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This weeks topic is brought to you by Sgt_Jakeman!
And I'm curious to see what other people have to say.
So, for those of you who run rough riders in their armies, please, let us know how you do it, why, and what you equip them with!
Do you use lances? Do you give them meltaguns/bombs for tank hunting? Do you feel they are viable as a choice without the lances? Do you feel that our other fast attack choices are just far better options?
Do you feel that a lack of easy minis lets them down?
Or if you are like me, and have never used them (although I did try converting a bunch a little while back, didn't really like how they turned out), perhaps you could pose a few questions for those who have? Or maybe you have a couple of on paper only tactics you'd like to share?
Regardless, you know the drill Anything and everything remotely rough riders is allowed!
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I have never used them as they are just not my type, I am thinking of buying some oop imperial guard bikers and using there rules if thats possible ?
I played with my Black Templars army a while back fighting them and they appeard to try to flank my heavy infantry but they didnt do too well, I just aimed my bolters and killed them, some good rolling I will admit but yea, after that it kina put me off them.
He might have just used them poorly tho so I will be interested to hear what someone who plays them says
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back in 4th, i used to run two squads of them in a mechanized grenadier list (as well as a small unit of ogryns in a chimera). they did pretty well, hiding in cover or behind tanks until getting a charge off.
with 5th ed out, 6 with lances and a vet sgt upgrade is the best way to run them.
just small enough to easily keep them hidden behind your advancing tanks or any terrain solid enough to block line of sight. once your main forces have softened up your intented target, bound out of concealment around the tank and charge that halfdead mvp unit as a reward to your opponent for finally reaching your lines (for best effects, something without an invulnerable save).
my recent adaptations to 5th ed and the current 40k campaign going on at my local store; i've come to enjoy playing all-drop troop armies. so for my rough riders; losing that precious cover provided by tanks... and being one of the few units starting on the board... they'd be a waste if i took them in my current list.
so until the new codex comes out, my chaos warhound rough riders are sitting on the shelf in my closet.
had a really great thought... i hope they give rough riders the Scout rule in the next codex, outflanking would be brutal.
They're shockingly bad to get the models for. That's why i don't have more than the one squad (I occasionally snipe at ebay ones en mass, but never win, annd am saving parts to do dirt bike ones, need artillery wheels)
They are good with lances, as throw away assault units. They worked well with basalisks - opponent moves forwards to get within the minimum range, then you charge them. But the basalisk is rarely hidden nowerdays.
They're also let down due to a lack of frag grenades (that's realistic, you're on a horse so won't be throwing that in front of you), and a lack of a second ccw after charging (What, there's not enough space? Try putting it on the great big horse-shaped thing you're sitting on)
I have been entertained by a little clause in the doctrines intro page that let's your rough riders do funky stuff with doctrines - Notably carapace armour (and the rest of the army doesn't have to, yes, read the book before screaming at me i'm wrong. I never beleived it either.)
I was really entertained by the special mounts they did on the GW site (lost to eternity/in that new sprawl website that just sells us stuff now) - The idea of 3+ save rough riders was entertaining.
I also gave them credit for having shotguns and meltaguns, but they're too damned expensive (££'s) to bother trying.
I really hope they breathe some life into them when they redo IG, it'd be a shame not to.
Maybe they'll have horses on rollerskates at £ 11 each with 3 power weapon attacks at 2 points each.
they have the crappiest model's but if used with the lances(havent tried them without em) they can cause trouble for enemies that have lower initiative then them
5 man terminator squad with some special leader(enemies hq choice) vs 5 roughriders, roughriders win easy, but 5 man banshee squad vs 5 roughriders, they wont even get a chance to attack.
as long as you have equal or higher initiative they are great, but still only a one shot pony, so go after the most expensive thing you can sucessfully kill(that termi squad was more than 300pts with the leader XD, they made their points back 5 and 1/2 times lol)
also its an idea ive been fooling around with, but maybe giving the leader a plasma pistol to flank behind enemy vehicles and put a shot to their back armor would be worth it.....
Hellhounds are good tanks
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I've never used them because I hate the models and modding out a set I would like was going to cost me a small fortune. I'll consider them if the models get an update along with the next codex.
What do you call a lasgun with a laser sight?
I've considered using them for the same purpose as Dakka, to take out terminators. I'd only consider them with lances. Just like most 4th ed compared to 5th ed, they are a bit too expensive pointwise to be effective, or there is something else in the book that can serve the same purpose. Definately need some tweaking gamewise. Modelling shouldn't be a problem. There are so many easy ways to convert them.
I've used 2 squads of 8 in my all infantry list. I completely maxed out on infantry, everything cheap so no officer higher than a JO and got something like 185 infantry plus the 16 riders into 2k (had 2 maxed out conscript squads) and one of my rough riders had the HI, the only multi wound model in my army besides my two indy commies. They worked amazingly well, the extra attacks the HI generates was awesome not to mention my sgt. was then I6 on the charge, so would be able to strike before space marine characters even.
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