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Just wondering which unit people are finding more useful
Do people seem to prefere the high rate of fire but less flexibility of the outriders, or the lower number of shots but more maneuverable pistoliers
My 40K Armies:
- Thousand Sons
- Mordian Imperial Guard
- Dark Eldar
My Fantasy Armies:
- Lhamian Vampire Counts
Outriders: 15 s4 armour pearcing no move and fire pen. shots per turn? Dirty as. Pistoliers are good but the pistols arn't as good as they use to be.
I wouldn't write off pistols as they are still usefull. You don't get any minuses for moving and long range plus with two shots per guy and the champion can fire 4 shots with repeater pistol and regular pistol at 4+. Plus with musicain they can flee and have a decent chance to actually regroup. Just becasue pistoliers are no longer CC combantants doesn't mean they are worthless it just means they have changed roles (which I might add is more suiting to a fast cavalry unit).
Though Outriders do have their uses too espically if you get the champ you can have a BS 5 HLR. Added with the reroll ability of the WP you have a decent chance of hitting intended target. Plus can be nice as guards for warmachines with their 360 degree LOS.
Is it me or does any other necron player get annoyed when they see people saying "Necrons eat souls". How is that even possible as souls are part of the warp and necrons want nothing to do with it? Eh probaly me just me being picky.
Tyranid Hivemind Member
As I've heard it talked about, the Pistoliers and Outrider's don't really compare. Their differences give them different purposes. This means that you'd pick one or the other depending on how they will support the rest of your army and how they'd match up to your opponent.
I think a better comparison is Outrider's vs. Handgunners.
If my math is correct, 5 Outriders with Barding is the same cost as 15 Handgunners.
The benefits of the Outriders is that
1) they are more survivable than the Handgunners (armor save) assuming you took Barding,
2) take up much less space,
3) have the mobility to run away from trouble if necessary, and
4) can serve as a good flanker in late turns if necessary.
On the other hand, because of the small model count, Outriders will be taking panic tests from shooting and magic almost immediately; and, being cavalry will run FAR away if they break (usually off the table). This could be an important fact. <grin>
Finally, Handgunners can take detachments.
I'm planning on taking Outriders in a few test games as replacements for Handgunners; as I don't usually use all my Special slots.
[COLOR=DarkRedI got my tournament t-shirts at mathhammer.net[/COLOR]
I don't think there's anything that I can add to this.
Pistoleers are the ultimate (although less so than previeously) flankers/harrassers. They can wipe out war machine crews pretty easily, defend against fliers, and are perfect for destroying fleeing units ("crossfire").
Outriders are a bit more stationary, despite their fast cavalry status. They can still defend against fliers (infact with more shots are better at it than pistoleers), they also excel at softening up targets for a charge from elsewhere, but when the champ is equipped with an HLR, the outriders become a real threat to characters. Not only is the HLR very accurate, but the rest of the unit puts out a signifiant amount of supporting fire, capable of seriously hurting most units.
Oh, and a converted Outrider champ with HLR looks really good
Mysterious Member of the ANZAC Clan