the meltabombs are essential though if going for combat, as some vehicles will shrug off S8 attacks.
   
Made in it
Death-Dealing Devastator





Italy

Wow. And I thought my CS on bikes with Apoth, 4 Grav and 4 Shields was a lot of points...

 the_Armyman wrote:
...grav is almost always a better choice. Grav is gravy. Grav all day errday. Grav über alles. 360 mlg noscope 420 grav it.

DQ:90S--G+MB++IPw40kPw40k(HoR_Kill_Team)16+D+A++/m 
   
 
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