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DW Outriders (new Strike Force rules)


L30n1d4s

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Playing around with the idea of an Aquila Kill Team (5 Intercessors, 5 Outriders), I realized that the 5 Bike Combat Squad can do the following:

 

-Turn 1, use White Scars Chapter Tactics to Advance 20" and then (very likely) get a first turn charge off.

-With Assault Doctrine on (DW has lots of ways to do this), a nearby Biker Captain, and Premorphic Resonance from a Librarian, this squad has 30 attacks and 29-30 x S4 AP-2 Dmg1 hits

-Using the new 3 CP Stratagem, you can make (for one time only) all those hits auto-wound, so 29-30 AP-2 wounds.... against MEQs, that is 20W (or a squad of 10 Intercessors or 6 Aggressors completely wiped out)... against something with a 4++ Invul, then you average 14-15 unsaved wounds, so killing most tanks, monsters, or characters.

 

Even against something really tough like Death Wing Bladeguard or Mortarion, you are doing significant damage. Add in their great mobility and things like Dark Eldar, Ork buggies, enemy jump units, etc. will not be able to escape these fast moving Outriders.

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Just combat squad 4x outrider and 1x intercessor if the terrain calls for it.  With the giant bases it is not that hard to get where you want to be.  Might not hit at full strength, but pile in and consolidate is free movement/removing casualties.

 

One trick to remember is that when pulling casualties you are not required to maintain coherency, that occurs during the morale check.  So for example you can have 5 bikes and 5 intercessors.  Keep the SGT in the aura range, chain them out, and then kill 4 intercessors and still keep the benefits of the auras. Then during the coherency step the SGT will die, but that is a "meh" point in the scheme of things. 

 

Bikes biggest issue is that there are a lot of D3+3 weapons in the game right now, but if you dont combat squad then you can semi-control how effective it is. 

Edited by leth
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