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Made in ph
Rough Rider with Boomstick






based on more than 25 games experience on using them (including tourney play), RR used well are a viable option in the FA slot of the IG codex.

People though are missing 1 important point. Besides the obvious use of the hunting lances in assault, do not overlook the fact that RR come with krak grenades standard. The implication is very clear, RR CAN (and this is based on actual experience not theory) do a decent job in tank busting in the assault phase, assuming the target is not a land raider or monolith or dreadnought, of course. So in situations where they have finished off or won a combat versus a unit (depleting their one shot lances) and in the next turn they survive any counterattack, they can go tank hunting. Their long reach means you can preferably select vehicles which did not move, or moved at combat speed, and then assault these for a s6 attack versus av10 rear armor. This may prove useful if your shooting did not get through cover saves of the said vehicle, as in assault there are no cover saves.

If absolutely necessary, the additional attack provided by the hunting lance during the first charge means you can do a lot of s5 attacks also versus rear armor 10. So do not hesitate to do this as an option (example, versus eldar skimmers, as even the inititiative 5 of the lances may not be enough versus some uber fast eldar HTH units. A lot of s5 attacks will be needed versus these fast targets) if shooting fails to bring them down (and as any veteran IG player knows, this DOES happen)...

As long as the RR go down in a blaze of glory, attack, attack, attack!

And yes keeping them in reserve is an excellent option versus enemies who will want to assault you, as then you can select where the RR come in in order to reinforce a particular point in your lines...against shooty enemies then advance them behind the chimera wall (if you play mech or hybrid lists), and they hopefully survive to do damage by turn 2, or become a target and absorb fire which could have targetted a more valuable unit..

In my opinion, the player MUST have the ability to choose targets using RR, as their lances should be used for the right targets. Using Mogul Kamir removes this option, hence I would not endorse using him. If you want additional bonuses, then have them assault within the radius of Straken's Furious charge buff...


I am very proud and satisfied with Harley's Raiders (my RR unit). They have, and will continue to, serve me well.

This message was edited 1 time. Last update was at 2010/03/05 16:05:19


 
Made in ph
Rough Rider with Boomstick






Grimaldi wrote:RRs are ok, but they compete with vendettas, which are arguably the best unit in the codex. Everything RRs do, something else in the guard codex can do*, too, but nothing packs 3 TL lascannons for 130 points besides the vendetta.

*maybe not as good in assault, but things like russes can clear out MEQs, vendettas can hurt MCs, etc


Arguable is correct, but IMHO the best unit in the dex is the humble infantry platoon...in the latest dex, no unit has the amount of options, different builds, and flexibility than the infantry platoon. Large blobs which can tarpit an enemy unit and has a chance versus an enemy in an assault? Get a commissar and PWs, and blob the squads and it is Done! Mechanised units packing a lot of special weapons? Equip the PCS with SW and get the SWS to borrow the chimeras from the squads, while the squads are your firebase, and it is DONE! Need a lot of long range anti tank or anti infantry weapons? Get HWS and it is done! Outflank or send waves of stubborn men into the teeth of the enemy? Get alrahem or chenkov and it is DONE!

In fact, the basic platoon can be configured to handle almost anything the 40K universe can throw at them. While veterans are an excellent incisive force, the IG platoon really is the meat and bones of an IG army, and is truly the anvil wherein the heavy "Hammer" units of the IG smash against....

Back on topic...the geist of what the RR can do is in assault, and while yes there are other options that can clear out units in shooting, if you really have played the IG long enough you know that there WILL be shooting phases where all your guns do not finish off the enemy, and the guns become useless once certain units get really deep into your lines and starting chewing them up in assault. With the RR, they are the ONLY ones who have the reach to be an excellent counter close combat unit, with the power weapons to boot. Ogryns are also good, but their assault range is short, and they often take a couple of turns to be able to get into position in order to assault an enemy. In essence, RR give you a decent chance to wipe out an enemy and participate in the ASSAULT phase.

This message was edited 1 time. Last update was at 2010/03/06 12:39:25


 
 
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