Primaris Outriders – are the Bikers BAD in Codex Space Marines? Unit Rules Review



Let’s talk through the space marine bikes, and what they do in game…

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0:00 Intro
0:32 The Models
2:49 Datasheet
5:34 Invader ATV
7:26 Chaplain on Bike
9:24 Buffs and Detachments
13:30 Divergent Chapters
15:18 Comparison with Jump Intercessors
17:35 Thoughts?
19:38 Outro

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50 thoughts on “Primaris Outriders – are the Bikers BAD in Codex Space Marines? Unit Rules Review”

  1. I mean even in 9th they were fairly meh. Better as a diversion or a distraction than anything else really. If they had like a MW charge or maybe Lance, or hell give them back their extra 2 attacks on the charge and you'll actually find a place for them. But when they're so big and still rocking around a barely tougher marine body, without any special weapons to speak of, you're gonna find them fairly useless.

    The fact that you gotta invest two units that double their points to make them anywhere near alright is a tragedy.

    Reply
  2. the main problem with bikes is that jump intercessors exist now and basically do the same thing better for less points. outriders need a melta weapon option or something similar to really make them worth taking. they tried to do that by letting you attach an ATV but then the ATV also loses its special ability which makes it suck.

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  3. I feel that the main issue with Outriders is that they are monopose kit, so until GW decide to work on them and release a multipart version with different weapon options (melta/rockets instead of bolters? Heavy melee weapons etc) they will stay too niche to be viable

    Reply
  4. I want to see this line completely reimagined . For $65 give us a box of three bikes, dump the ATV completely from the line. I guess some type of attack bike with heavy weapon options. So that is one box. Corrected rules and trees reflect it

    Reply
  5. They got absolutely murdered from 9th to 10th.
    Less movement, half the shots and far less attacks while also going UP in points costs, retaining only the auto advance as their ability, losing the extra attacks on charge.

    They were already considered a middling unit in 9th.

    So what’re they good for? Decent durability per points and mobility. Very versatile/adaptable unit that at the least is always useful for screening and quickly going somewhere else.

    Reply
  6. I Dunno, Firestorm seems the way to go. You get to take advantage of their advance ability without loosing shooting, and with a Chaplain you can trigger devestating wounds and +1 strength at 12" which should go nice with twinlinked??? +1 to wound strat could work nice with all those buffs.

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  7. Granted I've only used them 5 or 6 tines but every time I've used outriders they have been hot garbage even against T3 elves and guard squads. Really need all of the extra attacks or weapon options. Kind of worried what will happen to black knights and ravenwing in general.

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  8. They are not terrible, the problem is with fast units you kinda want them to hit hard. The outriders don't deliver on this front.
    It was a big fail on Gdubs part to not give them weapon options, I would've loved some elite build with lances.

    The models look nice, but are very boring as just one build is possible

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  9. Ran them in my 9th edition blood angels as a dedicated alpha-strike anti-infantry. They were fine for it but now with their attacks greatly diminished and 10 jump intercessors soon to be mine I don’t think I’ll ever field them again. Shame considering they were one of the first kit bashes I did for the army by taking some predator chapter emblems and sticking them on the side of the bikes.

    Reply
  10. Hold up I'm cooking. A techmarine on bike with the honour vehement, omnissian power axe, 2 servo arms, and a plasma cutter has 12 attacks in melee outside assault doctrine. It can lead a squad of outriders for some protection, have lone operative if the squad wipes, support heavy vehicles like vindicators with the healing and +1 to hit, and being such a prime target, gives you a reason to take invader ATVs outside the squad. If the opponent shoots the tank, the techmarine heals it. Shoot the outriders, all the invaders return fire. Shoot the invaders…the other ones return fire and oh no…not the invader. Also if the tank dies the axe goes to 7 attacks base and in assault doctrine would be at 9 attacks, strength 8, ap -2, damage 2 along with 4 strength 10 plasma cutter attacks, and 4 strength 10 servo arm attacks. Why does he have to be stuck in legends?

    Reply
  11. GW has just got Outriders fundamentally wrong… Firstborn work as they are like ‘dragoons’ with special weapons options, the option between Chainsword and extra Bolt pistol, and Sergeant weapon option flexibility, they can be changed to fill a battlefield role… Outriders with just Chainswords are just a ‘one trick pony’, a mobility unit doomed to be tar-pitted in combat – which due to GW making vanilla with NO options or ‘get out’ weapons, Outriders are just BAD in melee. Their sadly now one role… 😢 Like a number of other Primaris units, poor design and doomed to fail…! Give them special weapons and sergeant options, then we’ll talk GW!

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  12. regular bolt rifles have assault why don't outrider twin bolt rifles, my fix would be instead of twin bolt rifles they have basically the mounted version of the interceptor guns

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  13. Look awesome but crap rules, they only thing they hurt in combat and shooting is your feelings. Well given the Fb bikers are gone now it would make sense for GW to give their sgt a power weapon option which will be a small boost but even with the 9thEd rules for extra attacks. S4 -1 1 attacks don’t really do much. The thing is that as a biker squad charging into combat they should have better rules like Lance and either lethal or sustained hits to make them worthwhile. Right now I would rather take a whole bunch of Jump intercessors with a chappy.

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  14. I find that they are fun for a kamikaze charge around corners. They end up tanking a lot of light infantry pretty well due to the extra wounds.

    Id look at these guys as a way to ruin units like Biovores and such's shooting phase. Just tying up thinfs that suck in melee for a slap fight that takes 2 rounds to get them off of you

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  15. The point drop in the Codex helped them out a bunch. But the only real way you can get the most out of them is if you have Bike Chaplain include in the squad. Atm, a Bike Chaplain is mandatory for them.

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  16. Like a number of the primaris units with bolters and/or chainswords, these guys seem to lack the weapon options that they'd really need to shine. Some similar units (like the jump intercessors) can overcome that with sergeant options and good special rules, but the outriders don't really have those either.

    Reply
  17. I love them so I run them. Gladius generally has the best benefits for them while also not crippling the rest of your army, and I don’t buy an Invader. Slaplain Express and the Biker Boys go in on something I need cleared on the wings or chaff in the center. Their bases clog up the midboard nicely and if they die to shooting? Awesome. My army lives to shoot back.

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  18. I think this might be that Jump Intercessors are too good (surprise for a new unit they want to sell) than that bikes are too bad. Comparing them to Intercessors they probably are pretty favorable.

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  19. So… they're essentially the sci-fi version of scout cavalry. Use them to attack an enemy's weak flank and sweep their backfield objective holders who are often light infantry. And due to lacking in heavy weaponry, they need to avoid getting bogged down against anything elite as they struggle against proper armor.

    Reply
  20. hey @Auspex Tactics!
    love your videos, always happy when a new one comes out!
    would it be possible to make some sort of tutorial about how to actually stay up to date with the rules and how to apply changes? i find it really hard as a newbie to find out about changes.

    thanks!

    Reply
  21. Space marine bikers ought to be awesome but these models just don’t fulfil the fantasy of it. The invader go-kart is obvs a particularly derpular kit, but the bikes don’t convey speed and aggression.

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  22. This is a unit that really could have benefited from a Sustained Hits ability. If they had Sustained Hits 1 vs infantry or something a singular unit would at least have some value against backpoints.

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  23. I've had fine success with these bikes in games! They're a great little disraction to get something on far-flung objectives very fast, or entirely move to another side of the board if needed. I had them bait Abbadon and then f*** off to the other side of the board while he trudges slowly to catch up with something.

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  24. In DA, I have been testing the Stormlance, and my results have been pretty much against running a unit of Outriders. A unit of six Plasma Inceptors to use the Sustained Hits 1 strat on a 3” Deep Strike against back line units to steal objectives, or get an otherwise difficult secondary is far superior. The flexibility of inceptors against outriders is the biggest factor. Being able to drop in against Canoptek Reanimators or Desolation Squads or any of the prominent units that hide on the home objective, and being able to wipe the entire unit from Deep Strike, and usually being able to drop directly onto their home objective is pretty much better than anything that the outriders have to offer.

    Reply

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