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![[Post New]](/s/i/i.gif) 2014/05/07 18:08:01
Subject: Rough Riders- come on, they cant be that bad...
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Grim Rune Priest in the Eye of the Storm
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It also takes a few times to figure them out for you.
It took me a few games and they always do well [Usualy killing off or at least wrecking a 10 model unit], until I fail a Moral Check, then they run off the board.
Going after DEVs, TACs and Scouts is one thing can do real good, escpecialy with the Flamers.
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![[Post New]](/s/i/i.gif) 2014/05/07 18:21:02
Subject: Re:Rough Riders- come on, they cant be that bad...
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The Last Chancer Who Survived
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BlackTemplar1 wrote:So, basically their just useless?
I refuse to accept that.
Someone give me something good about them!!! Some use they have, some niche they fill!
They prove that guardsmen have some diet variation...
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![[Post New]](/s/i/i.gif) 2014/05/07 18:54:21
Subject: Rough Riders- come on, they cant be that bad...
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Rogue Daemonhunter fueled by Chaos
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Sometimes a unit just doesn't work. There are two dozen real units in the book, and Rough Riders are the duff one.
Even under the best of circumstances, highly fragile assault units have been a poor gambit in 40k. You either need huge numbers (orks, nids, blobs), crazy good buffs (nids/blobs), or a reliable delivery method (outflank/transport). In 6th, you can't assault out of reserve or a transport, meaning the enemy will always get to shoot your light assault unit, followed by an overwatch.
In a way, the rules of logic finally caught up with 40k.
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![[Post New]](/s/i/i.gif) 2014/05/07 18:59:08
Subject: Re:Rough Riders- come on, they cant be that bad...
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Longtime Dakkanaut
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I haven't used mine all that much, but when I built the unit I gave them melta guns with the idea in mind to attack armored units. Not necessarily transports but light or medium armor. If the melta shots don't get it the Strength 8 charge will. At least in theory.
Also, due to their speed, I am wondering if a few small units with meltas wouldn't make good Knight hunting parties. If you got a few on various sides of a Knight you'd be able to ensure some of your melta shots wouldn't contend with the Knight's shield.
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![[Post New]](/s/i/i.gif) 2014/05/07 19:02:52
Subject: Rough Riders- come on, they cant be that bad...
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Drop Trooper with Demo Charge
Brooklyn, NY
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Despite having hunting lances, I think they should probably avoid close combat entirely.
I think they have two uses:
* Flamers can get a devastating number of hits if you are in the right position. That 12" move can really make that happen.
* They come with krak grenades built-in. Another weapon that needs proper positioning to be effective. Get into assault with a vehicle and plant those grenades.
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![[Post New]](/s/i/i.gif) 2014/05/07 19:05:35
Subject: Rough Riders- come on, they cant be that bad...
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Grim Rune Priest in the Eye of the Storm
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Polonius wrote:Sometimes a unit just doesn't work. There are two dozen real units in the book, and Rough Riders are the duff one.
Even under the best of circumstances, highly fragile assault units have been a poor gambit in 40k. You either need huge numbers (orks, nids, blobs), crazy good buffs (nids/blobs), or a reliable delivery method (outflank/transport). In 6th, you can't assault out of reserve or a transport, meaning the enemy will always get to shoot your light assault unit, followed by an overwatch.
In a way, the rules of logic finally caught up with 40k.
The only thing to add to that is "Sometimes a Unit Does not work for some People". I will admit that Rough Riders need something to fix them, W+1, T+1, Being able to take Las-Guns or a Second Las-Pistol, or even even just the ability to have a Priest or Comisar to take a Mount.
I am probably make myself a Comisar or a mount and Take a Chaplin on a bike along with a Scouts as Allies to hopfuly give them a Punch.
I have always done poorly with PSi-Riflemen Dreads [sometimes only killing 2-3 models and etire game] even vs Orks and Nids, yet mt Blood Claws [Usuayl killing off 2-3 Units a game] are the scourge of our group.
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![[Post New]](/s/i/i.gif) 2014/05/07 19:09:20
Subject: Rough Riders- come on, they cant be that bad...
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Regular Dakkanaut
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i still have a death rider commissar model. and yeah the death riders out class the rough riders by a lot. but they are nice for small games for getting flamer/melta in to the back areas of your opponents army with that 12" move. i like them at 1000pts recon games as there highly mobile special weapon squads.
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Only the Insane have strength enough to prosper, Only those who prosper may truly judge what is sane. |
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![[Post New]](/s/i/i.gif) 2014/05/08 04:26:42
Subject: Re:Rough Riders- come on, they cant be that bad...
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!!Goffik Rocker!!
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They were usable before the codex update. I tried a full squad with Mogul Kamir and they did great. 4 attacks on a charge with s5 ap3 ini5, Fearless. They totally wiped most things with 3+ saves if they could charge. But now they got nerfed for some reason. Maybe cause gw is planning to create some sort of formation with rough riders + 1. Will we see death riders as legit supplement soon?
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This message was edited 1 time. Last update was at 2014/05/08 04:27:07
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![[Post New]](/s/i/i.gif) 2014/05/08 08:03:21
Subject: Rough Riders- come on, they cant be that bad...
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Longtime Dakkanaut
Indiana
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For gaks and giggles I could see attaching a WS chaplain on a bike to the squad.
Give them scout and zealot BAMN hits like a mother fething tank turn two.
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![[Post New]](/s/i/i.gif) 2014/05/08 21:35:44
Subject: Re:Rough Riders- come on, they cant be that bad...
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Fresh-Faced New User
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Personally I love them, yes it was an excuse to use the very lovely and very expensive death rider models but..
They give a cheap throwaway unit , mobile compared with your average guardsmen the Calvary movement and choice of 2 special weapons is neato I keep the unit small and use as a counter measure
A unit of 6 , with 2 plasma guns and plasma pistol or 2 meltaguns and meltabombs is about the same as 2 bog standard taurox
I use them to counter anything that's getting too close to my gun line a suicide unit to take out \finish off a major threat for line breaker or late game contesting
For 90 or so pts really ain't bad and tend to be low on list of opponent priority but yeah I'd stay well clear of any type of close combat
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![[Post New]](/s/i/i.gif) 2014/05/08 21:39:29
Subject: Re:Rough Riders- come on, they cant be that bad...
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The Last Chancer Who Survived
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Kaliban101 wrote:Personally I love them, yes it was an excuse to use the very lovely and very expensive death rider models but..
They give a cheap throwaway unit , mobile compared with your average guardsmen the Calvary movement and choice of 2 special weapons is neato I keep the unit small and use as a counter measure
A unit of 6 , with 2 plasma guns and plasma pistol or 2 meltaguns and meltabombs is about the same as 2 bog standard taurox
I use them to counter anything that's getting too close to my gun line a suicide unit to take out \finish off a major threat for line breaker or late game contesting
For 90 or so pts really ain't bad and tend to be low on list of opponent priority but yeah I'd stay well clear of any type of close combat
Or be an easy first blood for a long-range shooty unit. But so is everything that is susceptible to enemy fire...
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![[Post New]](/s/i/i.gif) 2014/05/08 22:39:41
Subject: Re:Rough Riders- come on, they cant be that bad...
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Fresh-Faced New User
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Agree completely mate mine tend to hide behind my Russ squad or something equally los blocky
and not come out until they get their one turn of glory before horrible bloody death but pop something nasty or finish off that unit who were just on the end of a FRFSRF which prevents my squishy gun line having to engage in filthy close combat and they normally justify the points
Who knows perhaps 7th might bring something new to Calvary but yeah not holding my breath
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![[Post New]](/s/i/i.gif) 2014/05/11 15:30:43
Subject: Rough Riders- come on, they cant be that bad...
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Regular Dakkanaut
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To the OP
Not sure how you worked out your original attack vs the space marines,but you had 8,which should have given you
8 in 10 attacks right off via flailing hooves
followed by 25 strength 5 in 5 pw attacks,,even at ws 3 that should have killed more than 4
remember,1 base,+1 for the additional ccw(pistol),plus one for the charge,and the sarg has 2 base,
I have found that rough riders excel at hugging terrain,or buildings or what have you,and out flanking and attacking that way,or by hiding behind other units to rush out and counter attack ,but in the end they usually only get one turn of glory before their jobs done,,,,,and they are allowed to die
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"Ave, Imperator, morituri te salutant"
Black Templar-24,000+
Imperial Guard
Gaunts Ghost -2,000
Victoria's Own 33rd of Foot-2,000
Sisters of battle-2,500
Loyal Chaos Marines-2,000
Legio I Italica-8.000
Bretonnians 3,000plus |
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![[Post New]](/s/i/i.gif) 2014/05/11 15:39:17
Subject: Rough Riders- come on, they cant be that bad...
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Grim Rune Priest in the Eye of the Storm
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Gomericus wrote:To the OP
Not sure how you worked out your original attack vs the space marines,but you had 8,which should have given you
8 in 10 attacks right off via flailing hooves
followed by 25 strength 5 in 5 pw attacks,,even at ws 3 that should have killed more than 4
remember,1 base,+1 for the additional ccw(pistol),plus one for the charge,and the sarg has 2 base,
I have found that rough riders excel at hugging terrain,or buildings or what have you,and out flanking and attacking that way,or by hiding behind other units to rush out and counter attack ,but in the end they usually only get one turn of glory before their jobs done,,,,,and they are allowed to die
Remeber Hunting Lances are not Specialist Weapons
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![[Post New]](/s/i/i.gif) 2014/05/11 16:30:31
Subject: Rough Riders- come on, they cant be that bad...
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Longtime Dakkanaut
Indiana
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I believe they actually are specialist weapons
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![[Post New]](/s/i/i.gif) 2014/05/11 16:56:03
Subject: Rough Riders- come on, they cant be that bad...
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Fixture of Dakka
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Leth wrote:I believe they actually are specialist weapons
And you win an internet Cookie!!!111!!
Seriously, you are correct, according to the AM codex.
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"But i'm more than just a little curious, how you're planning to go about making your amends, to the dead?" -The Noose-APC
"Little angel go away
Come again some other day
The devil has my ear today
I'll never hear a word you say" Weak and Powerless - APC
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![[Post New]](/s/i/i.gif) 2014/05/11 21:54:35
Subject: Rough Riders- come on, they cant be that bad...
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Longtime Dakkanaut
Indiana
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Is it chocolate chip or oatmeal raisin?
Oatmeal raisin is where its at.
But in all seriousness I am interested in seeing what they do to cavalry in the new edition(like imagine if calvary get scout in their main rules). Pretty much every judgement is on hold till 7th drops since I believe that IG and tyranids at a minimum were designed with 7th in mind(seriously so many things make no sense in the tyranids book and a few things seem off in the IG book). I am still building my death riders of krieg because they are sweet models that WILL see table time. It just means the rest of the list has to be super tight.
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This message was edited 1 time. Last update was at 2014/05/11 21:55:08
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![[Post New]](/s/i/i.gif) 2014/05/12 05:23:54
Subject: Re:Rough Riders- come on, they cant be that bad...
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!!Goffik Rocker!!
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Sometimes when i look at model's rules i get a feeling that they were designed to be useful in the edition after the one coming after the next one. Probably in like 10 years or so.
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![[Post New]](/s/i/i.gif) 2014/05/12 10:10:32
Subject: Re:Rough Riders- come on, they cant be that bad...
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The Last Chancer Who Survived
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koooaei wrote:Sometimes when i look at model's rules i get a feeling that they were designed to be useful in the edition after the one coming after the next one. Probably in like 10 years or so.
Oh, 'Dubs...
How you tease us...
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![[Post New]](/s/i/i.gif) 2014/05/13 07:21:10
Subject: Rough Riders- come on, they cant be that bad...
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Lone Wolf Sentinel Pilot
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I have 10 riders too. And never used them. Is there any allied character who can boost them? Some wolf marine or biker?
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Mordant 92nd 'Acid Dogs'
The Lost and Damned
Inquisition
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![[Post New]](/s/i/i.gif) 2014/05/13 07:23:04
Subject: Rough Riders- come on, they cant be that bad...
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Fixture of Dakka
Temple Prime
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Freakazoitt wrote:I have 10 riders too. And never used them. Is there any allied character who can boost them? Some wolf marine or biker?
Canis Wolfborn or Khan or a build a captain/chapter master biker.
Not sure why you'd do that though, as majority toughness would greatly nerf their durability.
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Midnightdeathblade wrote:Think of a daemon incursion like a fart you don't quite trust... you could either toot a little puff of air, bellow a great effluvium, or utterly sh*t your pants and cry as it floods down your leg.
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![[Post New]](/s/i/i.gif) 2014/05/13 12:38:26
Subject: Rough Riders- come on, they cant be that bad...
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Newbie Black Templar Neophyte
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I took them again last game against necrons, and they worked well as a counter-punch unit. Hid them behind a bastion, and when the necron warriors got close enough to RF my tank, I let them go! two were killed on overwatch, but the remaining eight managed to down 9 warriors! 5 were killed on the strike backs, but the warriors failed there break test, and were run down. Awesome. Of course, next turn they were doomsday arced to death, but whatever, at least that ark didn't go for my tank!!
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When in doubt, throw more men at it! |
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![[Post New]](/s/i/i.gif) 2014/05/13 15:04:12
Subject: Rough Riders- come on, they cant be that bad...
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Drop Trooper with Demo Charge
Brooklyn, NY
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BlackTemplar1 wrote:I let them go! two were killed on overwatch, but the remaining eight managed to down 9 warriors! 5 were killed on the strike backs, but the warriors failed there break test, and were run down.
That's a pretty important aspect of Rough Riders that I had failed to consider before. By front-loading their wounds, they have a pretty decent chance to trigger a sweeping advance that first turn. It's a real shame that they only have Initiative 3 for this though, it would be nice if their lances not only gave +2 to their Initiative, but also increased the initiative used in Sweeping Advance. But the rules are quite clear, units use their unmodified initiative during sweeping advance.
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![[Post New]](/s/i/i.gif) 2014/05/14 02:45:37
Subject: Rough Riders- come on, they cant be that bad...
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Longtime Dakkanaut
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madric wrote: BlackTemplar1 wrote:I let them go! two were killed on overwatch, but the remaining eight managed to down 9 warriors! 5 were killed on the strike backs, but the warriors failed there break test, and were run down.
That's a pretty important aspect of Rough Riders that I had failed to consider before. By front-loading their wounds, they have a pretty decent chance to trigger a sweeping advance that first turn. It's a real shame that they only have Initiative 3 for this though, it would be nice if their lances not only gave +2 to their Initiative, but also increased the initiative used in Sweeping Advance. But the rules are quite clear, units use their unmodified initiative during sweeping advance.
Yes, the advantages and disadvantages of riding a sentient creature (versus one-handing a motor bike while swinging a sword) aren't really well incorporated into the ruleset. Running down fleeing enemies is the thing that cavalry do best.
Why are rough riders WS 3?
Why are hunting lances roll to hit and not hammer of wrath?
How do infantrymen outrun cavalry when running away?
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"Bringer of death, speak your name, For you are my life, and the foe's death." - Litany of the Lasgun
2500 points
1500 points
1250 points
1000 points |
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![[Post New]](/s/i/i.gif) 2014/05/14 02:59:19
Subject: Rough Riders- come on, they cant be that bad...
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Lone Wolf Sentinel Pilot
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Anybody tried to use cavalry in kill-team? I think, they will have more chance to survive and kill someone than in bigger size games.
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Mordant 92nd 'Acid Dogs'
The Lost and Damned
Inquisition
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![[Post New]](/s/i/i.gif) 2014/05/14 03:07:48
Subject: Rough Riders- come on, they cant be that bad...
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Longtime Dakkanaut
Indiana
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I think in a low points game I will run a squad of calvary with a white scars captain attached. Gives them hit and run, can tank pretty well for the squad
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![[Post New]](/s/i/i.gif) 2014/05/14 03:11:17
Subject: Rough Riders- come on, they cant be that bad...
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Assault Kommando
Flint, Mi
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Dont forget calvary have hammer of wrath attacks.
in 5th ed i used RRs all the time. Especially with Mogul Kamir i was so sad to see him go. I remember a 10 man squad with kamir wiping out a squad of grey hunters with ragnar in there in one turn. Oh how amazing it was.
Now i would never consider using them without being death riders. Any idea if they plan to update DKoK soon or do i just not have the most current link?
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![[Post New]](/s/i/i.gif) 2014/05/14 04:25:38
Subject: Rough Riders- come on, they cant be that bad...
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Longtime Dakkanaut
Indiana
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They said when I asked it was a low priority and might take awhile
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![[Post New]](/s/i/i.gif) 2014/05/14 09:30:49
Subject: Rough Riders- come on, they cant be that bad...
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Fixture of Dakka
Temple Prime
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Tenzilla wrote:Dont forget calvary have hammer of wrath attacks.
in 5th ed i used RRs all the time. Especially with Mogul Kamir i was so sad to see him go. I remember a 10 man squad with kamir wiping out a squad of grey hunters with ragnar in there in one turn. Oh how amazing it was.
Now i would never consider using them without being death riders. Any idea if they plan to update DKoK soon or do i just not have the most current link?
I asked and got a confirmation that FW will be updating all of it's Imperial Guard variant lists early into 7e/6.5e.
Now what they mean by "early" is anyone's guess.
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This message was edited 2 times. Last update was at 2014/05/14 09:31:30
Midnightdeathblade wrote:Think of a daemon incursion like a fart you don't quite trust... you could either toot a little puff of air, bellow a great effluvium, or utterly sh*t your pants and cry as it floods down your leg.
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![[Post New]](/s/i/i.gif) 2014/05/18 14:43:58
Subject: Rough Riders- come on, they cant be that bad...
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Fresh-Faced New User
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Melee is dead!! So by default any unit that still use melee is redundant
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