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Penal Legion Squad
10 Rough Riders
Guard armies will always need assault units to incept enemy units before they hit our lines and cause havoc. This why most guard armies take one or two assault units and from what I can tell we now have 3 to choose in the upcoming codex. So which is best?
Here are the 3 main choices, I’ve kept their points cost around 100pts.
Penal Legion Squad
PROS: On a roll of 4-6 these guys get some great combat skills such as furious charge or rendering, their stubborn and cheep for what they do.
CONS: Despite all the skills they still have guard stats and on a 1 or 2 they get a ranged skill instead.
PROS: S5, T5, W3, A3 Furious Charge, Stubborn and a very nasty short ranged weapon make these guys pretty good for dealing with enemy assault units.
CONS: Very expensive each cost the same as a terminator and they only have a save of 5+ and a Leadership of 7 even with stubborn you risk being run down.
10 Rough Riders
PROS: They are very fast and hit hard with S5 I5 Power weapons.
CONS: Basic Guardsmen stats and use up FA slots that could be used for flamer tanks, sentinels and Valkyries. Plus they can only use the hunting lance once.So which out of these 3 choice would you take to throw at an incoming ork or assault marine squad?
I'm going to be using Ogryns. Mostly because I've already dished out the dollar to have them and I want to get my damn money's worth. I do think that the Ogryn vs Terminator debate is slightly negligible. Even with that 5+ save the Ogryn is still T5 with 3 wounds. It's the closest thing we have to a native rock solid assault unit (if you really want to get picky, we can use GKT allies).
I don't know. I think the other two choices, Rough Riders and Penal Legions, are too fragile for prolonged combat use.
'Forward, the Light Brigade!'
Was there a man dismay'd?
Not tho' the soldiers knew
Some one had blunder'd:
Theirs not to make reply,
Theirs not to reason why,
Theirs but to do and die:
Into the valley of Death
Rode the six hundred.
Cannon to right of them,
Cannon to left of them,
Cannon in front of them
Volley'd and thunder'd;
Storm'd at with shot and shell,
Boldly they rode and well,
Into the jaws of Death,
Into the mouth of Hell
Rode the six hundred.
I know that it was suicide, but sounds sooooo IG.
"The only valid test is combat; the only valid result is victory"
Ardak Kumerian, Klingon Admiral.
You can't consolidate into new combats anymore.
This makes plain jane cheap guard squads the best intercept units for enemy assaults.
Like ... it's a guard codex. None of their units are especially good in combat. Ogryns are ok, mostly b/c they're durable.
Nids & Guard
GMail = MVBrandt
i'm with rough riders. probably add Mogul to it before additional members. furious charge is rather nice added to hunting lance charges, and he adds a decent number of attacks himself w/ cyber-steed.
most guard units are dead once when they get hit anyways, so might as well pack a good punch beforehand, and a 5-man mogul unit goes at 12-14 s6 i6 pweapons on the first charge for less then 100 points.
if you're looking for durability, i'm a supporter of armored sentinels in close combat, just chuck them at units that lack any sort of powerfist or s6+ melee attack and the enemy can't win.
I've got to go for the Ogryns aswell. Rough riders are awesome. they'll slice apart marines like no bodies business but they lack toughness and armour. Ok Ogryns don't have armour either but T5 makes a big difference. TErmies wont instant kill them and if you get the charge on Orks they'll be wounding you back on 6's.
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Depends on your criteria for the close combat unit. Do you want it to actually rip apart enemy units, or simply tie them up in close combat and keep enemy units away from the rest of your army? We have options for both needs, but we don't really have something that necessarily fills both roles well.
For holding up the enemy (ie tarpits):
* Ogryns are durable as hell and can take a beating. Since its almost impossible to instant death them, they can tie up really nasty things for quite some time, and actually have a chance of doing some damage back. Downside is they're terribly expensive.
* Conscripts can also serve a tarpit role as long as they have something to keep them from running. For absorbing damage you can compare that X points will get you a single Ogryn with toughness 5 and 3 wounds, or 10 concripts with toughness 3 and 10 wounds. Depending on the enemy unit, it may be more or less easy to chew through them.
For mauling an enemy unit:
* Rough Riders win hands down. They're only a one-use weapon (or one effective use anyway), but when they charge they're hitting with Ogryn strength and counting as power weapons. A full squad of Rough Riders charging is going to inflict serious damage on almost anything. Then they die, lol. Not durable, not likely to hold up anything in combat for long. But good for when a nasty assault unit just hit your lines, wiped one squad, and is getting ready to charge another. Or when its embroiled with multiple units in your lines.
Personally I'm not a huge fan of any of these options. I prefer firepower, as its what guard does best. And I think a great unit to respond to an imminent close combat threat would be the Banewolf. Think of it as a counter-charge unit that you hold back until the enemy is near, then zip forward with its 2+ wounding, 3+ armor piercing template and tear the heart out of whatever is about to rip into you. If you put a gun to my head and made me choose one of the regular options though, I'd go with Rough Riders. Lots of punch when they charge, and cost 1/4th what Ogryns do.
Penal Troopers don't even get consideration in my book because they don't get specialized tools, they still have guardsmen stats, and they're more expensive than basic infantry. Furious Charge guardsmen, or guardsmen that occasionally get a rending attack just doesn't cut it in my book. Fun, funky unit that I doubt I'll ever use.
"I would listen to Sokhar. The man's a genius. Listen."~Lord Yossanrion"Thanks, Sokhar. There was some legitimately good advice in between the low-grade profanity, blaspheming and veiled insults."~Quick"Well thought, intelligently put, with a hint of sarcastic bastard!"~Diggum's Hammer
The Death Riders. Hell yeah.
Perfectly fits Krieg. Perfectly fits Armageddon.
However, I think they are not maximum effective without Furious Assault.
I'd rather go for kinda Platoon command with flamer, 3x CCW&Pistol + Fist + Commissar with Fist
bound infantry squads with commissar with PW, maximum melta loadout + sergeants with Power Weapons (with one left over in case he gets shot by commissar after some poor leadership rolls). This unit can hold much, with and order to take cover can hold objective and is only either grilled by flamers or chopped by Berserkers... but few other units in game can recklessly charge them, unless you create a huge concentration of combat troops, and even then you're not likely to kill them all before command stirkes and causes some casualties... and there comes stubborn + Ld 9.
if everyone's concerned about durability; as said above, we have Armored Sentinels that we can chuck into combat.
krak grenades need double 6s just to glance them, most anything short of a powerfist, it can shrug off and even then most basic troop pfists are just 2 attacks needed 3+ and 5+ to pen.
but at 60pts in its cheapest form, it's a good bargain. and depending on your army make-up, most lists have threats more likely to draw enemy heavy weapons fire than a sentinel.