Good morning gamers,
This will be our last unit review for the year (we'll be looking at the customizable Jedi/Super-Tacs in November and taking December off, as usual) and we're looking at an Imperial unit that I've been playing with a lot recently: 74-Z Speeder Bikes. These guys were super good in the last edition of the game, able to skew easily in several scenarios (and you could massively underbid points so you got your scenario decks and make your opponent's life difficult). In the current edition of the game, these guys are super fast, but much harder to keep alive. Let's see what their place is and what you should consider getting for them . . .
74-Z Speeder Bikes: The Profile
Like a handful of supports (including most speeder units), Speeder Bikes are a two-model unit, each with 3 Wounds for 6 Wounds total. This puts them on-par with things like AT-RTs in raw wounds, but behind units like Tauntauns and functionally behind units like Droidekas who have an abundance of shields most of the time. The biggest appeal of these guys is their relatively low points cost (currently 70, but it's fluctuated some since I started playing the game) and their incredible speed (Speed-3 with a compulsory move from Speeder 1). Defensively, their innate Cover 1 and surging white save isn't great, so most players consider these guys to be very, very fragile (and I happen to agree - I've misplayed and lost these guys SO many times!).
Offensively, they hit pretty hard for being a 70-point, two-model unit: if shooting in their forward arc, they've got a double-rainbow of 2 red/2 black/2 white with surge to hit and Impact 2, which downgrades to 1 red/1 black/1 white with surge to hit and Impact 1 when the first speeder dies (not if the first speeder dies - when the first speeder dies). The end result is that each speeder is supposed to deal about 2 hits, which means you can jump out with the compulsory move, put 2-4 hits into something, then whip around again to duck to safety. If you're lucky, this will chip away at things (including Armored units), but you won't be blowing anything away with this guy.
If you aren't looking where you want to shoot, you do have an omni-directional pistol shot of 2 black dice per Speeder and you can even split-fire if you want to with one speeder using the rainbow attack and one speeder using the pistol. Both are likely to get at least 1 hit through to the defense roll, which means you can suppress enemy units that are sitting on objectives as you pass on to another one - pretty slick, if you ask me.
That being said, the strength of Speeder Bikes has always been in taking multiple copies of them - one Speeder Bike popping out and shooting at an enemy unit is all fine and good, but if you have a line of Speeder Bikes that harass a unit that's already gone (and ideally has very few friends nearby who have yet to go), you can cripple a unit that started the round out healthy and leave it as a smoking shell or a handful of guys by the end. Since Speeders can also contest objectives, having a mob of speeders end their move near a far-flung objective or two (either by double-moving and shooting OR by triple-moving) can really swing the VPs your opponent was counting on.
