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![[Post New]](/s/i/i.gif) 2016/03/01 01:39:27
Subject: Rough rider's, anyone?
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Hardened Veteran Guardsman
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I got me some rough rider's today! (Roughly 10$ a model) I bet there is plenty of doodaad's tactic's I can use for them. Any idea's?
Anything helps!
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"We're not just going to shoot the bastards. We're going to cut out their living guts and use them to grease the treads of our tanks."
-The most imperial guard thing ever said.
The one rule I have in my threads: DONT TALK ABOUT THE ABRAMS.
That is it
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![[Post New]](/s/i/i.gif) 2016/03/01 01:44:04
Subject: Re:Rough rider's, anyone?
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Lord of the Fleet
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They're pretty self explanatory. Point at enemy, charge, do damage.
The issue is that getting them to assault is challenging, and once in assault, their damage is meh, and only for the first round, after that its just a small group of expensive guardsmen.
Sorry man, they look baller, and should be equally baller crunch wise, but they're not good.
If you really want to have a go with them, I'd point you in the direction of the DKoK Rough Rider detachment. Makes them decent anyways.
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Mordian Iron Guard - Major Overhaul in Progress
+Spaceship Gaming Enthusiast+
Live near Halifax, NS? Ask me about our group, the Ordo Haligonias! |
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![[Post New]](/s/i/i.gif) 2016/03/01 01:52:13
Subject: Rough rider's, anyone?
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Angelic Adepta Sororitas
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1d4chan ahs some good tactics for them if i remember.
They're the type of unit you stick behind a hellhound to use cover until the charge, or the backside protectors. dep strikers??? charge them when it's your turn.
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![[Post New]](/s/i/i.gif) 2016/03/01 01:57:25
Subject: Re:Rough rider's, anyone?
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Decrepit Dakkanaut
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I personally like holding them in reserve and using them to counter-charge or charge moderately dangerous units that have made it across the table.
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![[Post New]](/s/i/i.gif) 2016/03/01 04:28:39
Subject: Re:Rough rider's, anyone?
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Longtime Dakkanaut
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MeanGreenStompa wrote:I personally like holding them in reserve and using them to counter-charge or charge moderately dangerous units that have made it across the table.
After running them many times, I've realized this is the superior tactic. Equip the squad with 2 flamers and keep your rough riders in reserve. This allows them to stay safely off the board until the enemy's forces are a bit thinned out. When your rough riders do arrive, you now have a double flamer killzone that can hit almost anywhere on your board half. Move 12" onto the table, and lay down two flamer templates on any assault units blob units trying to flank/assault your lines. Alternatively you can use them to body block an enemy unit that is trying to move on one of your objectives.
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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) 2016/03/01 06:11:40
Subject: Rough rider's, anyone?
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!!Goffik Rocker!!
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I like a min squad with MB on sarge. They provide a decent amount of s5 ap3 ini5 attacks and small squads are easier to hide somewhere on the flank and won't be too expensive.
Double flamers could be fun too.
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This message was edited 1 time. Last update was at 2016/03/01 06:11:57
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![[Post New]](/s/i/i.gif) 2016/03/01 06:43:43
Subject: Re:Rough rider's, anyone?
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Longtime Dakkanaut
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I would recommend Death Riders from the updated Siege of Vraks book. They come with 2 wounds, a 6+ FNP, 4+ armor save and if two units from their formation charge the same enemy unit they cause fear (not great but still something) and the best part they look fantastic!
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19th Krieg Siege Army 7500pts.
40k/HH Night Lords 5000pts.
Orks Waaaghmacht Spearhead 2500pts.
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![[Post New]](/s/i/i.gif) 2016/03/01 14:54:21
Subject: Rough rider's, anyone?
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Regular Dakkanaut
Wakefield
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Death Riders are indeed much better than the regular version in the codex, but if you're limited to using just regular Rough Riders then remember this! They come with krak grenades already, so instead of using their hunting lance on some light vehicle, these dudes can easily charge forward and catch vehicles with rear armour 10-11 and do some sizable damage! But likely the best tactic for them is to just be held back in reserves, either to torch the enemy or charge down (likely) depleted units!
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![[Post New]](/s/i/i.gif) 2016/03/01 17:03:00
Subject: Rough rider's, anyone?
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Shadowy Grot Kommittee Memba
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Basically treat their hunting lance as a desperation weapon (thanks to overwatch they only win combat vs naked tactical marines by 1-2 models on their big whammy charge round). Just use em as tank crackers with the free Krak nades.
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"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"
"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"
"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"
"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!" |
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![[Post New]](/s/i/i.gif) 2016/03/01 17:05:00
Subject: Re:Rough rider's, anyone?
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Regular Dakkanaut
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They are pretty terrible. They function best more as areas denial. You keep them back in an area you know the enemy is going to come down and wait. If possible wait out of line of sight as well, but at the very least in heavy cover.
Once someone is near in range, you can use your speed to try to hit them with meltas or sneak in a charge. Even at full strength their low weapon skill means they may not kill their primary target (MEQ). If combat lasts more than two turns they will lose. If you are charging with less than 5 guys they are likely to lose as well. You have to neuter you enemy on a charge for them to be effective. If you don't take out around half their guys your best hope is that they simply hold them down.
RR can be pretty effective against light vehicles though because of meltas and crack grenades. They are still best utilized as a transport hunter. I find they work best in two squads of 5 with one squad holding 2 meltas. The melta squad moves in first and uses its meltas to kill any the transport. Then both squads charge the same unit that came out. You charge the meltas first so hopefully they burn their overwatch on them first because the lances are now more important. Then charge the second squad in.
Out in the open they will get murdered by any basic firepower. If they fail dangerous terrain they will die as well. They are far too expensive to be utilized in this manor. Occasionally you do get lucky and someone doesn't know what they are, but in most cases a single turn of firepower will reduce them to nothing. So don't make the mistake of charging them forward like frontline troops.
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