Captain Roderick wrote:I never thought of autocannons as especially useful against SM - good for the rhinos, indeed, but I just figured against 3+ saves they perhaps didn't have the rate of fire to cause much damage?
Im glad you are willing to try them out. They are the only weapon a
IG squad can carry with any kind of rate of fire and that will wound a
SM on 2+. They will also devistat any pesky scouts from holding down flanks. And 3 of these in a heavy weapons squad with the bring it down comand count as 3 twin linked autocannons. There goes that rhino with all them lovely men inside.
I would always incued a platoon in any
IG army against any opponent. Its another officer with a squad of plasm/melta/flamer/
GLs and 20 men to give orders to. I resently played where i combined a whole platoon of 30 men into one squad and
FRFSRF looks very scary at that point backed up by somthing heavyer this platoon can hold a cover position easly against twice its points in
SMs. But then if your style is a bit more complex then cover and fire mobility in valkyries and chimeras is probibly
IGs second stratagy.
Iv always thought that the one hit wonder of the rough riders was their downfall. I dotn like the idea of having a whole squad out by the second round of real fighting. But if they can take out their points worth before that then maybe their worth it. Iv only recently started to get things in my army with a bit more mobility so they are defenetly on my list of things to include.
I do have one thing to say not to include that is storm troopers. i tryed out their new rules and boy did they suck. Their special rules are good. but the hot-shot lasgun just dose not cut the mustard. I tryed them out against
SMs and S3 just is not good enough to realy make adiffrence without about 29 more to back them up. the AP3 sounds good but if you dont wound there is no point. But if your playing lost of friendlies then i would at least try them out for their special rules more then there wepons.