Tuesday, November 9, 2010

rough riders?

Here is a question, as we come closer to this years battle for missions is it a feasible choice to add in a unit of rough riders. They can really pack a punch and have a wide range to the assault but are the flexible enough to be used in my army. Do they have a place?

Now the thing i struggle with is the utility of the unit after they get off that first round of combat.

Pros:

  • All power weapon attacks on the first round of combat- that is up to 10 power weapons that is some good punch as well as psychological combat
  • Calvary special rule means that they get a 12'' assault and fleet so that means they have the range to get that punch in- 6 inch move, 6 inch run, 12 inch assault= 24 inches to get to you or the distance of a storm bolter
  • They have some sweet models, planning on converting cold ones and putting catachans on them
  • They can have the mongul special character to get rage and furious charge plus fearless
  • Can take 2 meltas or plas-guns
Cons:
  • Power weapon hits on WS 3 and S of 3- this means who really will be hitting?
  • Calvary special rule doesn't effect movement- 6'' isn't that impressive which means at best they might do well to support a real CC beast but got no ability to just move there without going into CC
  • No extra toughness- I don't know why they don't get a wound or at least some extra toughness like any biker squad but they don't so thats T-3
  • Need the Mongul special character added to make the squad worth while- no special rules but Calvary and only 5 units
  • Only 2 meltas or plasmas
So they seem pretty balanced depending on how you see them. They are just guardsmen on horses that are slow mules. The problem is they seem to be neither side. Usually a unit finds its utility in its specialty, an example is that an Ogryn is useful as a CC character. By no means is he the best at what he does but he does do it better and is equipped to do better than the regular guardsmen. On the other side you have someone like Vets which survive to shoot like space marines. Their utility is that the shots more than likely will hit the target. They aren't the best but compared to guardsmen they are good. Then you might ask, what is the utility of the guardsmen and that is the most important part of the game. Wounds. 40k in my opinion is based around the Wounds score on characters because that more than any other stat helps determine the outcome of a battle. If you put out more you most likely win. This is an interesting idea that i want to develop in full later so that will have to wait till next post. But like i was saying guardsmen are your defense- they hold the line, they hold the objectives, they take the punches. They are the meat shields and played like that they might not go far (unless a powerfist gives them a good uppercut) but they will do their job and last for the win.

So this specific model is so weird because its built like a guardsmen that is supposed to just be alive as a meat shield and possible million of shots but it also has the equipment and special rules of a CC dedicated character. What in the world are we to do?

Well this my friends is what i think they are for-They are the true epitome of road bump. In most IG lists there is a need for guardsmen to be used as road bumps to stop the crazy squad of CC monsters that is storming down the field at your big gun to stop you before you punch a hole in them. However regular guardsmen won't cut it if they truly are CC beasts because chances are even if you charge them they have the gear to tear that squad apart before they even hit. That being said the calvary does exactly what a calvary should do. Flank the model to the side in CC and then stalling them a turn before falling back. The long pointy sticks should take out a few models and hopefully by then your big guns will be ready to mow the rest down.
So for the points of 11 per model which pays for a twelve inch assualt and one turn of power weapons you get a squad of guard to take some punches.

Are they worth it though? depends on how you play them! lets get out there are try!

11 comments:

  1. I think your absolutely right about these units being used as speed bumps/tar-pits. If you can lock a threat down in cc your other doods can take care of other threats, good thinking Brother Marshal. Another tactic that I think would be interesting is a zone control mindset. These guys can hide in cover and if you step on my turf your gonna get smacked with the 12 inch assault. They could also support another tar-pit unit as well hitting a unit with one advanced pit, and following it up with the slower movers. The affected unit will be tied up all game!

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  2. Craaaaaaaaaaaaaaaaap! I wrote a wicked long post and hit submit but i'd lost my internet connection and the post has disappeared into the interwebz... so gay. Stupid dorm connections. Anyways....
    The short version.
    Hunting lance actually gives them not only power weapon status but +2Str and +2Initiative. That's 11 S5 I5 power weapon attacks on a charge from five 10 point models that can assault 12 inches. They're an awesome counter charge unit. And it you have them hanging out near Straken suddenly they have furious charge.... S6 I6 power weapons from 11 point models? Holy crap! (granted this is only the first round of their first combat but that's one hell of a counter charge unit on the cheap.) And if you look closer you'll see they can also take 5 more members to bring the total to 10. That's 21 S6 I6 power weapons when starting their turn within 12 inches of straken. AWESOME.

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  3. That is a really good point but the thing missed is that it is only hitting with weapon skill 3 which is not nearly enough hits to devastate a dedicated CC unit. However you are right 21 hits can take out a well equipped squad especially a shooty one- which makes sense because thats what calvary were originally for, riding down the archers and making the crossbows break.

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  4. You realize they'll still hit on a 4+ just like marines against anything WS4-6 right? So they'll get just as many hits against everything except exceptional units like hive tyrants, bloodthirsters, the avatart, some HQ units etc. Even Terminators have only WS4. So honestly they will hit just as often as terminators, assault squads and everything else in the marines list except HQs and some special elites like sanguinary priests and chaplains.

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  5. 21 attacks = 10-11 hits. wound on a 3+ against toughness 4 = 6-7 wounds. they're power weapons so that's on average 6 dead marines from an assault squad.
    Now if they start within 12 of straken they have furious charge. Now they're hitting on S6 I6. They almost certainly hit first and deal should still hit 10-11 times. Now at S6 they wound on a 2+ against marines. That's 9 wounds on average/ That's all but one assault marine dead in a single assault before they even get to hit back. That's freakin sweet... Even better against something like Khorne Berserkers or Ork boys that rely on getting the charge off but don't have the extra movement of a jump pack to get them in position.

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  6. Suck some MATH! :D (I <3 you.)
    I never really looked at them before because popular interwebs thought is they suck. I honestly don't think I've ever seen them used in any lists and it's made me curious. Now that I've actually looked over the entry on paper I don't understand why they aren't seeing more action. I really wanna see these guys in a game now...

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  8. Hi mate, excellent post that really opens up some good points to consider. I thought i should put in my thoughts after reading your post.

    Here is my 2 cents to rough riders. From what i can see, they have about the same spot as ogryns in my army. Ogryns are not strong enough to beat good armored enemies either cause they lack the punch which is power weapons, however they can keep many units in cc for a while, unless they are facing power fists or tons of attacks.

    Rough riders like oryns, needs to have support from another unit to really be highly effective and to really count on. Sure you can be lucky in some games and roll high on the charge and decimate the unit they are charging/rough riders have much higher chances than ogryns cause of all the power weapon attacks) but sometimes i goes wrong, you get locked in combat or get beaten or even worse, your rough riders wins consolidate their 3 incs, and then get killed in your opponents shooting turn.

    Here is where the support unit comes in. You move the support unit in front the rough riders, let them take the charge if you get charged and the assault shots. Now they are locked in combat, best outcome is they lock the strong enemy unit in combat, worst is they die and your opponent consolidate the 3 incs. Your turn, you fire all the firepower you can spare into the enemy unit, killing some and the rough riders finish the job.

    Alone they are weak cause they lack the toughness and wounds of ogryns. However if they get another units to take the punch, they are absolutely devastating on paper. You have to lemme know, how well they perform if your planning on using some. In the end, you cant compare them to ogryns cause they each have a different role in an IG army. If they bough where not so god damn expensive, i would highly consider using em together, ogryns as the support and rough riders as the punch! A better bet would be a combined 2*inf squad with a commissar as the support.

    Best wishes Ras

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  9. Soooo.... you wanna drop us a battle report on that game you had today? I mean... you tabled an opponent with an all foot guard army. That's something I wanna hear about.

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