master of ordinance wrote:Aaahhh, the Rough Riders. Since the glory days of
RT the Rough Riders have been a staple of the Imperial Guard, fast, heavy, cavalry riding out against the enemy.....
Or at least thats what we want to remember. In actual fact, throughout the entirety of there incarnation Rough Riders have always been a bit of an oddity. According to fluff and there weapons/special rules they are intended to act as heavy cavalry, charging through enemy fire and spitting the foe on there lances. However, when it comes to the crunch they perform a little... shall we say differently?
Rough Riders suffer from a combination of things that make them under powered on the table top, something that has been true since there earliest incarnation. And yet despite this,
GW has not once tried to fix these issues, so I am going to try too.
Firstly, lets look at a breakdown of the current Rough Rider
Stats: A Rough Rider is essentially a mounted Guardsman, with a
WS and
BS of 3, one attack and one wound, S, T and I of 3 and a
LD of 7. The Sargent has 2 Attacks and
LD 8, but thats about it.
Unit Type: Cavalry (duh), meaning that Rough Riders move 12" per turn. It also means that it is more difficult for Rough Riders to gain cover as the model's themselves are larger.
Equipment: Aaah, the big let down: Rough Riders wield only Laspistols for shooting, which given there role seems entirely adequate,
but are they? Look at the armour - thats right, its Flak. Flak amour. On a Heavy Cavalry unit. This is the single biggest let down as it means that your poor cavalry will be mown down by small arms fire without (most of the time) being allowed an armour save. Maybe Lasguns would be better?
Finally we ome to the Hunting Lance. In the recent new codex this weapon has undergone a minor buff to make it AP3, something that was much needed as anyone whom managed to get a charge off against
SM's will know. The other stats are the same for, with the exception of its new rule: One Use. Thats right folks, your brave cavalry have
ONE charge where they can hope to do some damage against the enemy and then they are essentially cannonfodder. Better start praying.
Points: So, for these paper soldiers? 11(!) points per model! Thats right people,
GW seems to expect you to pay a whopping 11 points per under armoured, ill equipped Rough Rider. To give you some idea that is over
TWICE the cost of an Imperial Guardsman. For the price of one of these suicide squads which will most likely be mown down before they do anything you can have two Infantry squads.
So, what can we do to improve these poor cavalry? Well I did come up with some ideas. Firstly, lets stop trying to amalgam every cavalry role into one, we need to seperate them out. We also need to give the rigional Rough Riders either a way of getting close to the enemy fast or surviving the charge long enough to do something. Like this maybe:
WS BS S T W I A
LD S
3 3 3 3 1 3 1/2 7/8 5+
Wargear: Frag and Krak grenades, Flak armour, Laspistol, Hunting Lance
Special Rules
Outflank
Infiltrate
Hit and Run
By doing this we have given them the capability to get close to the enemy without being gunned down. They can also disengage from
CC after their charge, allowing them to fulfill their role as a harasser unit.
But how about some other roles?
Knights: 13PPM
WS BS S T W I A
LD S
4 3 3 3 1 3 1/2 7/8 4+
Unit type: Cavalry
Size: 5-10 Knights
Wargear: Frag and Krak grenades, Hunting Lance, Carapace armour, Laspistol
Options:
May exchange Laspistol for shield (5++ save)
Special Rules:
Fearless
And there you have a unit to fullfill the current Rough Rider role, a Heavy Cavalry unit that can take the hits and make it to
CC.
Now, what about a shooting unit?
Dragoons: 11 PPM
WS BS S T W I A
LD S
3 4 3 3 1 3 1 7/8 5+
Unit Type: Cavalry
Size: 5-10 Dragoons
Equipment: Lasgun, Flak Armour,
CC weapon
Options:
Any model may exchange their Lasgun for a Hellgun +5pts
Up to three models may exchange their Lasgun for a Plasma/Melta gun +10pts
Unit may take Frag and Krak grenades at +1PPM
Special Rules:
Dismount: If a unit of Dragoons moved 8" or less then they may dismount. Change the unit type to Infantry for this turn and they may gain cover as normal Infantry.
Rapid retreat: If a unit of Dragoons is not dismounted they and an enemy unit declares a charge against them they may take an Initiative test. If passed they may perform Overwatch and then flee
2D6 inches. If this does not take them far enough to escape the enemies charge range then the Dragoons are destroyed.