3/5 stars. Fast and able to bring appropriate threats where needed with good positioning and foresight. But you get what you pay for, and the lack of melta in third edition makes this unit less attractive.
Background.
Marines on bikes!
The fluff describes them as being suited for scouting, encirclement, and hit and run tactics, all of which are viable.
Strengths.
Just a note firstly about the Firestorm special rule. This lets you fire volleys not merely as snap shots. In addition, if you charge, you are not obligated to complete the charge and can just be happy with volleys.
Outflank and vanguard round out the rest of the notable rules here.
The stat line is a basic marine, but with 2 wounds each which isn't that remarkable. You can upgrade your standard twin bolters for twin plasma guns if you want, the rest is fairly standard.
Weaknesses.
Only a 3+ save.
And if you want melta guns, then you have to reach for the attack bike squadron from the Legacies instead. This isn't great and hopefully might be FAQ'ed.
Builds.
5 Outriders, all with twin plasma guns, Sergeant with power fist (215points).
Plasma death on the charge. And combat effective if needs be as well.
10 Outriders (225 points).
Even twin bolt guns can whittle away opponents.
Take hand flamers or plasma pistols to taste.

1 comment:
Another thing to consider: outriders can take shotguns that don’t interfere with their loadout of twin bolters. Night lords love outriders because not only are you outputting a ridiculous amount of bolter shots a turn — if you dedicate ~2 guys to shooting stun shotguns and maybe get a little lucky, the enemy unit will be stunned and your outriders will be WS5 on the charge. An absolute menace to most troop options!
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