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
- 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 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!