Rough Riders! Trash or Treasure? | 10th Edition | Astra Militarum Tactics
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- Опубліковано 18 жов 2024
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I love them. I plan an army with 3 rough rider, leontus and 2 rogal dorn. 1 rough rider in reserve, then put leontus in on rough riders and use the special ability of leontus to put the rogal dorn and the two other rough rider in reserve: "Look to my coming on the first light of the second round, at dawn look to the flanks" :D
Deeeeeeeath!
Heh, Im doing something similar....
Buuuuut it's Leontus. 30 rough riders, 30 deathriders + squadron commander.
18 ogryn and 3 Hades drills.
Bwahahaha.
@@dasxcpickleable nice 😄
@@dasxcpickleablethats sadistic
Rough Riders looked awful to me when I first saw their 10th edition datasheet, but in practice they’ve surprised me. In my last game with them they charged in, took half of Björn the Fell Handed’s wounds off him, died to the last man, came back with reinforcements, charged into Björn again, took an objective off him, and killed him. For only 80 points and 2CP well worth it.
Thanks for the reminder they can come back with Reinforcements!
”You didin’t have enought horses”
Awful? They hit the hardest per point of ALL the units in the game..
they cost 70 points for 5 now to
More importantly, they’re well molded, fun to paint models. I don’t play Guard, but I got them for my Mom. She loves them.
100% agree! Got them as a gift before I cared about the guard, now I'll turn them into some krieg cavallry! Best of fun to you and your mom!
I got Rough Riders as a tip for doing some plumbing for a dude, I was on the fence about them, until, I played them against necrons with the heavy locust destroyers, I knocked them out early with melta tips. Then brought my armor out in full. I had luck with them.
Without even watching yet , they are treasure , they were made and for that GW made me pleased. This time at least
I’d say for my mind , rough riders are a good tool for making the enemy reactionary out of caution for the rough riders. While capitalizing on vulnerable units or maybe stealing a cheeky tank charge. Once you hurt someone with them , the enemy will be wary of them.
If I would make a change to the current stat sheet it would be +1 attacks on frag and +1 damage on melta. Just a smidge more consistent and bring them up to 75 points. They can still get all the orders so they can hit on 2s, 3+ save, 15” move
In a thematic guard list without vehicules, the movement combine with the slitly better toughness and the melee capability (even tho random) style make them a good option to take. I havent tried them out against someone in a match but from what i understood myself looking at the unit, they seem to be a nice distraction and if left unchecked can start bullying flanks or light inf.
Attilan + Death Rider Spam is the superior strategy, fight me
❤ literally doing this at a 3k event in November heh.
@@dasxcpickleable Death Rider Squadron Commanders giving them Fix Bayonets results in 30 WS2+ S5 AP-1 attacks on the charge, with another 20 WS3+ S4 attacks from their savage claws, per squad. Simply too much fun to not take
@@stevenmorrison9832 heeeelll yeaaah buddy. Keeen as mustard to get this shit off the paint table and onto the play table xD
20 more Bois to go haha.
Having run an army with 3 units of 10 rough riders I have to say that the goad lance is terrible, the melta lances are amazing, in one game a unit of 7 rough riders with 2 goad lances killed Be'Lakor with only the 5 melta lances. From my experience I would recommend only taking the unit with only hunting lances.
In addition death riders are surprisingly good into MEQ units and characters, though the rough riders are in general a better unit
Also have to agree with @wyatttyson7737 reinforcements with rough riders is great
I plan to kit bash steller jackals for my rough riders. Are the bases about the same? I know hight might be an issue.
I took a rough rider list to a casual Tournament a few weeks ago. 30 death riders proxying as 30 rough riders led by the lord solar (then I had a malcador infernus, a gorgon, a hades breaching drill, 20 dkok Infantry with a marshal and 20 catachan with an enginseer and straken to back them up). I went 2 - 1 and came in 6/13 (though game #2 took forever and got timed out without having played more than 2 turns as I was playing a noobie running 100 cultists so could have placed higher I guess).
Rough Riders can kill most anything they get into especially when you get 20 or 30 of em into it, and they are fast for getting both primary and secondaries, but they drop like flies even to mass autoguns. You can bring them back however as they do have Regiment.
I have a 5 man squad I already plan on bringing from experience is a 10 man squad worth it?
How to play Rough Riders:
Step 1: stop
Step 2: drop
Step 3: shut 'em down, open up shop
I love these guys but I wish I played them in 9th despite having a couple of months of the new codex. For me, my semi-optimized current list runs 25 of these. 5 are objective and the rest for picking off problem units. The list supports the riders with demolishers and Dorns while everyone else does objectives. Then revive with reinforcements stratagem and cause more problems.
I've been debating buying them for a while. My other army is blood angels so I love a good charge
A quintessential counter-charge treasure
If you want good cavalry for guard, Death Riders with a squadron commander.
They look goofy. They stick out like a sore thumb in every guard army. I know lorewise they can be on everything, including motorcycles and snowmobiles.
I think their desing is that way, because GW tried to dip in the popularity of the Deathkorps riders without taking forgeworlds revenues.
Problem is that melee generally sucks in 10th ed, but these guys are best used as escorts for lord solar, and decent to use as a finisher charge for some low health units in mid field
The problem is getting the order to them. Even with a vox caster range they are fast moving out of range of that back line command squad if they are steaming up the board at 12” a turn
Straken and gaunt ghosts my man
@@javilo2797 by the time the Ghosts or Straken get in range, the command phase is done and by next round’s command phase I’d fully expect the riders to be dead 😂 but yeh, that’s a possible answer to the problem 🫡
Since the dataslate change to guard orders you can now order them move move move (+3" movement) in command phase, bring gaunts ghosts on at end of movement phase and order fix bayonets on them to give them +1 W/S
@@georgesd2167 yep. The game has evolved 👍
Did you mention grenades? Pays dividends before that charge. Also the goad lance is not wirth it
Imagine a guard list with a shit ton of rough riders and a night lanser
Any thoughts on what it would be like to run a tank + horses army list? I mean, it doesn't have to be competitive but can it even work at all?
Yeah. Lord Solar + Horse escort means that he can keep up with the tanks for orders and/or dodge enemy melee I assume. Tanks NEED orders and the tank commander SUCKS
This is basically what I plan on doing as I do a Tallarn theme.
I'd say death riders all the way. The melta tip looks cool on paper, but in reality, even with lance, that volume of attacks is just not enough to do anything, and death riders output is similar enough to frag tips, but cheaper. While, the death riders suffer from a lack of offensive capabilities, they fulfill the screening/nuisance role much better with their reactive movement. Death riders are only on 40mm bases though..
Glad to hear this. I'm building and painting my kreig army right now and keep getting told to run my Death Riders as Rough Riders but....i picked kreig to play kreig
@@Funko777 Same here :) I only own 5 horsies though.. I'd say rough riders might be better if youre planning on taking 10, reserving them and charging their backfield or something, but all other cases, death riders are better for what guard needs
@@wochtulkabro 10d6 attacks wounding everything on 4 at worse.. for 140 pts.. what gives more for the same price? I can only think of servitors with enginseers receiving orders... 4 melta shots for 35 pts and good melee.
@@javilo2797 What the heck are you talking about? :D Read again before replying please, you just wasted my time before I realized you are actually talking about a different unit plus you are also getting your rules wrong about it. Im talking about death riders compared to rough riders.
Melta tips are one attack per model, frag tips are D6 which averages 3.5 per model to death riders 3, but death riders get extra AP which usually comes out ahead than an extra 0.5 attack.
Death riders have a vastly superior ability though and smaller footprint (which is both an advantage and disadvantage, depending on use).
@@wochtulka buddy, is this not a rough riders video? Lmfao. What different unit am i talking about?
They might be flimsy but also a killing machine, nothing hits harder, this unit is light years ahead in terms of output over anything in 40k, period.
Does anyone else think it would cool if you could take an alternate version of them with, say, sniper rifles or something? Then they could be a cool skirmish unit
Death korps death riders used to have lasguns by default, and, if I remember coorectly, they used to be able to take 1 special weapon per 5 dudes (and a plasma pistol).. I liked the old times :)
I have taken a unit of 10 In all my games for some reason people really focus fire my riders. I take death riders for the save they never do much damage but they strike out take an objective die cone back with 2 cp and take an enemy objective from the rear near the end game
I underestimated them last time i played against them, i should have chipped them down before they got close enough for a charge. They obliterated a knight and then took my home objective, never again. Just dont kill them totally Because they can come back as reinforcements.
Death riders with death rider commander when?
It's a shame their melta lances don't get atleast the +2 melta rule damage other meltas get at half range since they only usable in melee and without some reliability, bad damage can mean their charge bounces off their intended targets, essentially wasting their points when they inevitably die in the counter attack.
I commented this before watching the rest of the video😂
I'm glad you agree, and I agree +2 to the frag tips would make them actually situational useful
Also a re-roll charges instead of fall back and charge might be the more useful option
The power sabre seems to suck? It doesn't even have Lance so if you attack a vehicle it will be wounding on 6s.
The power saber is added to the lance of the leader, so you can always choose the saber for light infantry, or both mode for the lance if you need it.
If this unit can advance and charge ,will be far more powerful.
Its not D6 its 5d6, there are 5 dudes in squad. Fresh unit is more than enough to kill a tank.
How do you feel about 1x10? They could hunt those night spinners on the back
Tore a 14 wounds left monolith appart with a five man squad using cover to get close then charged now dont get me wrong i got a little lucky but boy did they earn their points. 3 squads of 5 killed 950 points worth of monolith and nightbringer using only one reinforcement
Damn.
Death riders 50 str 4 -1 1 damage hits that's reliable
Good or bad, I have probably always disliked Rough Riders. They're dudes on horses in an army with tanks, mech transports, and Valkyries, and once Attilan stopped being a "supported" miniature line, they broke the theme back when regiments didn't mix. They weren't always well supported, and kit-bashing for them basically didn't exist. When GSC became a faction, the final straw broke. Guard couldn't have bikes because Space Marines got them first, except GSC snagged their bikes from local PDF forces, which means the discount Guard already had them, and even Orks can cobble them together, out of scrap, which just made me angry. I wanted Guard Bikers. I WANTED Guard Attack Bikes with mounted support, or heavy, weapons, to replace slow HWTs. But nope. Your Cadian Starship Troopers, your Catachan Rambos, or your Krieg Gasmaskers are going to be joined by these weird, anachronistic horsemen, who obviously feel like holdovers from a different line. It didn't matter to me if they were good; they were different aesthetically, and not what I wanted. Glad they got good in 9e, and aren't just crap in 10th, but I usually just see them, and either wish for better Krieg Death Riders, as they match an existing army, or a good kit-bash of the Jackals, to make them look Cadian.
Lets be honest, you either like them or you don't. Weather its the design of the model, a specific look or army style you are after, you would either always like them or loath them. Probably does not factor into a situation. Great rules that give a unit a useful playstyle in an army will help any discission to take or leave them. Fence sitting will not.
You forgot a really important point.
They are dealing cool and have been since 2nd Ed.
And isn’t that the most important metric?
Yep this. I have 10 with tallarn heads and the look cool AF.
Could of been better. They really need more attacks.
Lol.. they have a potential of 11dmg each..
@@javilo2797 yeah if you are like the god of luck
Unfortunately, IG currently is a low tier list. Unless a new Codex is completely renovating the list with rapid/endurable/good HTH units are an emphasis, bottom tier is the only possible position
Overcosted squishy melee cavalry that lost almost all of their good attack profiles in an edition where melee is objectively worse
Nuff said
Trash because they are not death riders, huge missed opportunity for krieg fans.
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