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I've spent a lot of time reading the various posts here and I wanted to ask some questions. Despite looking like they belong in a Cathayan army in WHFB, these guys are fairly cool counterers, and I need some help tweaking them.
I've been fielding a squad or two in 1000-1500 friendly games just so I could do more than send some poor Conscripts out to slow down some crazy assaulting unit hell-bent on reaching my gunline. But since we're moving towards 1500-2000 games (proxied since we're still all testing) I'll be fielding more Chimeras and Leman Russes (maybe even Demolishers) and I think I have enough armour to actually go on the offensive.
Meaning I can screen these One Trick Ponies (OTP) with some AV14 or a wall of AV12 and halt the enemy about halfway of the table.
But so far I've equipped my full OTPs with just 10 Pistols and Hunting Lances, with no Veteran Sergeant for that extra attack. On average that's enough to utterly pummel a solid Assault unit or a powerful shooter squad and damn it doesn't cost much. Usually the other guy is reduced to a third his number and my guys suffer one or two Wounds in return.
Then they're just anachronistic Empire Pistoliers without the usefulness.
Do you think removing 1-2 Hunting Lances and adding some Meltaguns would extend their killing power or prolong their usefulness? I mean the range of the charge and the Meltaguns are the same and they'd help out with killing the big-bads.
Have you had any experience with such a loadout? I consider them expendable after their Hunting Lances have been used, so running them towards enemy armour and firing off that Meltagun might let me get even more juice out of them.
Primary Opponents: Marines, Orks, Speed Freak Orks, More Marines, Tau, Necrons, and Marines. Maybe Eldar.
Would other Special Weapons be better? Is Carapace (with or without Xeno mounts) useful on something that's meant to be squished? Wouldn't the Ogryns try and eat my pretty ponies?
Oooh, I guess it "could" help, although I'd be more likely to grab a Veteran Sergeant and give him Meltabombs, maybe a power weapon as well. I'd be wary when you're shooting though, do keep in mind that if you aren't that close a wiley opponent could bumb off the models that are in your charge range.
I can't say much for Carapace and Xeno mounts, I haven't used that combination in a very long time. It used to work well, but then all the other armies got revamped and I think it lost a bit of its sting, which eventually pushed me towards making a far more orthodox army.
As for screening them with armour, I'd wouldn't really be tempted to do it in a regular army as I'd prefer the tanks skulking behind cover and shooting. In mobile Grenediers army however, I can't see why not.
... only triumph could turn pooing his pants into a good thing..
I dont beleive it's possible to take special weapons on RR's if you take lances. In the unit entry is states that any models without Hunting Lances can buy the special weapons, and Hunting Lances are an option that must be bought by the whole squad. Kind of like frag grenades.
I do think that some RR's with meltabombs and 2 Meltaguns could really jack up tanks, though.
Darn, I think you're right. It specifically says the "squadron". Well I guess I was pretty accurate in naming my Rough Riders "One Trick Ponies". I think I'll settle for a Veteran Sergeant and a full 10 Hunting Lances.
Was hoping that I could use the survivors of the three Rough Rider squadrons into an adhoc Large Target hunt group. I guess I'm liking the meltaguns way too much.
I'll have to settle for killing some Terminators that are at least twice as expensive as the RRs.
Just drop a squad of vets in with 3 metla guns as running a squad of Rough Riders across the table only to take a few pot shots at a enemy tank that may miss is not a good idea.
Not only do you waste the rest of the squad who could be charging a enemy unit somewere eles you aslo need to get really close and with guardsmen that is not a easy thing to do as a round of shooting can put a big hole in this squad and with no officers around they will ride to the hills as soon as the enemy farts in there direction?
Well yeah I already have suicide Veteran squads with triple meltas. I wasn't concerned about anti-tank as I was about squeezing more out of the one trick ponies.
Well you really want to be charging other enemy squads not tank hunting as you would be wasting the rest of the squad just to fire off a few metla gun shots.
Its best to give a squad one roll and stick to it as that way you dont waste any shots and can give the unit weapons that work best with what you what the squad to do.
You could always give the sgt. metla bombs.
I have often thought about running a squad of 8-10 rough riders with Laspistol/CCW as a light cav style... You are only paying 2 points more than a standard guardsmen and for that you get to fleet, charge 12" and have access to two special weapons. Kit out a unit of 8 with 2 meltas and vet with a power weapon and meltabombs for 100 points (there abouts). You have a mobile infantry squad with good anti armour ability, that can assault at a pinch. IMO a worthy addition to a guard army
KOS-MOS it's not really "multirole" it's just a secondary role they could've attempted after launching their deadly Hunting Lances attack. Just because they have Meltaguns, which isn't possible apparently, doesn't mean they'd be stuck to tank hunting. That would've been a bonus after they've shredded a unit twice as costly as they are. Meltabombs really aren't the point either, it was just an idea for an assault weapon system and not just tank hunting.
As a mobile reserve of some kind I think the RRs could work. But I think most are wary of the Hunting Lances so even if the RRs don't have them they'd be prime targets.
Too bad the IG doesn't have a "Mounted" doctrine that'd let us use Rough Riders as Troops like the Space Marines can with Be Swift as the Wind.
Hmm. I've never run mine with meltaguns. However I think this is because vet's and stormies already fill this role. Also, hunting lances are awesome. Just think about it... lances?? With explosive tips?? Being toted by cavalry, you choose the animal they're riding?? What's not to like about this??
I know you agree, I just wanted to say that. As for the topic, I agree that mixing the two roles might be wasteful (if it's even legal, I can't remember if it is). If that squad charges, that's 2 fewer lances you're atacking with... weakening them considerably. And really, they probably won't survive the combat. But then if you're charging full-speed across the table, going for the tanks, the members of the squad that you would select to die (at this stage being just human-shields for the meltagunners) would be pretty expensive fodder.
I would recommend modelling them a sweet Sargeant, with a power weapon and bolt pistol... maybe an optional Honorificus if you're feeling generous! It is a nice conversion opportunity, and definitely helps the squad out in its primary role: tying up, and mercilessly slaughtering, MEQ's worth twice their points value.
Tyranids: 2500 pts
Imperial Guard: 1000 pts
Witch Hunters: 1000 pts