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Games Workshop 1019977" Space Marine Attack Bike Tabletop and Miniature Game

£9.9£99Clearance
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The Intercessor Squad are not only the best basic troop option in the Space Marines faction, but in Warhammer 40,000 - period. Coming in at 20 points per model before upgrades, Intercessors can take the Rapid Fire stratagem which allows a unit to double shoot. An example of where this comes in handy is for horde-clearing against Tyranids. You can equip Intercessors with either bolt rifle or auto bolt rifle depending on your Chapter, and can also incorporate melee options for your Sergeant if you want versatility. Typically, auto bolt rifles are the default in most Space Marine lists, as it gives you the freedom of advancing and firing if you want to acquire objectives. If you’re after something more durable, adding Heavy Intercessors instead gives you an extra toughness and wounds, but at the expense of an extra eight points per model. Also, like with the Bladeguard Veterans, Intercessor Squads are of the Primaris breed - granting them access to Transhuman Physiology as an optional Stratagem. The Assault Bike is also used by the Traitor Legions and Renegade Space Marine Chapters. The Assault Bikes used by Chaos Space Marines are similar to the ones used by their Loyalist counterparts, although Chaos Bikes are usually covered in various spikes and spurs that are used to cut enemies apart as they pass by. Chaos Assault Bikes are used as fast-moving reconnaissance vehicles to scout out enemy positions and eradicate those units which are too slow to pose a threat.

A Legion Outrider Squad of the Emperor's Children Legion hunt down survivors of the Istvaan III virus bombing. Following the death of the Arch-traitor Horus, the Traitor Legions made a hasty retreat from Terra into the Eye of Terror, all the while being harried from world to world by White Scars Bike Squads. Other: While the Land Speeder does have Fly, it’s not quite as potent as it was in the previous edition. It still allows for the most freedom of movement. Plus it can blow-up and perhaps take out an enemy on the way. One other funny quirk is that the Invader ATV rules don’t list “Angels of Death” or “ATSKNF”- is this an oversight and does the Invader ATV get those rules from something else or does it just not have those rules? Anyhow, the Land Speeder still wins this category.

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Despite the small unit size, the Bladeguard Veteran has plenty of potential, especially when it comes to melee combat. Given the emphasis on holding down objectives in Ninth Edition, Bladeguard Veterans’ excellent survivability helps to keep these objectives under your control. While they aren't anything fancy, Bladeguard Veterans are tough, compact units that can hold their own or outright obliterate most units who are looking to swoop in to seize objectives. There’s other weird stuff: Independent characters can join them but Techmarines and Apothecaries can’t because they don’t have the Legiones Astartes (X) rule. They always have to fire at the nearest enemy regardless of whether they’re equipped with heavy bolters, lascannons, or AA Hyperios missiles. You can buy them all Augury Scanners, but they can’t intercept because they can never make reactions. Searchlights might be worth it because otherwise they’re totally useless in the dark (which they are, of course, scared of). Iron Hands Bike squads obviously get a durability boost in the form of an additional 6+ save. Given that each Biker has 2 wounds now, this can help save a few wounds during the course of the game if you have a large enough squad.

Before talking about individual flyers I wanted to say that I think the jury’s out on whether they’ll be useful. The interceptor reaction, and particularly the quad-las Contemptor with helical array, might mean they just die before firing. I don’t know if serious AA firepower will be something everyone takes but it could stop planes working unless they’re taken in very large numbers to overwhelm defences. There are things you can do to prevent things from intercepting (e.g. killing them or having a telepath tell them not to) so you might be able to build your army to make flyers work. The Space Marine Assault Bike itself is a robust construction. It needs to be, for it must be powerful enough to propel a fully armoured Space Marine at dizzying speeds, and yet responsive enough to perform a full range of death-defying combat manoeuvres. For me, Bike Squads were the ultimate troops choice in 7th edition. They were fast, incredibly durable with their Jink save and had some great firepower with their twin-linked Boltguns. The change to 8th edition has seen some big changes to the Bike Squad, both positive and negative, but I still think that they are an effective unit to add to your Space Marine army. The sheer amount of Bolter shells that can be brought to bear at whatever target that might stand in the way is often enough to make the enemy break and run before a Bike has even reached them. But the more fun thing is to give them combi-meltas, which Seekers use better than anyone. They can infiltrate and hit a Spartan with a few melta shots before it and the 10 Cataphractii inside leave their deployment zone. No Spartan to melt? Cool, just use your precision shots to melt holes right through the enemy Praetor. They only get one shot with their meltas but given that they’re likely to be standing on their own in front of a whole army that’s not exactly a big issue.Some Chapters employ them to perform reconnaissance manoeuvres, or as hit-and-run raiders behind enemy lines. The Assault Bike has been in use by the Adeptus Astartes since the Great Crusade, and the Traitor Legions took theirs with them after the Horus Heresy. In the 41st Millennium most, if not all, Space Marine Chapters make use of the Assault Bike in some fashion or another. Below are some of the more notable users of the Assault Bike: I tend to run my Bike Squads in 5-man units with two special weapons and a Power Weapon on the Sergeant and Chainswords on the Bikers. This gives them a lot of potent firepower and a bit of combat ability if they do get tied up in assaults. They are not Fearless. They can break from shooting and be run down if they lose melee. All cavalry are immune to Pinning though.

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