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I Want A Pony!: Making Rough Riders Work


librisrouge

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As I was going through my stuff during the post move clean up, I started to reflect on all of the projects I currently have at between 20-30% completion:

  • Imperial Knights (my current #1)
  • Sentinel Talon (up to 1 Unbuilt, 3 Scouts, and 5 Armored)
  • Razorbacks for Taurox (probably going to be sold to help buy a FW Knight)
  • Rough Rider Platoon

You read that last one correctly, a Rough Rider platoon. I currently have ten assembled and the bits to make most of the additional twenty-six, giving me a total of three full squads, a command squad, and the accompanying Commissar. I really enjoyed working on this project and, someday, hope to complete it but I have a severe problem that has really hurt my motivation: Rough Riders suck!

 

I've fielded my Rough Rider squad exactly three times, which for me is a heavy investment when it comes to gaming since I play about two times a month on average. Each time they managed to accomplish exactly nothing.

 

The Bad:

+5 save on a unit that matters isn't good

Their prime target for these guys have two things going for them: Bolters and overwatch

Cover isn't a benefit when you're going to lose 1.5 guys each time you try to move through a few trees

Their prime target has ATSKNF so you won't run them down after winning combat

 

The Good:

They are fast, being cavalry they get a 12" move and can still benefit from fleet on the charge

Those lances mean that each rider should kill .66 of a marine on the charge, meaning you'll win combat

Two special weapons mean that you're not only a melee unit

 

The Ugly:

At full points they almost cost as much as a tactical squad (which is a lot for an IG army)

They have no real model line so you're going to have to make your own

 

 

The purpose of this post, if you're still reading, is to come up with an idea of how to make Rough Riders work, or at least not be a total waste of points in an army with otherwise fairly decent fast attack options. My thoughts:

 

Role 1: Mechanized Guardians

Play an aggressive army with lots of squads in Chimeras, especially veterans or loaded up command squads. The vehicles should lead the way and probably be killed for it. Don't worry, its all part of the plan. After your army has crashed into the enemy's, they'll be forced with two choices, kill the enemy infantry, loaded down with special weapons, or kill the enemy unit that can beat you in melee, if you leave them alone to get the charge. Additionally, the ability of Rough Riders to take special weapons of their own will help you once they get into the thick of things because they can contribute firepower themselves. Also, on the way in your Rough Riders can use the Chimeras and other vehicles can use the tanks as cover.

 

Role 2: Gunline Counter-counterpunch

Setup your infantry behind an Aegis and plink away at the enemy. No guard play needs more advice on how to do that. Melee, despite priests and commissars, still isn't the IG strength so have a few squads of Rough Riders behind the infantry. When the enemy gets close...CHARGE!!! Modeled buglers really make this feel satisfying. This is an excellent counter to drop pod armies as well.

 

Last thought, special weapons. I am a big fan of flamers on Rough Riders. They conform with their role as anti-infantry. They give them a great overwatch which matters if they're in the middle of the enemy after successfully killing an enemy unit in melee. Additionally, it gives them an even better charge, plus overwatch will kill the flamers (which don't have hunting lances) so your over all melee isn't diminished.

 

Thoughts?

I have used rough riders in the past and thinking if doing it again.

Though my latest success with them has been using them as either tank hunters or anti horde.

 

You mentioned it in your opening post. I usually go for either two melts guns it two flamers. Depending on what I lack in my army.

I keep them to a minimal size and add one or two units.

 

Now they are fairly cheap in this configuration and could possibly take down high armoured vehicles or large blobs of infantry.

The question my opponent usually asks him self, "Is it worth it to waste one units shooting phase on them?"

This due to the fact that I make sure there are other more important targets on the battle field.

We've got to address the fact that they're just not good value for what you get. They either need a points drop or some improvements - ideally both! We live in hope that making them worse than their previous version (scandalous!) is part of GW's cunning plan to make us all rush out to buy the new plastics when the next codex mysteriously makes them an excellent unit... That said, the first and arguably only factor in using a unit is if you want to.

 

If you want to use a unit then in my opinion that's all the reason you need to do so; as long as you do so in full knowledge that is. So Rough Riders won't be winning you many games no, but they can have a place. I've long thought them as a counter assault unit for a Guard force, or cantering along with mechanised elements as you suggest. Their special weapon usage is key to their effectiveness, a couple of flamers will let them quickly move into place to handle enemy infantry and will put some wounds on Marines before the charge. A couple of meltas will make for a nice tank hunting unit, but I reckon a bit too expensive for how squishy they are as opponent's won't let them get close to high value targets.

 

They must run with support though or it'll end in disaster but this is always a good idea anyway, and there's always the DKoK as scats said who have much better Rough Riders if that's a valid route for you. I'll get round to modding some up one day, but I need to clear my decks of projects and acquire some bits (and more GS skill)!

 

 

TL;DR: we all want a pony, even if GW hates them but that's reason enough to get one ;)

I despise the beasts in real life (they don't even taste all that good!) but I too wish they were better on the table top.

 

I have one squad -as yet unfielded- with dual melta guns and plan a second with flamers.

 

As others have said, I think decent support and target saturation are essential to make them useful/survive.

 

I'd also dearly love to see photos of some more in this forum!

I'm wondering if they would work if you used them with some other fast elements in the codex like a hellhound or 3. If I'm remembering correctly they move 12". That way you can potentially kill some things with the hellhounds on turn 1 and your opponent has to make the choice oofhaving to shoot either targets. If they shoot the hellhound you'll get a cover save from the riders (with some camo netting that becomes a 4+) and then the riders get to slam into there lines next turn. Or if they shoot the riders the hellhounds get to deliver some retribution.

Now couple that with a platoon or two of scions deep striking just to make your opponent cry.

Of course that may fail horribly and one of your flanks has now fallen but it would be totally worth it for the lols.

Hmmmmm I think I've just convinced myself to get some rough riders......

The trouble with that is the Hellhound and Riders are different target types. What will target the Hellhound likely won't be concerned about the Riders who are as easy to kill as normal Guardsmen. So while they will work well together you'll need a bit more support to give them a fighting chance. Maybe a variation on this would be better, such as using the Hellhound as cover and rushing out to tackle something once you're close enough? The Hellhound being Fast can easily get out of the way and still target something without much effort.

I despise the beasts in real life (they don't even taste all that good!) !

 

http://i364.photobucket.com/albums/oo90/RADU_LYKAN/imperial%20guard/rr4.jpg

 

mine tastes like chicken :)

 

i think a list with 2 full size squads with some hellhound support might be a fun thing to try out?

The trouble with that is the Hellhound and Riders are different target types. What will target the Hellhound likely won't be concerned about the Riders who are as easy to kill as normal Guardsmen. So while they will work well together you'll need a bit more support to give them a fighting chance. Maybe a variation on this would be better, such as using the Hellhound as cover and rushing out to tackle something once you're close enough? The Hellhound being Fast can easily get out of the way and still target something without much effort.

WarriorFish nailed one of Rough Rider's biggest problems. Everything in C:AM that can keep up with them has an AV. That means that the Devastator squad with missile launchers will nail the Hellhounds while the scout squad with bolters picks off a Rough Rider or five. They won't really need to chose their targets because they'll have one good target and one bad target, both potentially dangerous, so the choice is kind of made for them.

I think the best way to use them right now is as fast moving transport hunters. Squads of 5 with 2 Meltas can get up the board quickly and threaten most transports that pushed into the mid field on turn one.

 

For 75 points out of Fast Attack nothing else comes quite as close. 2 Scout Sentinels are a little more durable but won't hit as hard and aren't as fast.

 

However for a full army of them that wants a glorious charge? Death Riders. You can take an unbound list made entirely of Death Rider platoons now if you really want to. They have double the wounds, feel no pain (6+) and a 4+ save. The Platoon commander can take the Frisbee of doom, they get Commissars and reroll all failed dangerous terrain tests. All this for just 6 points more per model.

 

http://www.forgeworld.co.uk/Downloads/Product/PDF/d/dkksiegelist.pdf

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