That was most of my thought process, too. Scout bikes should be a separate formation type, they don't ride in support of the Marine Bikes, they are the 40k equivalent of light cavalry, riding well ahead of the entire army if Marines are operating on-planet for an extended period, or scouting new targets for drop assaults if the Marines are following their SOP of Hit&Run. (I guess on-planet while their backup is off-planet counts as 'well ahead')
Here's the thing: A formation of 4, with no real upgrades except a character is fragile. (Assault Marines without an Air Assault come to mind). A formation of 5 would be better, but then they're just like Marine Bikes with Scout. What's the advantage to taking them right now? Since there isn't really an advantage to taking Scout Bikes, there's no reason to take them (except fluff).
[actually, I know one reason to have a formation of 5 instead of 4: Who wants to see two bike units Air Assaulting from a Thunderhawk?]
What would you rather have, 4 Scouts + 2 Rhinos, or 5 Scout bikes with Scout?
Let's see here, the Rhinos can move 30cm, then the Scouts jump out and shoot something 30cm away, potentially a total of 90cm on a double-and-shoot.
The Scout Bikes don't have a ranged attack. The only thing they can do is assault, so their reach is 35cm from their Garrison right now. I'm not sure that Scout Bikes should have Scout, necessarily. I'd rather see Infiltrate instead of Scout. This defines their role as rapid-response forces (outriders, if you will), lurking off on the Flanks of an army as a counter-assault unit, instead of as Pathfinders with one hell of an assault range (starting from a Garrison).
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Marine Scouts are just as good as regular Marines, except they aren't wearing power armor. They have been this good since 3rd edition. That's why Epic Scout Bikes should have similar stats to Marine Bikes, except for their Armor.
I understand your concerns about scout+infiltrate+high speed, but the way I see Scouts used in 40k is mostly as ad-hoc Assault Marines, although Sniper squads do show up as well. As assault Scouts, they hit normal troops just as hard as Assault Marines, and can potentially assault on Turn 2 in 40k, just like Assault Marines. They also deploy after your opponent's Fast Attack options, which allows even more flexibility in where and when they're used. Marine Scouts are so good, they're two points less per model than Marines, even though Marines are much more survivable (Heavy Bolters take a Scout's armor Save away, but it takes Plasma or antitank weapons to take away a Marine's armor save).
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BlackLegion: I'm pretty sure that the save on Cheddar jetbikes is going down to 5+, but that's still a 2 point jump in armor save, which is nothing to sneer at.
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