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Kum Bikers

Discussion in 'Dahshat Company' started by QuilichQora, Nov 15, 2019.

  1. QuilichQora

    QuilichQora Deniable Ops, No Questions Asked.

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    What are your feelings about Kum Bikers in Dahshat? Do they tend to make your lists regularly? Are they a specialized use case unit? I find the chain rifle variant very exciting and can think of a number of reasons to take some for missions. I know we have a plethora of irregular options, but these guys seem like they can hold their own and find a use in most scenarios. I'm hoping to try them out soon when my models come in, but I was hoping to get some comments from the other general Dahshat players.

    Thanks
     
  2. KestrelM1

    KestrelM1 Well-Known Member

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    They don't regularly make my lists, so I'd say they're closer to a "specialized use case unit." It's easy to brush off their Irregular status, but it really is a big deal; fitting them in combat groups alongside Hunzakuts and Libertos can be a challenge, and those two skirmishers are an essential component of a lot of lists. Start throwing in Bashi or McMurrough and things get really Irregular really quickly, making things awkward for your other attack pieces.

    It can also be quite difficult to manage their Impetuous orders due to the lack of other cheap Impetuous smoke. McMurrough or other Kum can mutually support each other, but with McMurrough being 6-4 Super-Jump and Kum also being 8-6, it's often hard to keep them away from enemy fire. You'll often have to win a smoke F2F just to live past your Impetuous order.

    With the downsides out of the way, let's talk about the upsides. Dogged and a Chain Rifle is a fantastic combination, and Dahshat is actually somewhat short in cheap direct templates. Only Libertos share that role, as you have to go all the way up to the Lu Duan and then Miranda to find the next template bearers. Being 8-6 Impetuous Irregular means you get into range almost immediately and without spending any Regular orders. The Light Shotgun fills a similar role but is better at splashing down clumped targets without taking wounds in exchange. Its E/M CCW also makes it a legitimate threat against enemy heavy hitters, so long as they're not CC experts themselves.

    One of the things Kum are good at doing is forcing an ARO presence from your opponent. The threat of Chain Rifles or Light Shotguns in their deployment zone means they will probably dedicate at least something to stopping this - and that means a juicy target to mow down with your Zuyong/Rui Shi/Bounty Hunter. They're also a cheap source of smoke that really let the Brawler Sniper and Rui Shi shine.

    There's also certain scenarios where they really come into their own. Biotechvore is a great place to bring fast, Impetuous troops that are good up close, though take care you don't lose too many and end up behind on points. Capture and Protect is another good one for them, since they are by far the most efficient way to grab an enemy's Beacon.

    Overall I think Kum are solid one- or two-of inclusion. Their biggest drawback is that they compete with Hunzakuts and Libertos for space, but if you're okay going light on those two or are simply comfortable with largely Irregular combat groups, they do fill a fairly solid role in the faction.
     
    #2 KestrelM1, Nov 16, 2019
    Last edited: Nov 16, 2019
  3. QuilichQora

    QuilichQora Deniable Ops, No Questions Asked.

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    This was very informative. I really appreciate you taking the time to write this. I pulled the trigger and bought two the other day. Il update on my thoughts after a few games.
    Thanks alot
     
  4. Space Ranger

    Space Ranger Well-Known Member

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    I'm trying to get the hang of them myself. They are fairly reliable smoke for a cheap cost. But sometimes they move too fast and impetuously move out into fire. But that's partly my bad set up.
     
  5. Doa

    Doa Well-Known Member

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    Being similar type of troops what do you think about 112 on bike?
     
  6. Solar

    Solar Well-Known Member

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    112 on a bike is not really like a Kum biker. Kum are kind of disposable, they cost no SWC, they're irregular, they can't grab objectives, they have Dogged and Templates. They're basically cheap fast piece trade troops who provide some tactical flexibility with smoke.

    The 112 probably never wants a ftf roll. They grab objectives incredibly well, they are excellent at getting to something worth doctoring like a Zuyong HMG or whatever, they can deploy smoke for you. And in a pinch a fast shotgun is good, but generally? They're a support and tactical flexibility unit. They don't have a template attack so they can't really piece trade and even if they could, not worth the price for that.

    Great troop just not really used in the same fashion as a Kum.
     
    Xeurian likes this.
  7. TheDiceAbide

    TheDiceAbide Thank you for your compliance.
    Warcor

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    Any time I use impetuous bikes, or most impetuous units for that matter, I try and put them far enough back that they can move + smoke for their first impetuous order, without exposing themselves to enemy fire. From there, you'll be in a much better place to pick which ones you want to spend orders on and have a bit of smoke down to cover already.
     
    RobertShepherd likes this.
  8. fari

    fari CRISTASOL, EL LIQUIDO DE LOS DIOSES

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    You can dismount the bike before executing the impetious order, right?
     
  9. KestrelM1

    KestrelM1 Well-Known Member

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    You can only dismount your bike during an impetuous order if it would somehow make you able to reach the nearest enemy with fewer orders than using your motorcycle. This is a pretty rare circumstance, usually involving an enemy on a rooftop or in a narrow alleyway, so generally you're stuck on your bike.

    You can dismount in a previous order, in which case things get a little fuzzier, but you'll still walk back to your bike to remount if that'll get you closer to the enemy faster, which it often will.

    Bottom line, I would assume your Kum are stuck on their bikes the majority of the time, and plan accordingly.
     
    QuilichQora likes this.
  10. Captain Nevercrit

    Captain Nevercrit Well-Known Member

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    They are essential for me.

    Pros:
    For a handful of points you get a fast, smoke throwing unit that can be a (sometimes) guided missile to break a link team.

    Dogged means that if they are shot in an ARO you can just keep going and cause as much mayhem as possible.

    Also they can keep pace with McMurrough and if its not in link the Ru Shi. Actually using two with McMurrough makes for a hilarious multi template mess as a combined order.

    With their speed they support our mid field troops well.

    Bullet magnet. if they get up the field they need to be dealt with. They are surprisingly strong on the reactive turn and if supporting a Ru Shi you can set up horrendous fire lanes by smoke/dodging.

    They are cool. so cool.


    Cons:

    Big base. in an army that has lots of must have big base troops. It can get really crowded really fast

    Motorcycle. Well, yeah.

    Irregular. In an army of Irregulars. So you are going to have to drop a Hunz a Libarto or a Bashi.

    The only profile worth taking (chain rifle) needs to be up in your opponents face.


    Summary:

    I take them most games and last game, they actually killed a damaged Sphinx. My favourite game was when I bagged the two intruders with a Ru Shi then two and McMurrough single handedly wiped a Corregidor force off the table (i got some jammy dodge rolls!).

    Never dismount them. Not for any tactical reasons, just cos in the fluff they are full on ride or die hard as nails b******s.
     
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  11. Captain Nevercrit

    Captain Nevercrit Well-Known Member

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    OH!

    I forgot to add: Being Phys 14 they are worth hitting with a medkit.
     
  12. KestrelM1

    KestrelM1 Well-Known Member

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    I don't often see unconscious Kum since they're V:Dogged.