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  1. #1

    Default Biker armies, what should I build?

    Hi, BoLSers, I have a bunch of spare blank bikes and am in a quandry as to what I should do with them. I do love to use fast armies, so I'm counting my options to be CSM Nurgle Bikers, Space Marines (White Scars I think are the best?), Dark Angels Ravenwing, and Ork Bikerz.

    So currently I play CSMs, and have a good Nurgle force. I love the idea of T6 bikers, and augmented with biker sorcerers, that would be pretty cool to look at and be pretty strong in the game. However, I already have 2 units of Nurgle Spawn, and besides a little shooting, don't see what Nurgle bikers would bring besides a 3+ armor save and maybe some plasma guns before charging (which yeah, it's nice). But in combat the Spawn wreck face, still are T6, and have more wounds per model. 5 man Nurgle bikers with plasma guns are pretty close to the Spawn cost, and for what?

    I'm not too familiar with the details on Chapter Tactics, but I understand the White Scars to be the best Space Marine bikers right? I think they get Scout and Move thru Cover, and do they get a better Jink or something too? I'm also betting they get grav gun options, and the can have pretty much all bikers with the 5 man biker-Troops thing right?

    The Ravenwing I think with Sammael can be Troops, and he's pretty neat. I also like their crow-bill hammers, rad grenade launchers and plasma talons. I'd probably need some Deathwing Knights to drop in on their teleport homers, but those guys are awesome too, so I wouldn't mind that extra unit.

    Lastly would be an Ork biker gang, which would probably be the most modeling fun. I was thinking about doing a Shokk Attak Gun Mek biker, probably a Warboss or other Big Mek with forcefield. Not sure how many HQs I can get with Orks in a normal CAD, but I really don't want too many more models, so maybe Orks just aren't the way to go, unless Nob Bikerz can be Troops somehow?

    I can make any of them look cool, but in terms of gameplay who thinks what army is the most versatile?

  2. #2
    Chapter-Master
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    Default

    White Scars are indeed the best bikes, though Iron Hands aren't bad either.

    White Scars get Hit and Run, and +1 to their Jink saves. Hit and Run is absurdly useful. Take Khan, and your whole army gains Scout as well.
    I am the Hammer. I am the right hand of my Emperor. I am the tip of His spear, I am the gauntlet about His fist. I am the woes of daemonkind. I am the Hammer.

  3. #3

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    If you wish to stick to Chaos, run them with Meltaguns. With your speed, they will be in short range by turn 2 and with Knights becoming more and more popular, it is good to have mobile meltaguns. I run 2 units of 5 Nurgle Bikers along with some spawn and 5-men double special weapons units of Plague Marines in Rhinos as my CSM force. The key is to be in their grill by turn 2 and be really aggressive. Once you used your meltas to kill transports or other vehicles, get stuck in. Few things can reliably harm T6 in melee (ok, don't try this on Nids with multiple monsters) and as people no longer really expect melee to be a thing, you can catch people off guard.

  4. #4
    Librarian
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    Zhadsnark Da Rippa's rules are free on Forgeworld (he's on the last page of Dread Mob's pdf) He moves the normal Warbiker mob into Troops with his Warlord Trait, this would allow you to focus on Warbikerz, with Nobz being in elites, and Dakkajets or Warbuggies in Fast, while throwing Battlewagons in Heavy Support.

    A good Speed Freakz army build.

  5. #5

    Default

    Oh man, all of those sound really awesome now; I may just have to roll a D3 and see which option comes up. Thanks for the suggestions!

  6. #6

    Default

    Quote Originally Posted by Lord Krungharr View Post
    I already have 2 units of Nurgle Spawn, and besides a little shooting, don't see what Nurgle bikers would bring besides a 3+ armor save and maybe some plasma guns before charging (which yeah, it's nice). But in combat the Spawn wreck face, still are T6, and have more wounds per model. 5 man Nurgle bikers with plasma guns are pretty close to the Spawn cost, and for what?
    Well, for exactly that 3+ and them some! It takes 3 wounds to get one past the save.
    Autocannons are a great example.

    Reliability! Spawn are only 5 models and on a two, deliver 4 attacks on the charge. Though S5.
    5 Bikes deliver rapid fire and then three attacks, total of 5 attacks every time. Though S4.
    Added as I forgot: plus Hammer of Wrath, total of 6 S4 attacks

    Bikes are I4, that can have huge importance as to how many wounds you recieve.

    Bikes can turbo to cover insane distance in no time.

    Bikes allways has a cover save in their pocket, by jink.

    Larger units let bikes own an area of the table, or even surround the enemy.

    But bikes should be in 10 model units IMO, with either meltas or flamers.
    Personally, I dont think they need the plasma but are great for drive by shootings and melta kills everything.
    Still cheaper than 10 plague marines in rhino.

    Bikes are good for horde control, high strength shooting soaks, shooting inferior targets away so they dont have to waste an assault on them, softening harder targets before assault, melta drive by to make themselves (very) usefull while on the move, and can double their movement to make every wasted turn (of not dealing damage) count the most.
    Last edited by Filthspew; 12-03-2014 at 11:51 AM. Reason: Spelling
    To will, to know, to dare, to win.

  7. #7

    Default

    ork bikes ST 5 - 2 wounds . nuff sed. they is 'ard.

    [oh and TL dakka guns, and Kombi-skorchas !] [and power fists !]

  8. #8
    Occuli Imperator
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    I must say i have always been tempted with nurgle bikers, just for the annoyance factor. Though i really don't like nurgle.
    Fan of Fuggles | Derailment of the Wolfpack of Horsemen | In girum imus nocte et consumimur igni

  9. #9

    Default

    Quote Originally Posted by Lord Krungharr View Post
    Hi, BoLSers, I have a bunch of spare blank bikes and am in a quandry as to what I should do with them. I do love to use fast armies, so I'm counting my options to be CSM Nurgle Bikers, Space Marines (White Scars I think are the best?), Dark Angels Ravenwing, and Ork Bikerz.

    So currently I play CSMs, and have a good Nurgle force. I love the idea of T6 bikers, and augmented with biker sorcerers, that would be pretty cool to look at and be pretty strong in the game. However, I already have 2 units of Nurgle Spawn, and besides a little shooting, don't see what Nurgle bikers would bring besides a 3+ armor save and maybe some plasma guns before charging (which yeah, it's nice). But in combat the Spawn wreck face, still are T6, and have more wounds per model. 5 man Nurgle bikers with plasma guns are pretty close to the Spawn cost, and for what?

    I'm not too familiar with the details on Chapter Tactics, but I understand the White Scars to be the best Space Marine bikers right? I think they get Scout and Move thru Cover, and do they get a better Jink or something too? I'm also betting they get grav gun options, and the can have pretty much all bikers with the 5 man biker-Troops thing right?

    The Ravenwing I think with Sammael can be Troops, and he's pretty neat. I also like their crow-bill hammers, rad grenade launchers and plasma talons. I'd probably need some Deathwing Knights to drop in on their teleport homers, but those guys are awesome too, so I wouldn't mind that extra unit.

    Lastly would be an Ork biker gang, which would probably be the most modeling fun. I was thinking about doing a Shokk Attak Gun Mek biker, probably a Warboss or other Big Mek with forcefield. Not sure how many HQs I can get with Orks in a normal CAD, but I really don't want too many more models, so maybe Orks just aren't the way to go, unless Nob Bikerz can be Troops somehow?

    I can make any of them look cool, but in terms of gameplay who thinks what army is the most versatile?
    Slaanesh bikers is the way to go. Just for ****s and giggles.

  10. #10
    Brother-Captain
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    If you want a scary-arse bike army, then the Space Wolves just fit the bill. There is a character, I forget which, that allows you to take Wolf Guard as Troops. Each Wolf Guard can be upgraded with specialist weapons (thunder hammers, power fists, power weapons, storm shields, etc) and be upgraded with bikes. You can literally make a wall of T5, 3+/3++, power weapon wielding, mjod-drunk bikers. It's a ferociously scary prospect in my opinion.
    http://www.lounge.belloflostsouls.net/showthread.php?52423-The-Blood-Pact-Chaos-Homebrew-Supplement&p=472214&viewfull=1#post472214

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