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		<title><![CDATA[Latest posts for the thread "What point level do ork bikers become viable? (And other Kult of Speed kwesschuns)"]]></title>
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				<title>What point level do ork bikers become viable? (And other Kult of Speed kwesschuns)</title>
				<description><![CDATA[ Planning on making some biker nobz and a biker boss, upgraded with <span class="glossaryitem" onmouseover='gp(107);'>pks</span>, painboy, cybork, and the usual deathstar upgrades. It's a lot of points - 145ish for the <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> (well, that's not so bad) and 350ish for the nobs. Will they fit in a 1500 point army? 1250? 1000? In a 1000 pt army how about dropping 2 nobs and running with a group of 3, no painboy?<br /> <br /> Also, how do I support a biker deathstar in a Kult of Speed army? (I 'eard it woz sumpin called sinna-geez!) <br /> <br /> Put my boys in Trukks, Wagons, or both? I was thinking both -- Trukks with slugga boys and wagon with shoota boys. Would wagons just be too slow, struggling to get up the battlefield while my deathstar gets krumped? If trukks, what the heck do I do with my heavy support slots? Killkannon wagon in the back? Big gunz? Nuttin'?<br /> <br /> Do burna boys do well in a kult of speed army? They'd need to go in a wagon, so that ties into the above question.<br /> <br /> Was thinking small points slot fillers / support in the form of a sprinkling of lootas in 1 or 2 elites slots and deffkoptas/buggies for all 3 fast attack.<br /> <br /> Saddest thing is it sounds like bikers wouldn't do well with a kan wall. Shame because i was looking forward to painting some kans.]]></description>
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				<pubDate><![CDATA[Tue, 13 Sep 2011 03:09:27]]> GMT</pubDate>
				<author><![CDATA[ nicksavage]]></author>
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				<title>Re:What point level do ork bikers become viable? (And other Kult of Speed kwesschuns)</title>
				<description><![CDATA[ Hi... I play Ork biker lists and they're hella fun... <br /> <br /> Nob bikers "deathstar" really works in 2000K armies... <i><b>maybe </b></i>a small one at 1500K armies.<br /> <br /> Instead of me re-typing it, here's an answer I did for someone else (and the whole thread is good): <br /> <a href="http://www.dakkadakka.com/dakkaforum/posts/preList/379582/3015728.page#3015728" target="_blank" rel="nofollow">http://www.dakkadakka.com/dakkaforum/posts/preList/379582/3015728.page#3015728</a> <br /> <br /> Here's another variation with Nob bikers: <br /> <a href="http://www.dakkadakka.com/dakkaforum/posts/list/357312.page#2618364" target="_blank" rel="nofollow">http://www.dakkadakka.com/dakkaforum/posts/list/357312.page#2618364</a> ]]></description>
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				<pubDate><![CDATA[Tue, 13 Sep 2011 04:18:51]]> GMT</pubDate>
				<author><![CDATA[ whembly]]></author>
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				<title>What point level do ork bikers become viable? (And other Kult of Speed kwesschuns)</title>
				<description><![CDATA[ <blockquote><div><cite>nicksavage wrote:</cite>Planning on making some biker nobz and a biker boss, upgraded with <span class="glossaryitem" onmouseover='gp(107);'>pks</span>, painboy, cybork, and the usual deathstar upgrades. It's a lot of points - 145ish for the <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> (well, that's not so bad) and 350ish for the nobs. Will they fit in a 1500 point army? 1250? 1000? In a 1000 pt army how about dropping 2 nobs and running with a group of 3, no painboy?</div></blockquote><br /> While I often run biker nobz at 1000 points myself, it's probably not the best thing to do. If your opponent manages to stop them before they've done enough damage(for example lucky leman russ battle cannon hit) , you will most likely lose the game. However, if they are not stopped, they have the potential to wipe out those 1000 points on the other side all by themselves. It's a gamble really, your choice if you're willing to take it. If you want to field the shrunken down unit, don't drop the painboy. He is basically one of the reasons why nob bikers are good in the first place, cybork and <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> are essential to their survival.<br /> <br /> In games of 1500+ points nob biker become less of a core of your army, but rather one of many assets. You can use them instead of a nob battlewagon or if you are foot slogging and still want to field nobz. The downside is always that your warboss can't look after burnaz or boyz, but must stay with them for <span class="glossaryitem" onmouseover='gp(82);'>LD</span> and catching S8 shots.<br /> <br /> <blockquote class="uncited"><div>Also, how do I support a biker deathstar in a Kult of Speed army? (I 'eard it woz sumpin called sinna-geez!) </div></blockquote><br /> The point of a deathstar is that it doesn't need support. Actually it's the other way around, you have to figure out what enemy units are the most dangerous to the rest of your army, or which units can't be handled by your other stuff at all, and then get your nob bikers there.<br /> <br /> <blockquote class="uncited"><div>Put my boys in Trukks, Wagons, or both? I was thinking both -- Trukks with slugga boys and wagon with shoota boys. Would wagons just be too slow, struggling to get up the battlefield while my deathstar gets krumped? If trukks, what the heck do I do with my heavy support slots? Killkannon wagon in the back? Big gunz? Nuttin'?</div></blockquote><br /> There are really two options for <span class="glossaryitem" onmouseover='gp(234);'>KoS</span> armies, one is trukks all the way, using Mega-Armored Nobz for even more trukks and buggies for more AV10 to shoot at. Those armies usually field either cheap big gunz (lobba or kannon, your call) or boomgun looted wagons for even more low <span class="glossaryitem" onmouseover='gp(9);'>AV</span>.<br /> The other option is using two battlewagons to expand the <span class="glossaryitem" onmouseover='gp(163);'>KFF</span> across your army and add deff rollas for anti-tank. Either way you army should stay together, so even if your trukks can move 19" flat out, you should never leave the protective bubble of the <span class="glossaryitem" onmouseover='gp(163);'>KFF</span>, i.e. stay with your wagons.<br /> Trukks should always have slugga boys, as you need the additional attacks when charging out of it, due to low head count. For battlewagons I run one of each and then get each unit to the target they are better at killing (sluggas kill shooty/hordy stuff better, shootas kill <span class="glossaryitem" onmouseover='gp(19);'>cc</span> units better).<br /> <br /> <blockquote class="uncited"><div>Do burna boys do well in a kult of speed army? They'd need to go in a wagon, so that ties into the above question.</div></blockquote><br /> Yes and no. In the variant using battlewagons, you could of course put burnaz in one of the wagons, however that wagon is going to die first and will cause them to footslog anyways. As you probably already know, they aren't a great unit to be on foot.<br /> <br /> <blockquote class="uncited"><div>Was thinking small points slot fillers / support in the form of a sprinkling of lootas in 1 or 2 elites slots and deffkoptas/buggies for all 3 fast attack.</div></blockquote><br /> If you don't need the elite slots for extra trukks, lootaz are a great option. They add ranged anti-transport fire to your army, which helps to compensate the ork's greatest weakness. <span class="glossaryitem" onmouseover='gp(234);'>KoS</span> should always use buggies over deffkoptaz, as they add target saturation to your army. If you are running all trukks, that heavy bolter on the other side of the table is definitely going to shoot your trukks, if you add buggies, they now have to decide between those three <span class="glossaryitem" onmouseover='gp(126);'>TL</span>-rokkits threatening their tank and the trukks full of orks threatening whatever they are driving at.<br /> <br /> <blockquote class="uncited"><div>Saddest thing is it sounds like bikers wouldn't do well with a kan wall. Shame because i was looking forward to painting some kans.</div></blockquote><br /> Yeah, sadly walkers don't mix well with speedy orks. The guy who got me into the hobby constatly runs kanz with his kult of speed army and they usually do nothing but waddle behind the army and occasionally shoot the grotzooka at something.<br /> Amusingly, the <span class="glossaryitem" onmouseover='gp(234);'>KoS</span> Warboss Zhadsnark Da Rippa from <span class="glossaryitem" onmouseover='gp(60);'>IA</span>:8 refuses to take walkers along, because they're too slow <img src="/s/i/a/6d3c0a908a3861135dfaebde91c0ecf6.gif" border="0">]]></description>
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				<pubDate><![CDATA[Tue, 13 Sep 2011 10:33:24]]> GMT</pubDate>
				<author><![CDATA[ Jidmah]]></author>
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				<title>What point level do ork bikers become viable? (And other Kult of Speed kwesschuns)</title>
				<description><![CDATA[ I guess it depends on who you're facing, but I've had pretty good success using Wazdakka with ordinary bikes and deffkoptas against imperial guard in the smaller points games.<br /> <br /> T/L dakkaguns/shootas give them a lot of unusually reliable shooting for Orks, the exhaust cloud gives the bikes a permanent cover save, which really saves their bacon and the whole army can get anywhere on the board whenever they like.<br /> <br /> Plus Wazdakka can be an absolute monstrousity, given his speed, firepower and <span class="glossaryitem" onmouseover='gp(19);'>CC</span> ability.]]></description>
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				<pubDate><![CDATA[Tue, 13 Sep 2011 12:04:33]]> GMT</pubDate>
				<author><![CDATA[ Jadenim]]></author>
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