Flinty wrote:@Peregrine - Why wouldn't you want a tactical challenge? In my view its the point behind the game.
The tactical challenge is that guy across the table doing his best to beat me. I don't see any reason to add bad units to my list just for the sake of making it harder to win.
The unit still performs the role it always did so there is no desparation.
Except it doesn't, because its role was to be a counter-charge threat to assault units that want to assault you. You could hide it in reserve and hit anything within 18+
D6" of your table edge (
IOW, anything in your opponent's army) immediately and expect to wipe out even tough units like terminators,
FNP BA, etc. Now you can't protect it in reserve so it just gets shot up and dies, you even can't keep it protected in cover very well, and even if it does get in range your lances are only
AP 2. It was a situational role in the past, and now it can't even do that anymore.
Also with the changes to firing from transports do Rough Riders not get Guard their most mobile special weapons?
I assume you mean disembarking, not shooting from fire points?
And no, they aren't the most mobile, because it's only two
BS 3 weapons, and on a unit that will have a hard time protecting them. Deep striking storm troopers do the job better, while
CCS and veteran squads bring more firepower with decent mobility.