Welcome to Librarium Online!
I just added botha a squad of ogryns and Squad of rough riders to my arsenal. I have played both and performed very well in 1500pt plus games but whats your opinion which would you take out of the two in a lower point game. both games one against chaos other against spacewolves both victorious slaughters.
There used to be a long thread about this very subject, though I just tried to search for it and found nothing. Hmm.
Anyway, I'd always take Rough Riders simply because I think they're cooler, never bothered with Ogryns.
To answer your question though, I think I'd still take Rough Riders - at lower points games there's less stuff to shoot them before they unload that high-strength,high-initative,armour-denying,explosive-tipped goodness. Could devastate any Chaos or Loyal marines if you get to charge.
Adeptus Mechanicus Marines: http://www.librarium-online.com/foru...ml#post1655065
Well as far as that yes i can get 2 more hellhounds but i find the one i have gets raped unless orks or nid are on the field. I tend to run a more shooty army with a few good close combat squads to keep the enemy at bay while i blow them to bits. and what do you do about drop pod assualts?
I personaly prefer ogryns. they're tougher, stronger, and live longer(three wounds are always a plus). of course they are very expensive and a bonehead is a must. the hunting lance can only be used once a game but the ogryn ripper gun, adds +1 strength for a total strength of 6, never breaks. i think that if used properly they can out last the rough riders in CC. of course the rough riders are faster, soo... depends on what you want speed with stength or toughness with strength.
Like almost any other choice between units of an army with ambiguosly similar roles, it always depends on your strategy.
Me, I plan to take Rough Riders because I need my counter-assault units to have speed. I plan for my future Guard army to work by deep-striking a massed, rapid-firing lasgun base at a flank of the enemy with Drop Troops, supporting them with Valkyrie/Chimera-borne Storm Troopers. Once they destroy the flank of the enemy, I need an assault unit to charge the full-strength enemy squad nearest to them in order to prevent them from being assaulted, and also to obscure them from most shooting. Obviously, considering the mobility of my army, I need Rough Riders, as Ogryns just aren't going to get there in time, whether in a Chimera (because they can't assault on the turn they disembark), or on foot.
But Rough Riders aren't always the best. Consider a "vanilla" army that focusses on stand-and-shoot. I haven't thought too much about this kind of army and how it would work, but I think that Ogryns would be more successful in this situation, as you are aiming to tie up the few assault units that get close to your lines, and so you can keep Ogryns on hand to charge. They are good for this kind of work as they are alot more durable.
Again, it always depends on how your army goes about doing things.
Well, honestly I think the two have very different roles, although used generally the same, difference is definitely evident. OK before I begin I would like to support my explanation with the simple fact that one is an elites choice, the other obviously a fast attack choice, thus they work differently.
Ok, Ogryns & Conscripts are really meant for just the same roles, basically tying up the enemy for as long as possible to prevent them getting to your more important troops - the line squads. Yes sure, the high strength is a definite bonus, but the fairly shabby WS, Sv and the limited amount of attacks they have make them pretty ordinary. Three wounds is a plus however. Basically Ogryns are just good for hiding from the instant death guns, until the CC troops come too close, then hold 'em up, but don't expect too many kills, unless you want to throw in a commissar with a PW, to add that extra killing capability.
Rough Riders are the real CC killers, albeit with very limited survability. They provide a very fast counter charge capability to your army, very capable of taking out those dreaded marines, however usually a bit of overkill on the Nids.
Personally I take rough riders, although having played Ogryns and having loved the cheapness, model look, and effectiveness IF you get them into CC. I discovered that the main problem is just getting them into CC, thus Rough Riders were a more effective choice for my army.
not to beat a dead horse but ya it depends on the your army and what your facing. Against marines or chaos you may find that rough riders work better. Or not... it really all depends. Personally after thinking about it unless the Orgyns are in a chimera your best bet is to take rough riders. Its a long hard walk trying to get Orgyns into combat and those bolters tear through them pretty quickly, a single tactical squad (10 men) with a heavy bolter will destroy a squad of Ogryns (assuming they get roughly a turn of shooting in sometimes two if they have bad luck) Roughriders have the added bonus of mobility you can keep them out of sight then lunge forward and snag the marines delicious candy treats right from em.... but then thats it no chance for anything else.
If you can support them take the Ogryns they will survive more than one round in combat, but they need plenty of covering fire and/or a chimera to actually get there.
If your opponent is lucky enough to have drop pods ( you know thinking about it... those really should come in plastic) or has any sort of fast movers take the rough riders. Keep them back and out of sight so you can maintain a full squad, then sprint over to where ever the enemy makes first contact and blow them to bits.
It is good you have both. It really depends on what your up against and the rest of your armies composition, good luck.
Rheagar fought nobly
Rheagar fought valiantly
Rheagar fought honorably
And Rheagar died.