View Full Version : Attack Bikes, A solution.
Inquisitor Hate Machine
10-04-2009, 06:16 PM
So I've been giving some thoughts to Attack Bikes, and how to make them more attractive. I LIKE attack bikes, and I think they have a good chance of being competitive in 5th edition with 5th edition terrain. They are easier to hide than a Land Speeder, they only have a slightly smaller threat range (having to go around terrain), but they lack weapon options. I think this is really their only downfall. They are 10 points cheaper, they are still fast (and can go to ground for a 2+i save, heh), they are easier to hid AND they can assault something (if need be!).
Sure, plenty of people have said "if you shoot them with a lascannon, they are dead meat!" well, yeah, So is a land speeder. anything that will kill a speeder will ALSO kill an attack bike.
With that in mind, what I would like to see in for the future for attack bikes is a points drop to 25 points, and the ability to take any infantry packed heavy weapon.
Hear me out here, one of the major differences is the Speeder can take more weapon options by far. Im not asking for the attack bike to get assault cannons or Heavy Flamers (though heavy flamer attack bikes sound super awesome!), but wouldn't it be cool to take a PlasmaCannon Attack bike? I do, I think it would be super awesome, AND it will give people things to do with their Plasma cannon bits and what not.
so, here is my suggestion
Attack Bike squad 1-3
25pts each, must select one weapon from the following list
+15 Heavy bolter
+25 Multi Melta
+25 Plasma Cannon
+35 Las Cannon
if the plasma cannon or Las cannon sound too butch running around, I don't see why we cant put "One attack bike may purchase a weapon from the following list:" and let it go at that.
And yes, these should also apply to the attack bike upgrade you can take in a bike squad.
WHAT SAY YOU!
Katie Drake
10-04-2009, 08:05 PM
Personally, I think Attack Bikes are fine the way they are right now. Mine are one of the better units in my army - they excel at driving around at top speed and melting Wounds off of Carnifexes or hunting down Chimeras and such. Naturally it'd be really cool to have more weapon options for them, but I don't think it's necessary.
Rapture
10-04-2009, 08:26 PM
I think all units should have access to any available weapon, however, costs would have to be adjusted. If I want to run 3 attack bikes with plasma cannons make it cost 1000 points if need be, but let me have the option.
Inquisitor Hate Machine
10-04-2009, 08:28 PM
Personally, I think Attack Bikes are fine the way they are right now. Mine are one of the better units in my army - they excel at driving around at top speed and melting Wounds off of Carnifexes or hunting down Chimeras and such. Naturally it'd be really cool to have more weapon options for them, but I don't think it's necessary.
I agree, i like them a lot, but i think they could use more weapon options
Javin
10-05-2009, 08:05 AM
I always run two squads of attack bikes with my Ultramarines. They always get their points back. They can put out punishing fire with heavy bolters and their twin linked bolters. As an anti armor choice they can move 12" and still threaten out to 24".
Attack bikes are excellent for offense but even better on defense. Hidden behind terrain they can cause a threat "bubble" that can cause your opponent to change his or her tactics. They can react quickly to threats on the flank, or even to the wolf scouts or orks that can pop up on any table edge.
Attack bikes are under appreciated in 40K.
Mudkip
10-05-2009, 08:32 AM
I use a pair of Attack Bikes in my Blood Angels army as a squadron, along with two independant Land Speeders (kill points isn't a problem when the enemy is dead by turn 4). I also think there's nothing wrong with them, they are a points efficient and tactically useful option. The ability to be hitting important enemy vehicles with close range melta shots on turn 2 or even turn 1 on occasion is very helpful for an aggressive army trying to reduce incoming firepower.
Attack Bikes are cheap, shooty, fast and can easily hide behind many objects due to their lower profile, which lets them spend the first turn zooming into a hiding spot safe from enemy fire in prepration for their attack run. The downside is that open space to drive their bikes freely is often at a premium when they are surrounded by mechanized units and that can make it difficult to get their meltas into short range sometimes, which is why I use Land Speeders as well.
There are a few things that come standard in my 2k lists. One of them is 2 squads of 2 Multi Melta attack bikes... It has never failed me.
Duke
therealjohnny5
10-05-2009, 09:59 AM
There are a few things that come standard in my 2k lists. One of them is 2 squads of 2 Multi Melta attack bikes... It has never failed me.
Duke
that;s one unit i've been eyeballing for a while but haven't gone after. They look appealing and the melta option, is what i've always been attracted to with them. I've considered a 10 man Scout bike squad with AGL's...how do they tend to compare to the attack bikes in play? anyone know?
Mudkip
10-05-2009, 10:10 AM
They do different things so they aren't worth comparing really. The Attack Bike squadrons are cheap and effective heavy weapons platforms and so fulfill a valuable role in the marine army along with Land Speeders. Whereas with other bikers it's probably best to compare them to Assault Squads or transported infantry.
that;s one unit i've been eyeballing for a while but haven't gone after. They look appealing and the melta option, is what i've always been attracted to with them. I've considered a 10 man Scout bike squad with AGL's...how do they tend to compare to the attack bikes in play? anyone know?
I think that they are tottally different squads (obviously, lol)... What I do with my MM attack bikes is 'cheap, mobile anti tank.' they have tough 5 and 4 wounds which means they can take a beating while getting to the target. The scout squad is nice, but you need to find a role for it... One problem people have is that they try to make everything ultra-flexible, bikes especially need a role and for the pure anti-tank posistion the scouts are not cost effective, but could do other things just fine.
Duke
TSINI
10-05-2009, 11:38 AM
I think all units should have access to any available weapon, however, costs would have to be adjusted. If I want to run 3 attack bikes with plasma cannons make it cost 1000 points if need be, but let me have the option.
i agree with this point, GW should have gone mental with the weapon options for all Imperial squads.
I for one would love to convert some Plasma Cannon Heavy weapon teams for my IG squads, even if i only used them in apocalypse games and were really expensive - and had gets hot, i'd still take them cos theyd look AWESOME!
Mudkip
10-05-2009, 12:17 PM
The plasma cannon is a rarely seen weapon, I think it works better as a low availability weapon, in guard armies it seems it is only trusted to be mounted on heavily armoured battle tanks or up-armoured sentinels. Marines have more access to them but I don't think a plasma cannon would fit on the pintle mount of an attack bike, nor would a lascannon.
Personally I was disappointed when they added twin-linked heavy flamer and assault cannons to Razorbacks, I thought part of the value of such weapons was their scarcity. It used to be that only Terminators carried those weapons for the most part and it made Terminators feel like an elite entrusted with the most epic gear.
I, for one like that they added other optins to the razorback... I love the tactical flexibility it offers. The twinlinked assault cannons is super expensive, but cool... As for the TL heavy flamer, its great fun against orks/ bugs/ guard. I love doing that with a tac squad carrying a flamer too, good fun!
Duke
Nabterayl
10-05-2009, 05:08 PM
They are 10 points cheaper, they are still fast (and can go to ground for a 2+i save, heh)
Quick clarification, you can't Go to Ground if you've Turbo-Boosted. Page 76 of the main rulebook:
When using their turbo-boosters they may move up to 24" in the Movement phase. ... In that enemy Shooting phase, however, bikers lose the ability of going to ground, and automatically pass Pinning tests.
Sangre
10-05-2009, 05:23 PM
In the grim darkness of the 5th edition, why would you opt for anything that doesn't have a melta attached to it?
Wolfshade
10-06-2009, 04:32 AM
Attack bikes with heavy flamers...hmmm...I think if it became an option it would be excellent for hunting horde armies, especially the pace of them.
I think the danger becomes when the attack bike and landspeeder have the same options, both fulfill very similar roles so my take the landspeeder, power armour is better than low front armour when it comes to light anti-tank weapons.
Being a blood angels player I usually run at least 3 attack bikes, usually armed with Multimeltas as they go tank hunting is that a fire prism i see before me ::KA-MELTA:: no its difficult terrain
Quick clarification, you can't Go to Ground if you've Turbo-Boosted. Page 76 of the main rulebook:
When using their turbo-boosters they may move up to 24" in the Movement phase. ... In that enemy Shooting phase, however, bikers lose the ability of going to ground, and automatically pass Pinning tests.
I was surprised to see that as the first comment on turbo boost, as I see that as the greatest force of the attack bike over the landspeeder. I usually run landspeeders as long range support platforms with heavy bolter and Typhon launcher, since I can go anti infantry and move 12" with two str 4 blast and 3 str 5 shots or go tank hunting with two krak and a 12 inch move, at range the hight is a bonus, up close it sucks. The attack bikes take out the really tough tanks up close, since they can survive that a lot better then the landspeeders (usually)
therealjohnny5
10-06-2009, 04:36 PM
I, for one like that they added other optins to the razorback... I love the tactical flexibility it offers. The twinlinked assault cannons is super expensive, but cool... As for the TL heavy flamer, its great fun against orks/ bugs/ guard. I love doing that with a tac squad carrying a flamer too, good fun!
Duke
i love the Flamer\Flamer combo...puts a hurting on a squad of 30+ kroot and hounds in woods.:D
Inquisitor Hate Machine
10-06-2009, 05:21 PM
Quick clarification, you can't Go to Ground if you've Turbo-Boosted. Page 76 of the main rulebook:
When using their turbo-boosters they may move up to 24" in the Movement phase. ... In that enemy Shooting phase, however, bikers lose the ability of going to ground, and automatically pass Pinning tests.
Thanks, I noticed that mistake but was to lazy to correct it.
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