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I lue of my traitor guard idea, I'm looking into the thought of having rough riders.
Mainly a conversion involving marauder horsemen/IG plastics/the new ungor plastics.
Now before I start, are the rough riders still a viable choice? It seems they were changed quite a bit, and was planning on them running down a flank besides a vet chimera.
Thanks in advance
At 1250 and below, yes. At 1500 and above, no. And only then in foot or mixed lists.
Never take more than one unit, and always put them in reserve. They can then charge any enemy that wanders within 19-24" of your table edge when they come on (6" move + D6 run + 12" charge). This works great for killing enemy super units that are threatening your line.
Mech Guard have no good use for them though.
They used to be an excellent anti-deepstrike termy assault unit, but with most SM players taking the TH/SS combos, they are not nearly as effective at this particular role.
"A love for tradition has never weakened a nation, indeed it has strengthened nations in their hour of peril."
Sir Winston Churchil
The best counter-assault unit I have right now is a Vendetta full of flamer/demo vets. They can easily put 20 wounds on a deep-striking unit of TH/SS Termies, killing 4-5 of them on average. Rough Riders would max out at about 3 for a similar points cost (minus the Vendetta, of course).
Mmmm demo charges . Nothing quite shows your opponent your warm and fuzzy side like template spam.
Problem with putting meltas on them is they're not faster than infantry except on the charge. While they're huuuuge compared to a normal infantry model. So no cover for you!
Eh, I've never been all that impressed with them. 10 T3 dudes is not hard to kill off, even with cover. On the charge they can be scary, but after that they're done.
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The short answer is no... Before you get up in arms, All of the hellhound variants are a better, "in your face" fast attack choice and the scout sentinels/vendetta are great/amazing in reserve. If you just really like rough riders and know how to use them as a counter charge unit then I'm sure you get some good results but if you aren't biased toward their fluff then I would never see a competitive reason to bring them instead of the other fast attack choices available.
To fix Rough Riders, GW really needs to do the following:
1) Make their base move 12"
2) Make them Vets (BS4), with all vet doctrine and weapon options.
3) Let them re-load their lances once a combat is done.
4) Make them an Elites choice
5) Provide a special character that makes them a troops choice.