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1000 pt marine bike army....

  1. #1
    Mr. Gobles
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    1000 pt marine bike army....

    First time thinking of meq list. I'm trying to think of a second army I currently play as tau I have bought none of the models I only have the codex.

    Traits:Be as swift as the wind
    drawbacks: flesh over steel

    Hq: Master (75pt guy) w/power fist, bike, and storm bolter-135pts

    Troops x2(5 bikes w/multimelta attack bike and 1 plasma rifle)- 470

    Elites - 2x(3 bikes w/1 flamer w/ sargeant w/ power fist & boltpistol w/fursious charge)-284

    3 bikes w/flamer w/furious charge -111 (Master (commander) rides w/ this squad)

    Total-1000pts
    20 models
    20 bikes

    This army was made as one of those take all comer armies w/out a real strategy of its own (made only to counteract other armies strategies.

    Ok basically the two 6 man squads shoot stuff and handle tanks or other big stuff

    The 3 man squads and the commander are meant to run arround and assault stuff... (although I'm not sure how this will go considering that there are only 3 guys attacking and the power fists attack at innitiative 1 but I'm pretty confident that If I use multiple squads to attack something the powerfists can be of use and they'll punch holes through the enemy lines (get it power fist ... punch ... oh God I'm so unhappy).

    My worries facing shooty meq armies that outnumber me

    Yeah... thoughts please

  2. #2
    Spider
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    You need to rethink your Master, IMHO. At the very least, drop the storm bolter. You already have twin-linked bolters on the bike. If I were you, I'd probably drop him for a Reclusiarch on a bike.

    You need to start off in complete cover in case you don't get the first turn. Any opponent that gets to turn a decent amount of firepower on you will dice you.

  3. #3
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    I wouldn't fear a shooty MEQ army, the kind i fear is those horde IG, Orks and Nids, and Dark Eldar wouldn't have that much trouble either.

    I don't know why you took those attack bikes. Just give 2 Melta Guns and a Powerfist to the squad and they are more effective, through in Melta Bombs instead of the Powerfist if you want.

    Just give the Master a Power Weapon, or just give an Chaplin a bike, and give the Powerfist to the Vet Sarge instead.

    I don't know about the Furious Charge, I'm sure you can possibly get another bike for the price of the Furious Charge, so you might consider that.

  4. #4
    Counts as Mephiston Fixer's Avatar
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    Multimelta attack bikes can be useful, that extra range especially against move and shoot skimmers. Also, compared to a bike with a meltagun the extra expense is not too much for an extra wound + 1 more attack in close combat.

    For your commander, since you don't get an extra attack for two CC weapons on a bike (unsure about this, havn't found the ruling in the new 4th ed but it was in the 3rd) Perhaps a single Lightning claw might work well?
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  5. #5
    TacJack
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    As a guy who plays bikes as well, I've got a few suggestions to tweek your list.

    First off, Spider's right. Drop the Master for the bike mounted Chaplain. The ability to reroll misses will be a great boon to your army because with so few models, every CC attack counts.

    The Plasma gun on the bike is a bad idea, not because it's there but because it's a poor choice for a bike overall.
    You see, the Plasma gun isn't actualy mounted on the bike so it follows the normal rules. This means that if you move you'll only be able to rapid fire and if you do fire, you won't be able to assault because of the rapid fire rules. Melta guns are better for bikes since they're assault weapons and do pack a better punch.

    As for those Anti-Armor MultiMelta squads, you don't need the full 6 models in them as they're usualy a lower threat compared to your other bikes. Move the extra two from each and put them in your assaulting squads. The extra attacks will help in CC and they'll be there to absorb the few hits that get through your T5 and Armor saves because these squads will be shot at.

    Bikes are one of the very few places that having flamers is a good idea. Given thier 12'' movement you can get into position to place the template over the best possible area of the enemy squad. I run with two Flamers in my Chaplain's squad and it's been very effective at giving a good punch before the assault.

    If you do go for the Chaplain or even stay with the Master, you can give him a bolt pistol from the armory and gain the extra attack in CC. Ever since 4th edition, they removed any mention that combat weapons don't grant the extra attack, so abuse it to it's maximum. You can even give a pistol to your Powerfisted sargent, four Powerfist attacks on the charge that reroll misses is nothing to sneeze at. :devil:

    As for strategy, keep out of sight and don't forget to turbo-boost!
    Sure your 3+ armor save and T5 gives you a very tough squad but even those can fall to massed or lucky shooting and get totaly decimated before they do anything. Keep cover between you and your target when you're moving up to block any heavy weapons that the enemy is pointing at you. Making use of Turbo boost is very helpful to you as well. Just the fact that for moving 24'' closer to your target gets you the ability to withstand Lascannon shots as if they were bolters goes a long way.
    You may also want to look into equiping your bikes with the Skilled Riders ability. Not all of them maybe just the assault ones. Having the ability to burst through 12 inches of cover unhindered and unharmed (Thanks to the reroll) then assault an enemy that thought it was safe is mentally savage for your opponent.

    Also, one last thing on Anti-armor in Biker armies. You may want to consider Scout Bikes armed with Meltabombs. Thanks to their pre-game 12'' move, they can get a first turn charge on an enemy Vehicle. That means you've got up to 5 Meltabombs autohitting with 8+2d6 armor penetration on the first turn. Can you say 'Bye bye Mister Land Raider'? All that for only 145 points.

    The best way to deploy them is to keep them in your Fast attack slots so they deploy last, giving you the option to position them where they'll have the best shot of tagging the enemy armor. Granted you'll need first turn but even if you don't you still hit on 4+ if the vehicle moves. And if the enemy doesn't have any armor, you've got the equivilent of a regular Biker with just a one point lower save and for 7 points cheaper that's already in your enemy's deployment zone.

  6. #6
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    Are you sure they get 2d6 armour penetration for Melta bombs, I thought they were just Str 8. They have no range, and therefore they shouldn't have the extra d6 for penetration.

  7. #7
    TacJack
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    Nope. In the section 'Walkers in Assault' in the rullbook it details every grenade's effect against armor. It's hard to find, I know, but that's where you'll find the Meltabomb info.
    Besides, the Bomb is going right up against the armor of the tank, which means you're well within the 6'' range for 2D6. You can't get any more closer than that.

  8. #8
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    I stand corrected, I checked up the rules, and TacJack is right about the 2D6.

    But what do you mean by 6"? Isn't the melta rule just that the weapon get an extra penetration dice when it's within half it's range. As Melta Bomb have no "range", I presumed it doesn't get the extra.

  9. #9
    Armor of Vaul
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    Actually, an extra Bolt Pistol won't give you an extra attack. In the Imperial Guard Errata and FAQ it says that Rough Riders' pistols do give them an extra attack because- unlike bikes- horses can temporarily steer themselves. The implications are obvious, I hope.

    Meltabombs do 8+2d6. They just do.

  10. #10
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    I think the only way to get an extra attack on a Bike is to get a Pair of Lightening Claws.

  11. #11
    TacJack
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    Actualy Vaul, with all due respect, I'd like to see that entry into either the rules or the codex that forbids the Bikes from gaining an extra attack from combat weapons.
    I'm aware it was so in 3rd edition but in 4th I can't find any reference to it at all.

    As for the Meltabombs and no range, they are still clasified as Melta weapons so it would mean that the closer they are the more effective they are. Other than that, it's like Vaul says: They just do.

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