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best weapon for taking out a Space Marine Bike squad?
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Old 17 Jun 2005, 06:12   #1 (permalink)
Shas'Vre
 
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Default best weapon for taking out a Space Marine Bike squad?

just wondering what the best weapon for taking down Space Marine Bike
Squadron ?
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Old 17 Jun 2005, 06:37   #2 (permalink)
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Default Re: best weapon for taking out a Space Marine Bike squad?

With their modified toughness, they can be destroyed by the humble pulse rifle from a fw squad wounding on 4+ (and any left overs will kill the said squad in the next turn, unless blocked by a skimmerfish shield) Just the plain number of shots at 12" from a 12 strong squad should wound considerably.

Then again, you do the maths... I'll go for the plasma rifle anytime. No saves, wounds on 3+

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Old 17 Jun 2005, 08:28   #3 (permalink)
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Default Re: best weapon for taking out a Space Marine Bike squad?

I think the best answer to this question is not 1 weapon but everything you have.

Bikes are target priority #1 and should be killed 1st with all available firepower.( and don't forget that turbo-boosting bikes ignore the armour cutting power of plasma so many shots will be needed to do the deed )

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Old 17 Jun 2005, 08:30   #4 (permalink)
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Default Re: best weapon for taking out a Space Marine Bike squad?

Pulse Rifles/Burst Cannons. The trick is to force them to take as many armour saves as possible, since they have such a huge invulnerable save.

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Old 17 Jun 2005, 11:00   #5 (permalink)
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Default Re: best weapon for taking out a Space Marine Bike squad?

they get inv saves ? so lot of str 5 shots ?
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Old 17 Jun 2005, 12:25   #6 (permalink)
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Default Re: best weapon for taking out a Space Marine Bike squad?

They get a 3+ inv save if they turbo boast 18" or more, so lots of S5 shots would be the job nicely.

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Old 17 Jun 2005, 14:21   #7 (permalink)
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Default Re: best weapon for taking out a Space Marine Bike squad?

Yup, make them roll lots of saves.

Or put everything (FWs) in transports. They cant tie you up in combat. Played a few games fully mech, it worked. The very nasty bike squad zoomed into my deployment zone and had nothing to kill, They were loaded up too, Power weapon Sgt. or maybe was a IC anyway my Crisis cut em down one by one, PR, MP set up. The last one went down to one squad or FW that Rapid Fired after deploying from a fish.

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Old 17 Jun 2005, 15:37   #8 (permalink)
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Default Re: best weapon for taking out a Space Marine Bike squad?

Quote:
Originally Posted by Shaso Rama
Bikes are target priority #1 and should be killed 1st with all available firepower.( and don't forget that turbo-boosting bikes ignore the armour cutting power of plasma so many shots will be needed to do the deed )
Correct! Anything that can reach your lines by turn 2 is a "Must Kill Now" squad/model. Against bikes? I find that a few submunitions and some seekers smarten them up!
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Old 17 Jun 2005, 15:40   #9 (permalink)
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Default Re: best weapon for taking out a Space Marine Bike squad?

Quote:
Originally Posted by A'u'nat
Quote:
Originally Posted by Shaso Rama
Bikes are target priority #1 and should be killed 1st with all available firepower.( and don't forget that turbo-boosting bikes ignore the armour cutting power of plasma so many shots will be needed to do the deed )
Correct! Anything that can reach your lines by turn 2 is a "Must Kill Now" squad/model. Against bikes? I find that a few submunitions and some seekers smarten them up!
how many do u kill with sub rounds ?
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Old 17 Jun 2005, 19:12   #10 (permalink)
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Default Re: best weapon for taking out a Space Marine Bike squad?

Frank:

Bikes that are fast, as many have mentioned, will require a different method of madness to destroy. Volume is the key. T5 with a 3+ invulnerable save is very difficult for us to over-come, even with our plasma and seekers and fusion blasters and railguns and railrifles to bring the low Ap into play. The problem is, low ap doesn't help at all, and our low AP weapons are few in numbers enough to cause volume damage (saturation) to a squad of bikes that can move 24 inches with T5 and 3+ inv. saves.

You need to wound many times, but you need to wound easier. A squad of 4 or 5 bikes will take a lot of fire power to be knocked out of business. A squad of fire warriors full of pulse rifles can help, but they will hardly cause damage (24 shots at close range @ 50% hitting, 50% wounding and 68% saving only causes about 2 casualties if averages work out for you, but a lot of times, they may simple save every shot). So not even a full squad of fire warriors will rip apart a mediocre sides squad of bikes. If you have two squad of Fire Warriors, you have good chance, but you still need a 3rd squad of something to pick up the slacking weigh if you roll bad, or if they roll well on their saves. One way to change the odds is to use multiple-shot high-strength weapons, ignoring AP. These weapons are the submunition plate, missile pods and the ion cannon. The reason is, we will be wounding on 3+ and 2+ and forcing more saves than the pulse rifles can. If you use pathfinders to augment the shots to hit even more accurately, you can remove the bikes much more efficiently hitting on 2's and wounding on 2's for the most part. Missile pods are my favorite way of doing this, and the submunition plate is also a great way to spread out the damage. Remember, submuntion plates can cover the entire squad of bikes almost (3 or 4 models) which will wound on a 3+, where as it would take a full team of twin-linked plasma carrying crisis suits to even get the same number of hits from even the 12 inch range. The hammerhead submuntion is actually better in this situation, as you will probably hit more bikes, from further away with the same if not better odds of killing a few bikes off. Really though, missile pods are the way to go, combined with another squad of fire warriors, or stealthsuits even. Something to pick up the left overs. If you have pathfinders, simply augment the missile pods and you're golden.

6 missile pod shots that are twin-linked will hit 4 to 5 times, and wound almost all of them on a 2+. That already can force 1 or 2 bikes off the board. If you combined that with fire warriors, you're taking off another 2 bikes. And if you apply any other squad, you can get the last bike or the next 2 bikes if it's a large squad. So a single submuntion, 3 or 4 missile pods that are twin-linked or coming from your commanders, and a squad of firewarriors will remove a hefty squad of bikes pretty efficiently, even if the rolls kind of go bad. If you throw ion cannons into the mix, you're basically just adding in more missile pod class damage. A single Ion cannon and 5 missile pods (3 missile pods from elite crisis, 2 from your HQs) have a good chance of forcing a lot of wounds on 2+, having those bikes fail the saves.

So really, use anything S7+ if you have it, and just focus it on the bikes (using S6 to pick up the left overs, from plasma or submunitions). Do not waste seeker missiles on these bikes, as the AP is going to be ignored. Use missile pods, ion cannons and fire warriors where possible, backed up by either pathfinders to make them hit all the time, or backed up by your submuntion and plasma to make more wounds (though they're not as good since wounding on a 3+ is less than 2+). So volume and high strength is the best way to go.

Good luck!
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