fluger Posted June 6, 2014 Report Share Posted June 6, 2014 OK, with the advent of the new maelstrom of war missions, I see that having speed is really important. I also want units that can threaten vehicles. Because of that, I'm seriously considering Rough Riders. I tried out a slightly different list last night against PourSpelur and used two units of 7. I think that was a bit much, but having a fast unit that can threaten quite a few things is definitely nice. Commissar Yarrick: 145(Allied) Master of the Forge (Salamanders CT): 110Conversion Beamer(Allied) Ordo Xenos Inquisitor: 85Force Sword/Divination, Rad Grenades, Liber HereticusMinistorum Priest: 25Infantry Platoon: 375PCS: 35MortarSquad: 70LascannonSquad: 70LascannonSquad: 70LascannonSquad: 70Lascannon20 Conscripts: 60Infantry Platoon: 415PCS: 35MortarSquad: 70Power Axe, MeltabombsSquad: 75Flamer, Power Axe, MeltabombsSquad: 75Flamer, Power Axe, MeltabombsSquad: 80Meltagun, Power Axe, MeltabombsSquad: 80Meltagun, Power Axe, Meltabombs(Allied) 5 Space Marine Scouts: 55 Bolters5 Rough Riders: 555 Rough Riders: 552 Leman Russ Eradicators: 280Multimelta Sponsons2 Basilisks: 2502 Griffons: 150 (Imperial Armor)2000 pts Quote Link to comment Share on other sites More sharing options...
PourSpelur Posted June 6, 2014 Report Share Posted June 6, 2014 What did you use the points from the missing 4 rough riders on? Adding a couple melta bombs on the shooty blob would prevent the issue they had last night of not being able to hurt my tanks after I shot out soul the lascannons. Other than that, it's a scary and versatile list! Quote Link to comment Share on other sites More sharing options...
fluger Posted June 6, 2014 Author Report Share Posted June 6, 2014 Flamers were 10 pts, Liber Hereticus was 15, and the rad grenades are 15. And I was 4 pts over last night. Quote Link to comment Share on other sites More sharing options...
pretre Posted June 6, 2014 Report Share Posted June 6, 2014 If you're going hereticus, any thoughts on a Null Rod instead of Psyker? Quote Link to comment Share on other sites More sharing options...
fluger Posted June 6, 2014 Author Report Share Posted June 6, 2014 He's a Xenos inquisitor. I didn't see Liber Hereticus limited to Hereticus (which would certainly make sense though)... Quote Link to comment Share on other sites More sharing options...
AbusePuppy Posted June 6, 2014 Report Share Posted June 6, 2014 It is not actually limited, none of the relics are. I would be concerned with only having one psyker in the army, 'cause that makes getting shut down pretty easy, but OFCC I guess. Quote Link to comment Share on other sites More sharing options...
fluger Posted June 6, 2014 Author Report Share Posted June 6, 2014 Meh. One psyker is going to shut himself down by himself. I don't see how I can get more value on them without going all in on on pskers. Quote Link to comment Share on other sites More sharing options...
VonVilkee Posted June 6, 2014 Report Share Posted June 6, 2014 Rerolls on tests makes singles much better but yeah don't count on much... Quote Link to comment Share on other sites More sharing options...
fluger Posted June 6, 2014 Author Report Share Posted June 6, 2014 If I successfully cast a level 2 power, my opponent will need to throw around 12 dice to stop it on average. So, they'd have to have about 8ML worth of psykers to have a reasonable amount of dice to stop me. Do I really want to get enough ML to get through that? I don't think so. Now, if I'm trying to cast maledictions and the like against an enemy who has a pskyer or the like, that'd be a waste of time. Quote Link to comment Share on other sites More sharing options...
AbusePuppy Posted June 6, 2014 Report Share Posted June 6, 2014 On average, yes, but since you have only one psyker, what they're gonna do is just toss everything they have at it, and often enough they will succeed. Between failing your own casts, Perils, and enemy Denies, you're going to be missing out on Prescience a LOT. I feel like something else could fill the Rough Rider job better, especially since you've got Marines and Inq allied in already. Chimeras, Sentinels, Attack Bikes, and Bike squads all jump to mind as superior units in terms of getting to an objective on short notice, and most of them will be of comparable price. Heck, Chimeras would have Objective Secured if you took them as transports for your PCS or Infantry squads. Quote Link to comment Share on other sites More sharing options...
fluger Posted June 6, 2014 Author Report Share Posted June 6, 2014 I was actually on that same tack. Rhinox was actually what I was thinking instead. Drop the rough riders and get a Rhinox and a flamer and swap the mortar for a flamer on the PCSes. Adding two more vehicles is good and the twin-linked autocannon is certainly helpful for the anti-tank that I'm looking for. HMMMMMMMMMMMMM Quote Link to comment Share on other sites More sharing options...
fluger Posted June 8, 2014 Author Report Share Posted June 8, 2014 Commissar Yarrick: 145(Allied) Master of the Forge (Salamanders CT): 110Conversion Beamer(Allied) Ordo Xenos Inquisitor: 55Rad Grenades, Liber HereticusMinistorum Priest: 25Infantry Platoon: 375PCS: 35MortarSquad: 70LascannonSquad: 70LascannonSquad: 70LascannonSquad: 70Lascannon20 Conscripts: 60Infantry Platoon: 405PCS: 35MortarSquad: 70Power Axe, MeltabombsSquad: 70Power Axe, MeltabombsSquad: 70Power Axe, MeltabombsSquad: 80Meltagun, Power Axe, MeltabombsSquad: 80Meltagun, Power Axe, Meltabombs(Allied) 5 Space Marine Scouts: 55 Bolters5 Rough Riders: 752 Meltaguns5 Rough Riders: 752 Meltaguns2 Leman Russ Eradicators: 280Multimelta Sponsons2 Basilisks: 2502 Griffons: 150 (Imperial Armor)2000 ptsSo I dropped the psychic powers on my Inquisitor (already something I was mulling over) as well as two flamers out of the fighty blob (no flamers is no big deal since I should be getting counterattack anyway), and gained 4 meltaguns on the rough riders. Now they have a 24" threat range for their guns and an 18" SUPER MELTA threat range. Sexy. Quote Link to comment Share on other sites More sharing options...
VonVilkee Posted June 8, 2014 Report Share Posted June 8, 2014 Like the improved threat of the rough riders. 12" move with Melta is handy and they can still slip out for objectives depending. Does run,run,run work on them? Fleet with that could be good for covering ground to an objective... Quote Link to comment Share on other sites More sharing options...
fluger Posted June 8, 2014 Author Report Share Posted June 8, 2014 All orders work on them. So, split fire, or ignore cover, or tank hunter, or shoot and then run. All good options. 1 Quote Link to comment Share on other sites More sharing options...
Mr.MoreTanks Posted June 9, 2014 Report Share Posted June 9, 2014 Those are the best ways to run infantry platoons. I like the list overall, but I think Sean is right, could do with some more speed. Quote Link to comment Share on other sites More sharing options...
fluger Posted June 9, 2014 Author Report Share Posted June 9, 2014 Well. I'm going to try out the rough riders for a while and then try rhinoxes for the pcs. 1 Quote Link to comment Share on other sites More sharing options...
AbusePuppy Posted June 10, 2014 Report Share Posted June 10, 2014 I assume when you say Rhinox you mean Taurox, because this ain't Magic: the Gathering. :P Quote Link to comment Share on other sites More sharing options...
fluger Posted June 10, 2014 Author Report Share Posted June 10, 2014 I assume when you say Rhinox you mean Taurox, because this ain't Magic: the Gathering. :P LOL, yeah, though I think I was thinking of Ogre Kingdom Rhinox riders. In any event, if I DID go that route, it'd be the exact same list sans rough riders, and changing the PCS squads to have 2 flamers and 2 meltas and riding in Tauroxi. More of a standard route that way I think. However, I want to give the Rough Riders a shot. 1 Quote Link to comment Share on other sites More sharing options...
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