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Thursday, February 3, 2011

Guest Article:Space Marine Biker Tactica

"For the Khan and the Emperor!"

Check it people. Another guest article.

Good Afternoon everyone, my name is Jeremy  but you can call me by my Chogoris' name Mikhail, I am here to talk to you about a lesser known yet quite effective Vanilla Marine army based around the doctrines of war laid by Jaghatai Khan, an all SM Biker army. I have fantasized about this army since their first real Biker rules in WD256 Index Astartes -Lightning Attack but only played a White Scar army since 4th edition using Ravenwing rules and now back to Vanilla Marines. I had a large success with them and really love the dynamism of the army but they also have some strong short comings versus specific match ups. Key reasons why to play a White Scars theme army:

  • The army will play fast, very fast, it will hit where you need it and it will redeploy where it needs to be.
  • You can present turn 1 threats to your opponent and keeping a strong survivability.
  • You are playing a Biker theme army which are Space Mongolians, how cool is that!
  • The White Scars were the reason why the Emperor and Sanguinus got to face off against Horus

Whats a typical Vanilla Marine List built? Well this is what I run and it has been proven to be the best bang for my bucks at 2,000 points: I'd rather see more combat material on the Command squad (no Standard) and a Libby instead of the smaller Bike squad but this is a list not focused on combat at all but really on just shooting the enemy and manoeuvring around them.

Captain “Temujin” - Relic Blade, Stormshield, Artificer Armor, Meltabomb, SM Bike – 200 Pts
Command Squad – 5x – SM Bikes, Company Standard, Champion, Apothecary, 2 Flamers – 250 Pts
SM Bike Squad – 8x + Atk Bike – 2 Meltaguns, Multimelta – 285 Pts
SM Bike Squad – 8x + Atk Bike – 2 Meltaguns, Multimelta – 285 Pts
SM Bike Squad – 8x + Atk Bike – 2 Meltaguns, Multimelta – 285 Pts
SM Bike Squad – 4x + Atk Bike – Heavy Bolter – 155 Pts
Land Speeder Squad – 2x – 2 Heavy Bolters, 2 Typhoon Missile Launchers – 180 Pts
Land Speeder Squad – 2x – 2 Heavy Bolters, 2 Typhoon Missile Launchers – 180 Pts
Land Speeder Squad – 2x – 2 Heavy Bolters, 2 Typhoon Missile Launchers – 180 Pts

All the SM Bike Squad qualify as Troops so you have 32 T5(4) Scoring Models. Lets analyze the benefit of a SM Bike: For 9 extra points (16 for a Base Tactical Marine, 25 for a Base Biker Marine) you receive Toughness 5 (for matters of everything but instant death), a speed band of up to 12” if you want to fire and up to 24” if you want to achieve a specific tactic. The beauty of SM bikes is a piece of wargear that gets overlooked a lot, Twin Linked Bolters on a Relentless model, this means you can always shoot up to your max range or even fire within rapid fire magic 12” and still get to charge, did I forget to mention your heavy weapons also get to fire!. A Biker Squad has a decent anti infantry firepower as well as anti tank if equipped with Melta weaponry, since buying melta weapons does not hinder those models' anti infantry at all. Overall, Space Marine Bikes are a great buy and even better when they are scoring.

Lets talk tactics!

Some of you may have noticed that I do not run Korsarro Khan, and the reason is simple: Combat Tactics! Probably the best ability to have been given to a White Scars theme list. The reason is simple, this army is about speed and choosing your battles and the ability to run away makes this army that much more mobile. Now lets be aware of a few key factor here, firstly SM Bikes run away 3D6”, not 2D6” meaning do not try to hug your board edge, a good distance from it is 13-15”. Secondly if you choose to run away make sure no enemy unit can zoom by within 6” of your broken unit.

A few advantages of Combat Tactics that do not appear but get learned in games. If your opponent plays an aggressive assault army, he might forgo shooting specific units he wants to charge fearing you will choose to fail the morale test and disengage out of his charge range. I do not run Power Weapons or Powerfist in the Biker units because I do not want to tie combat or win (I leave that job to the Command Squad and Temujin which is why I'd like to see more combat power there :P and then there's always the 2nd command squad...but different list). I want to disengage from combat as fast as possible assuming I am not that near a table edge and out rolling their initiative. It is still a risky manoeuvre if you roll low on the 3D6” and your opponent can consolidate within 6” of you. If you do get caught and suffer No Retreat, I have learned from experience that I never really lose combat by a huge factor as Toughness 5 proves to be difficult for a lot of armies to wound through.

Captain Temujin! I call this Captain set-up Temujin (First name of Genghis Khan) because he is meant to do two things and he does them well. Either back the Command Squad into assaulting what they need to assault or tar pit (by himself or with the Command Squad) a unit. His 2+/3++(FNPStr 8). He is not the most impressive killy monster but he can take the blows and that’s what counts for an army that is about disengage and re-engaging the enemy force at a desired location. I do recommend running Digital Weapon on him if you can afford it without sacrificing shooting prowess, since most often you will wound on 2's with Str 6. Do not forget that all independent Characters receive the Skilled Rider rule and thus he will get to re-roll his dangerous terrain tests.

Combat Squadding is a crucial thing to increase the resiliency of the army, instead of 4 scoring units you can increase it to 7 and have a decent quantity of MSU (And still only 12 KP on the table, 9 without Combat Squadding). I usually put the Sergeant, 1 Meltagun and the Attack Bike in the same unit and the other one gets 1 meltagun. Giving the army 6 possible Meltagun targets and forcing your opponent to spread his fire base over multiple units.

Turboboosting is the best tool in your arsenal, not only does it provide you with a 3+ cover save but it makes you immune to pinning. Lets not forget the amount ground you can cover with the speed. This allows your units to re-engage somewhere else, give your melta weapons a large birth of threat, and most importantly the ability to zip on the last turns and contest / grab objectives. A great trick with turboboost is during Dawn of War scenarios, to turboboost from the edge on your first movement phase and gaining a 3+ cover save as well as being already back into the action of the game. (be careful of infiltrating troop units trying to block your entry by deploying in a conga line over your table edge, deploy the captain and 1 unit at the minimum)

Command Squad provides the army another tar pit unit as well as a unit who is not afraid to get into melee since the Veteran have 2 attacks base and retain their Close Combat Weapon and Bolt Pistol when they buy their bikes. The Apothecary grants them FNP, the Company Standard allows for your combat squadded units who are now LD8 to have some form of Morale / Pinning re-rolls. The Champion is just a cheap PW with WS5. The Flamers on that unit just mean I will actually have a unit who should get that close to your opponent units to fire flamers at. Bike do not roll difficult terrain tests but treat all difficult terrain tests as dangerous, thus they always have a 6” charge but must take dangerous tests.

Typhoon Land Speeders offer the list a mobile fire base that can both achieve great anti infantry (HB + Frag Missiles) as well as great anti Monstrous Creatures, Walkers and Vehicles (HB + Krak Missiles). They can also serve as objective contesting units with their speed.


Some of the disadvantages!

The army has a huge crucial problem with multiple level ruins as Bikes can not go up levels and thus objectives or unit hiding in multiple level ruins cannot be charges on moved on top of. Be cautious that you deploy objectives in places you can reach.

The army depends on speed and the table allowing it to use it, so heavy terrain tables can be a real hassle for the army. You cannot engage in a turboboost manoeuvre if you move through terrain and must at least end with all your models in the unit 18” away from where they started.

The army while having a relatively decent model count for a vanilla list is open to wounds on the models right off the bat unlike mechanized armies which have a transport shield. This is why Turboboost is a necessity.

Timing is crucial for the army, the player must play the game turns as well as the opponents army. I find that going second for this army usually works in its favor so you can maximize on your speed on the last movement phase of the game.

This is not an army that needs to kill everything, it needs to kill what matters (and does great at it) while playing a guerrilla warfare on the units it needs to avoid.

Conclusion

This army plays exactly like the White Scars Doctrine stipulates. I have never been a huge fan of fully mechanized armies, I have tried playing them but it never stuck. I love infantry heavy armies and this army plays exactly what you would think a biker heavy army should play like. There is no glory in a headlong charge into your enemy center unless you have been whittling down that center into a weak position. I do think that Plasmaguns have a place in the list but I feel AP1 is too important to miss on.

Comments (21)

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Warboss Stalin's avatar

Warboss Stalin · 740 weeks ago

1850 BA "Raven Guard"

Epistol Libby on Bike (Fear the Darkness, Sang. Sword), Hand Flamer

Epistol Libby on Bike (Fear the Darkness, Shield), Hand Flamer

x2 Sang Priests on bikes (PW's, Hand flamers)
x2 Sang Priests (Jump Packs)

x10 Assault Marines (Sgt with paird LC (Raven style)+ Melta Bombs, Melta Gun, Flamer).
x10 Assault Marines (Sgt with paird LC + Melta Bombs, Melta Gun, Flamer).

x8 Bikes + Attack bike (Flamer, Melta Gun, Multi-Melta, PF Sgt)
x8 Bikes + Attack bike (Flamer, Melta Gun, Multi-Melta, PF Sgt)

If I were to go to 2K, I'd drop one normal bike from each squad and add a Landspeeder squad with two Multi-Meltas and 2 Assault Cannons, or maybe add a x5 Vanguard Vets with junmp packs, 1 LC, x2 power weapons and a melta bomb...
7 replies · active 740 weeks ago
Why Epistolaries? For the first one, since you have to assault the thing you Fear'd (right?), wouldn't you be better off letting it run away? Or are you paying 50 points for the option of assaulting if Fear doesn't work?

For the second, why take an Epistolary and Shield? Do you often need a cover save on your own turn? Can you fire off Fear on someone else's shooting phase?
Warboss Stalin's avatar

Warboss Stalin · 740 weeks ago

Epistolary for x2 powers per turn. I'd take shield for a 5+ cover for all units nearby, that way I can still move 12 and shoot with SOME ability to counter anti-tank weapons, while not turbo-boosting.one good thing about bikes...you can follow any fleeing guy off the board without assaulting. Fear is perfect for running off tough nob squads or thunderwolves....I keep sang sword for its obvious instant death or anti armor abilities. I was a little leery of using sang. priests since I want to simulate raven guard, but they fit well with the list and are just too big a force multiplier to not use (at least in tourney...a bunch of T5 FNP Furious Charging Bikes might be scary, WITHOUT using Fear the Darkness)
Yes, but there's no possible way to use both Fear and Shield in the same turn, so the Epistolary upgrade is useless (unless you REALLY want to use the Force Weapon power).
Warboss Stalin's avatar

Warboss Stalin · 740 weeks ago

ah good point...still, it might be worth it for the guy with the sword if fear fails...since the target of fear is usually a mean unit you don't want around. I'll drop epist off of the other libby
Warboss Stalin's avatar

Warboss Stalin · 740 weeks ago

Hrmmm how about this:

1849 BA "Raven Guard"

Libby on Bike (Fear the Darkness, Blood Lance)
Libby on Bike (Fear the Darkness, Shield)

x2 Sang Priests on bikes
x3 Sang Priests (Jump Packs)

x8 Assault Marines (Sgt with paird LC + Melta Bombs, Melta Gun).
x8 Assault Marines (Sgt with paird LC + Melta Bombs, Melta Gun).
x8 Assault Marines (Sgt with paird LC + Melta Bombs, Melta Gun).

x8 Bikes + Attack bike (Flamer, Melta Gun, Multi-Melta, PF Sgt)
x8 Bikes + Attack bike (Flamer, Melta Gun, Multi-Melta, PF Sgt)

Gave up gear for bodies and an extra dang...
Antebellum's avatar

Antebellum · 740 weeks ago

I don't believe there is a need for five priests. They are great, but you should be able to made due with three. If you want an extra priest, maybe go for a Honour Guard squad.
Todd the Goalie's avatar

Todd the Goalie · 740 weeks ago

Ugh, what a monstrously monochromatic Biker list. Ctrl+C, Ctrl+V. /yawn
As a fellow biker player, I can point out some HUGE holes in the army:
- all-melta leaves you danger-close when facing anything with assault capabilities. Twin-linked bolters are awesome against squishies like Guard and Ork Boys, but fall flat against anything with a power-armored save. Try taking some plasmaguns on a squad, and watch ceramite crumble. The 6" range required to make best use of meltaguns leaves you VERY vulnerable to enemy rapid fire, and assaults. I know your plan is to use Combat Tactics to fall back from a close combat, but it's such a hit-or-miss tactic to rely on to win. Combat Tactics is best used as insurance, not as a crutch.
- Combat Squadding isn't as great as you think. Chop all those squads in half, and you're now left with seven scoring units, three of which take Morale tests after EVERY casualty. "Ld9!" you scream. You might make most of your Morale tests, but the ones you fail will HURT. As you mentioned...3d6" fall back moves are dangerous, especially when the opponent has cluttered the center of the board.
2 replies · active 740 weeks ago
Todd the Goalie's avatar

Todd the Goalie · 740 weeks ago

- Turbo Boosting does indeed work wonders at keeping your bikers alive, but it also requires a HUGE swathe of the table to succeed. The weaknesses of the Turbo Boost are that it requires at least 18" of clear table, and that it provides no protection whatsoever from assaults. With those huge 8-man+AB biker squads, you're going to be congesting a lot of your open space. Even if you combat squad down, you're taking up a bunch of valuable real estate with your own units. You'll find yourself having to cycle your bikes (pun intended) around the board to get saves, typically in a predictable pattern. All a smart opponent has to do is congest the open areas of the table and wait for you to misjudge a distance or two.
Todd the Goalie's avatar

Todd the Goalie · 740 weeks ago

- I have to agree with Kirby on the requirement for some exra close combat power on the command squad. Even if it's just one extra power weapon, it'll make a huge difference. I personally run mine with the Champion, Apothecary, Standard Bearer, Vet with Power Weapon+Bolt Pistol, and one Vet with Stormshield. Each member gets four attacks on the charge with his weapon of choice, which adds up quickly, when you add in the four the Captain kicks in at I5.
Bike lists have to walk a very fine line between mobility and firepower. Every turn that you Turbo Boost, you've traded 100% of your firepower for some mobility and durability against shooting, but none at all against melee.

A more diversely-armed force will actually allow your short-range units to close with the enemy under cover of fire, instead of zooming around without real purpose.
I guess Todd the Goalie has a different playstyle than I do but list aside, I do not think my playstyle for that army is wrong at all (as proven by my personal experience with them). The accusation of cut and paste is unfortunate as the point of the army is bike all the time and unfortunately there is only 3 biker units. Turboboosting is no longer limited to move in a straight line Todd, even with cluttered you can still get that cover save if you are smart on deployment and how you move.

The problem I have with making the army more close combat oriented is that it cant go toe to toe with a lot of C&C units as it just doesn't have the cheap invuls some armies can stack on their C&C units.

Also, the army doesn't need to kill everything your opponent bring, so trading 100percent firepower for movement and the choice to choose your engagement is a plenty.

Its different philosophies at work, I play the army with the intent to play my speed at my advantage and you prefer to play it as speed being just an answer to close the gap.
1 reply · active 740 weeks ago
I forgot to mention Close Combat Oriented units who can't charge up levels are a real downer.
Addressing Kirby's points, I have played games with 2 Captains in the same set up and more combat prowess and they never performed like I wanted them to. Losing scoring models really hurt in that trade off. not only that but have 2 Captains did not double how effective they were.
My objection to this post is that it's not a tactica, it's an army list. It doesn't address all the different options you have when playing Marine bikes. Why go with 3x2 Typhoons, for instance, instead of adding dakka preds or rifleman dreads? Why waste the potential deathstar combat potential of the command squad? A tactica shouldn't just show what you think is the optimal list, it should go through and look at the different concepts of biker builds, and evaluated their strengths and weaknesses.
1 reply · active less than 1 minute ago
Fair point; my bad on calling it a tactica in the title then.

I will be attempting to do more Bike articles after Centurion.
Dan's Simple Bikers Tactica Inc. My interest is piqued to to Ixe's post.
Definetly not a fan of your list.

Foremost, this is how you play your army but there are several other ways to take a White Scars army which is just as successful.

Secondly, not having powerfists on the large squads is a bad idea. I would kill the small squad for some fists and more close combat goodness in the command squad.

Finally, you should explore some more options in your squads. Plasma guns, combi weapons, and and different squad sizes are ok. Believe it or not!
Thanks for the post, I am always looking for another perspective on biker lists, and while there is not an overwhelming consensus in the comments, its a least a sharing of different ideas.

One question however;

I know there are a lot of FAQ's out there I may have missed, or perhaps a small rule somewhere but the relic blade raises a few questions;
1- can you use a 2H relic blade with a stormshield? If so, can someone quote me where this is?
2 - A relic blade with a bike? Can I get a quote as to where it says I can use a 2H sword while riding a bike?

While I have a feeling the answer to the first one is just something I missed....
I am hoping the second question is not merely a "it does not say you cant"....

Again, thanks for the post, I look forward to more bike articles.
2 replies · active 739 weeks ago
I found the ref for the Relic Blade and shield; it is in the 1.1 SM faq, I could not find it when working on the post.

Again, thanks for the article...
I'll reply anyway Dave =D.

Two-handed and one-handed restrictions basically went out the window a while ago when the Armoury section was removed from the codex. The only restriction two-handed weapons place on you currently is not being able to get +1A for two CCW. Otherwise it's all based on the codex and in the SM codex particularly a lot of things have something like this:

replace bolter/pistol with X, Y, Z
replace CCW with A, B, C
take M, N, O

So you can have XAM and be perfectly legal as M, N, O aren't replacing anything but rather 'add-ons.'

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