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Made in us
Regular Dakkanaut




Hey I just started Khador and the models for the rifle corps look good. I was wondering how they have been on the field? On paper, suppressing fire looks really good and their long range means they can stay out of harm's way. I just wanted to know you're opinions. I was planning on using Harkevich and prime Butcher.
   
Made in us
[SWAP SHOP MOD]
Barpharanges






Limbo

Haven't used them myself, but the suppressing fire is actually sort of limited given that the entirety of the suppressing fire area must be within the max range of all participants (a bigger issue once you get to the full-sized unit).That said, I'd be interested in finding out how they play out in game.

DS:80S+GM--B++I+Pwhfb/re#+D++A++/fWD-R+++T(O)DM+++

Madness and genius are separated by degrees of success.

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Made in gb
Bane Lord Tartar Sauce





Oxford, Great Britain

I've played against them once and they became very scary. My opponent was using Vlad1 with the rifle corps and Kovnic Joe. With Signs & Portents up and Joe giving an additional(or boosted, not sure) dice on ranged attacks they were rolling 4 dice to hit and 3 to damage dropping the lowest on both. This meant that the nice Cryxian arc node with its back edge in a forest (DEF 17) was taken from full to two boxes in one turn of shooting. That was very, very scary to me and instantly changed my plan of attack.
   
Made in us
Regular Dakkanaut




With range 14 and spd 6 I'm not too worried about getting them all into range - still I need to play test them.
   
Made in us
[MOD]
Madrak Ironhide







yastobaal wrote:I've played against them once and they became very scary. My opponent was using Vlad1 with the rifle corps and Kovnic Joe. With Signs & Portents up and Joe giving an additional(or boosted, not sure) dice on ranged attacks they were rolling 4 dice to hit and 3 to damage dropping the lowest on both. This meant that the nice Cryxian arc node with its back edge in a forest (DEF 17) was taken from full to two boxes in one turn of shooting. That was very, very scary to me and instantly changed my plan of attack.


I faced this very combo at Gencon. Mean. MEAN.

And the guy fielded both them and the Winterguard Infantry
and I focused all my energy on the Infantry.

Big mistake.

DR:70+S+G-MB-I+Pwmhd05#+D++A+++/aWD100R++T(S)DM+++
Get your own Dakka Code!

"...he could never understand the sense of a contest in which the two adversaries agreed upon the rules." Gabriel Garcia Marquez, One Hundred Years of Solitude 
   
Made in us
Regular Dakkanaut




Yeah that does sound pretty good, I'm not running vlad but Kovnik joe is a definite must
   
Made in ca
Dakka Veteran





Canada

Afterlooking at the WGRC I'd have to agree with everyone else in the thread. Without Vlad1 and Joe I do not think they're too worth while.
   
Made in us
Master Tormentor





St. Louis

Sgt.Sunshine wrote:Afterlooking at the WGRC I'd have to agree with everyone else in the thread. Without Vlad1 and Joe I do not think they're too worth while.

Even with just Joe, they're still pretty damn scary. I've had good results using them with both Karchev as an infantry-clearing element, and with eSorscha to burn through more lightly armored warjacks (bonejacks, most stuff without a shield, and Buccaneers).
   
Made in gb
Longtime Dakkanaut




they're not "better" than the deathstar infantry, they're "different".

the deathstar (10 WG infantry, officer, standard bearer, 3 rocketeers) is a toolbox. generally short ranged, but a fantastic toolbox nonetheless.

the riflekorps with Joe are more of a control/denial unit. its less about damage applied, and more about range. they've got 6" over their other inffantry mates.and that is the difference between killing things on turn 2, and having to deal with an extra round of shooting/melee and obligatory casualties before getting theirs in. that 1 turn could be crucial. also, whilst pow10s kill most infantry,they will have huge issues cracking armour.

for me, the extra 6" range is well worth it. then again, i face cygnar a lot, and being able to engage them on their terms is quite nice. for me, it means i can start popping off his alpha strikers early, and setting up the board for my second wave. then again, im not immune to the charms of the winter guard infantry either
   
Made in ca
Dakka Veteran





Canada

Hmm true, I hadn't considered it that way. My local meta does not feature a lot of cygnar surprisingly enough.
   
Made in us
Prescient Cryptek of Eternity





Mayhem Comics in Des Moines, Iowa

The Supreasing Fire works better with two min units rather than one max, but actual killin stuff with Joes help works better with the max.

 
   
Made in us
Regular Dakkanaut




Thanks for the feedback, I can't wait to try them out myself
   
Made in us
Dakka Veteran




CT

pButcher's feat would make them roll 20s on average, thats pretty damn good and dangerous to at least most light warjacks.

71 pts khador - 6 war casters
41 pts merc highborn - 3 warcasters 
   
 
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