Welcome to Librarium Online!
Join our community of 80,000+ members and take part in the number one resource for Warhammer and Warhammer 40K discussion!
Registering gives you full access to take part in discussions, upload pictures, contact other members and search everything!
Hi guys. I really want to convert up some rough riders to be a unique centrepiece for my army, and I know they can be effective on the tabletop, but I was hoping someone with experience using them could help me out. I'd rather make less than more, but how many do I need to be effective? Will a standard squad of 5 be enough to suicidally charge terminators or whatever, or is any less than 10 not worth it, or do I maybe even need more than one squad?
Basically, can I get away with a single squad of 5 rough riders and have them still be useful on the tabletop?
ersonally i'd use a squad of 10, if for nothing else just for the kill point liability of a 5 man squad.
IG Best Gen 1st overall of 10 DE 4th overall of 6
Eldar 3rd Overall/Best General of 26--2nd Overall/Best General of 7--1st Overall/Best General of 11
Kahoolin, I've been having the exact same dilema. Although in the end I intend to have atleast 30 to fired the New Imperial Guard Datasheet: Rough Rider Company I would like to start using them as soon as I have enough modeled up. My first thought was that I'd need a squad of 10 simply because that is one full squad. Then I decided that 2 squads of 5 would be more flexible and easier to keep in cover.
However while I plan on making my first 12 for 2 squads of 6 quite quickly I really feel that a single squad of 5 that is kept hidden untill the right moment could be a very effective and points efficent unit (no matter what ==He== may say about it ).
So go ahead and make your 5 and enjoy the looks on opponents when with practice they do a great job. You can always build more later if you want or need to.
Man that datasheet is great. 30 rough riders! Enormously time and/or $ consuming tho...
I'm assuming you know the trick about Empire outriders - buy them, put the horses and lower legs together, ignore all the top WFB bits, shove a cadian torso on, voila! rough rider.
p.s. Removing the ornate nobbly bits on the leg bits looks better.
p.p.s. Adding a spare mortar charge to the end of a spear looks like a hunting lance.
p.p.p.s Keep the capes - if you get two boxes, that's 10 capes to convert your vets into camo cloaks with. (theorised by me but not done yet - will try soon)
Yep got my outriders on the way now
I always use 10 RR's yes its harder to hide,but those termies won't be charging your lines anytime soon.
5 Just isn't enough,the other player knows barring a really good roll,your only going to get one or 2 termies you still need 5 to wound i believe.
so, vs termies:
11 attacks on charge, 5.5 hits.
5.5 hits, 3's to wound = 3.66 wounds
5+ save = 2.44 kills (average)
I like squads of 9 - it means you need that 3rd casualty for the morale test, for a nice round 100 points. (I am on the fence r.e. a powersword, and the special character)
Just dawned on me - you can give them special weapons now, and still keep your lances! ooh, that deserves a second read (goes off and finds codex)
21 attacks on charge, 10.5 hits
10.5 hits, 3s to wound = 7 wounds
5+ save = 4.66 kills (average)
So with a bit of luck, a full squad charges and wipes a 5 man terminator squad.