Monday, 27 April 2009
TACTICA: Tyranid Lictor - "The Lictor Buff"
By Suneokun.
As you may be aware, I have a bit of a 'thing' for building redundant model types that don't really jump out at you. I'm a big fan of Rough Riders, Sentinels and Ogyrns. I like Tau Sniper Teams as a heavy support choice and would choose a Skyray over a Railhead as my tank of purchase... I enjoy converting Gargoyles or FlyWar's (which are currently WIP!) because no-one will field them because they cost too much money!
I like scratch-building or converting models that would otherwise cost me a small hernia in lead alloy to build a unit of...
The purchase of a lictor involved none of the above choices... and still I appear to have bought a dud!
Work Experience
I bought the Lictor as it's a stunning model. Nothing this side of Chaos looks quite so alien, spiky and nasty as a lictor. Secondly, I liked the statline - strength 6 is awesome, rending claws - nice, feeder tendrils - doubly nice, +2 cover save, awesome ...
And so I painted him up and took him for a game!
In both scenarios, I deployed the Lictor against a priority target and succeeded in ambush! The targets happened to be Tau Shas'El. In both cases the Lictor jumped the Shas'El, wounding with 3-4 S6 hits. This is where it all goes wrong. The rending never occurs, meaning that the Shas'El is left either uninjured or uninjured enough to pound my Lictor. Suddenly, I discover while I had a tiger in attack, I had a panda in defense (and not Jack Black I assure you). A Lictor is only T4 and has only a 5+ save. This means that unless it slaughters everything that moves in it's turn - it's gonna die.
To add insult to injury, on the second ocassion, not only did the Lictor fail to wound the Shas'El, but the Shas'El secured a single wound on the Lictor. Thanks to the new "Fearless vulnerability' rule, the lictor was force to make another save for his other 40pt wound and promptly died a henious death - doh!
So what's the future for my harikari Lictor? Well, I was stumped. At his inflated points cost I can buy 10 Hormagaunts or 16 Spinegaunts. I can even get a few kitted out Leaping Warriors or even 2 Flying Warriors for much the same price. Was he just a waste of points and even more importantly, an elites slot?
Anti-vehicle
The lictor does fulfill one key role, and that's as an anti-tank weapon. Nothing else in the Tyranid Army can deliver 4 S6 attacks on the charge AND catch that leman russ napping in its own deployment zone. This means that the lictor can play a really great role in anti-tank. However, at 80pts it seems a shame to throw him away on this function alone, but the deterrence factor and the ability to threaten the deployment zone of the opposition shouldn't be underestimated.
After careful consideration I have come up with the following:
Force Multiplier
Playing nid's is all about forcing choices on the enemy. The anti-tank option is a great example of this above. The lictors strength however, is not in his offensive abilities, but rather in the combination of his deep strike ability and his feeder tendrils.
Example: The Rush
In this example, the enemy are given a tough choice. Does he target the hormagaunts streaming towards his line on the right flank, the genestealers which are tougher, most likely in cover and coming up the centre, or a swarm of termagants?
Now, from experience I can tell you, it won't be the termagants! However, while he's making short work of your hormagaunts (most probable) and perhaps forcing them to go to ground ... oh well. You move up your termagants within 18". The Lictor then plays his part. By dropping the lictor into a piece of area terrain behind the termagants (a piece of area terrain you are streaming past), the lictor can 'attach' himself to the rear of the termagant line. Now, your opponent may be bemused by your tactic... After all he's familiar with Lictors going after tanks or ambushing, so what's with this 'tag along' attack.
He may however perceive a large problem. You've just converted your 'bullet shield' into a fairly effective anti-GEQ and anti-MEQ force. The rules of feeder tendrils are that it confers the 'preferred enemy' rule to itself and any unit with a model within 2" of the lictor. Your termagaunts just gone from a 50-66% to hit rate to 75%-99% to hit. Combine this with a toxin sac upgrade (S4 to wound, S5 fleshborers) and termagaunts are lethal:
- 10 termagants go from 3.33 GeQ kills to 6.66 kills per turn. (plus 4.16 fleshborer kills)
- 20 termagaunts go from 1.11 MeQ kills to 5 kills per turn. (plus 2.22 fleshborer kills)
The lictor ideally stays at the back of the horde, out of combat and outside dangers of fearless 'harikari' actions. But here's the brilliant part - he gains a 2+ cover save! I would definitely consider upgrading the Gaunts with toxin sacs and flesh hooks, and an initiative bonus of facing Space Marines.
Ripping Yarns
Another nice buff is to use this on Ripper Swarms. Swarms cannot offer cover saves to monsterous creatures or vehicles, but Lictors are fine. As such the swarm is the cheapest per wound, per points models and allows you approach the enemy in confidence. Thanks to the 3 wounds and the +1 cover save, few opponents will fire on rippers. Thanks to their 'low profile' few oppoenents can actually SEE rippers as they can usually hide behind a small wall and the like.
Equipped with both toxin sacs (S4) and leaping, these Rippers are only slightly more than basic spinegaunts (5.66 pts per wound) and can offer a really nasty surprise - moving 18" and attacking with 4 S4 attacks - reroll to hit anyone? That's 9.33 GeQ kills per turn from 119 pts (that's better stats then hormagaunts, and for a unit with less 'heat'). The only downside is that the Rippers will be hitting last except against Tau - however with three wounds each, you won't lose a single base to 10 guardsmen (2.08 kills per turn).
Conclusion
The Lictor-Buff (sounds remarkably dodgy doesn't it!) tactic is invaluable. Putting another layer into your army and giving the Tyranids a Tau pathfinder, Eldar Spells or Sternguard type unit. Capable of disrupting the expected and turning the tides. The benefits are compound as if you do manage to land a lictor, you then have the choice of which unit, or UNITS to accompany, since lictors are force mulipliers par excellance. Your leaping, scything warriors become an excessively lethal force, and as for the already capable genestealers or hormagaunts plus Lictor will kill everything - game over.
The ability to make any unit in your army combat efficient is what a lictor brings ... so next time you see a lictor in your opponents army list - beware, its not just a one-shot wonder or an easy killpoint!
In addition, the lictors also allow a reroll for reserves every turn (except them of course) which can be very helpful. I would recommend always rolling for the 'littleuns' first, like gargoyles or flanking termagaunts - thereby you can save your reroll for the Flying Warriors or Broodlord supporting them.
If you do have a particularly intrasigent foe, or are facing a dreadnought with Termagants remember the lictor can jump in to assist, but he will need to be in base to base contact and is therefore vulnerable to counter attack - beware Lictor Harikari!
Let me know what you think!
Friday, 24 April 2009
CONVERT: Next Recipe ... Chilli-con-Carnifex
By Suneokun.
In celebration of my second child being born, a boy called Ptolemy (check out the history on Wikipedia), I celebrated my newfound lack of freedom (and 3 months not drinking at all in sympathy with Bim) by giving in to my little 'demon of plastics' and buying two battleforces from GiftsforGeeks. That, and I'd heard a rumour all the battleforces are going up in price.
Dustin at the store is planning a mighty great Apoc Battle Sunday with players joining us for a renegade guard PDF versus new guard codex fight-off - Awesome! Needless to say this will be a big feature on pathfinder!
However, I digress. After about six months of self-promises and not buying many models (don't count the Lictor pleassseeee! Or the Shaper? Or the Commissar?) and painting 185pts (according to Lone Pilgrims tally system) since just before Christmas (100 mini's, 13 monsters, 5 cavalry and a tank) I splashed out on what I rate as the two best Battleforces available: a Tau and Tyranid Battleforce.
So now I have another 6 months in which to ONLY buy 1 guard codex and nothing else... I can't wait to start converting the boxes as follows:
Tau Boxset:
12 Kroot (as normal) to join the remarkably lonely Shaper I've had for six months.
9 Fire Warriors to form a pulse rifle team to complement the two other squads.
3 Fire Warriors to be converted into Sniper Drone Spotters.
2 Gun Drones to join the Devilfish (can never have enough).
4 Gundrones to build Sniper Drones (aiming for 9 in total for ultimate stealthed up Anti-MEQ action!)
3 Stealth Suits to complement current builds.
1 Crisis Suit for a TL Flamer/burst cannon combo.
Tyranid Boxset:
8 Hormagaunts as normal.
8 Genestealers with feeder tendrils.
8 Gaunts for Gorgoyle Conversion (I have 8 already pegged and should be able to convert a total of 10 Gargoyles) with a total of 8 termagaunts to add to my 19 stong horde!
3 Tyranid Warriors for Conversion to FlyWar's with Scything Talons and Devourers/Barbed Stranglers.
A Carnifex...
So as you can see, I'm gonna be ridiculously busy for the next 6 months, fitting this in and around work and the new baby!
My problem is this, what sort of Carnifex would you recommend as a first choice. I want something distracting and dangerous, probably on the heavy side - but do I go 'shooty' or 'stompy' ... too many choices.
Have a look at my list above and the more detailed listing here ... What would you do? As it goes ... help me ObiWan Kenobi, you're my only hope!
In celebration of my second child being born, a boy called Ptolemy (check out the history on Wikipedia), I celebrated my newfound lack of freedom (and 3 months not drinking at all in sympathy with Bim) by giving in to my little 'demon of plastics' and buying two battleforces from GiftsforGeeks. That, and I'd heard a rumour all the battleforces are going up in price.
Dustin at the store is planning a mighty great Apoc Battle Sunday with players joining us for a renegade guard PDF versus new guard codex fight-off - Awesome! Needless to say this will be a big feature on pathfinder!
However, I digress. After about six months of self-promises and not buying many models (don't count the Lictor pleassseeee! Or the Shaper? Or the Commissar?) and painting 185pts (according to Lone Pilgrims tally system) since just before Christmas (100 mini's, 13 monsters, 5 cavalry and a tank) I splashed out on what I rate as the two best Battleforces available: a Tau and Tyranid Battleforce.
So now I have another 6 months in which to ONLY buy 1 guard codex and nothing else... I can't wait to start converting the boxes as follows:
Tau Boxset:
12 Kroot (as normal) to join the remarkably lonely Shaper I've had for six months.
9 Fire Warriors to form a pulse rifle team to complement the two other squads.
3 Fire Warriors to be converted into Sniper Drone Spotters.
2 Gun Drones to join the Devilfish (can never have enough).
4 Gundrones to build Sniper Drones (aiming for 9 in total for ultimate stealthed up Anti-MEQ action!)
3 Stealth Suits to complement current builds.
1 Crisis Suit for a TL Flamer/burst cannon combo.
Tyranid Boxset:
8 Hormagaunts as normal.
8 Genestealers with feeder tendrils.
8 Gaunts for Gorgoyle Conversion (I have 8 already pegged and should be able to convert a total of 10 Gargoyles) with a total of 8 termagaunts to add to my 19 stong horde!
3 Tyranid Warriors for Conversion to FlyWar's with Scything Talons and Devourers/Barbed Stranglers.
A Carnifex...
So as you can see, I'm gonna be ridiculously busy for the next 6 months, fitting this in and around work and the new baby!
My problem is this, what sort of Carnifex would you recommend as a first choice. I want something distracting and dangerous, probably on the heavy side - but do I go 'shooty' or 'stompy' ... too many choices.
Have a look at my list above and the more detailed listing here ... What would you do? As it goes ... help me ObiWan Kenobi, you're my only hope!
Labels:
Army lists,
Opinion,
Tyranids
Saturday, 18 April 2009
DOWNLOAD Tyranids Handbook Updated
By Suneokun.
Further to the excellent suggestions on the blog, a new version of the Handbook for Tyranids has been edited.
Download the PDF from here: The Commander's Field Handbook - Tyranids
Enjoy!
Keep your eyes peeled for the next installments now completed in draft:
- The Commander's Field Handbook - Tau
- The Commander's Field Handbook - Eldar
Any proof readers will of course get kudos on the blog and the help would be much appreciated.
Let me know.
Labels:
Field Commander's Handbook
Friday, 17 April 2009
TACTICA: Rough Riders in the New Codex
By Suneokun.
My concern over RoughRiders is growing, despite being maligned in the existing codex through being overpriced (at GW, £7 each!) and having weird options on the field ... they are looking at becoming scarcer. Check here to see my post on rough rider reinvigorated.
Since then, I am pleased to hear that GW are proposing plastic rough riders - clearly they too must be reading my blog! Yeah right ... but I'm imagining sales of metal rough riders were - well - low.
I'm growing increasingly depressed for my rough-riders. With such a glutony of fast attack choices (hellhound squadrons, Sentinel Squadrons, Valkyries) I'm struggling to find a place for my rough riders - except...
Rough Riders as Anti Deep Strike Deterrent and Tank support
Rough Riders are the ultimate anti deep-strike deterrent. Blocking LOS and then killing the assaulters in a devastating charge.
The changes in the rules to 5th edition have seen a significant shift in the metagame from long ranged high S low AP weaponry like bright lances and lascannons towards the use of plentiful meltaguns to achieve the kill. With the increase in AV14 and AV13 vehicles (battlewagon, leman russes upgrade etc), vehicles are tougher than ever at range and the combination of 2D6 penetration and +1 on the damage chart makes melta weapons the fire and forget weapon for taking tanks out.
Unfortunately, this means that if an army has a drop troop melta option it's usually at the top of the 'to take' list. Plasma used to be the steadfast of every 40k army (now relegated down past the lasguns thanks to the significant buff in cover saves), and melta has stolen it's mantle.
So what does this mean for tanks. Well out of all the variety you can get in the new codeci, you can pretty much guarantee that a deep striking unit (Broadside, stealthsuit, Terminators, Stormtroopers, chaos) are going to attempt to a "do or die" attack on your valuable tanks.
So how do you counter this: RoughRiders.
You wanna piece of me ... better talk to my horsey friends.
In W40k (as in every conflict since WW1), cavalry charges are best left to the fantasy boys. As I've learnt from experience, glorious charges at embedded Tau infantry results in very dead horsies. Horsies need cover (preferably of the big, bulletproof you can't see me type) and usually this would prove a problem, do to their large size. Thankfully, even Tyranid warriors can benefit from a small amount of vegitation covering their toes - and gives the Horse a very useful role.
Step - Stair Cover Save Defence.
In Tyranid circles, there is a concept of defence with is all about hiding behind scale. A winged tyrant is enormous, and so getting him 50% behind anything is tricky. He certainly couldn't hide behind a group of gargoyles. However, Winged warriors are infantry (and therefore can hide behind a 4+ fig leaf if required), so by placing the winged warriors behind the Gargoyles, and the Tyrant behind the Warriors (with their own wings unfurled) everybody gets a 4+ invulnerable cover save (unless there are crafty Tau pathfinders around).
The same tactic can and should be applied to RoughRiders. The model on a horse measures at least 2 1/4 inches long and high. This means that 10 roughriders, nose to tail cover 22 and a 1/2 inches. Unlike other infantry, the bulk of one rough rider covers approximately 50% of the rearview of a Leman Russ or Chimera. 4+ cover save for your vehicle.
Additionally I gave some considerable thought to the deployment of the Roughriders, given their larger bases they are very easy to spread out. This in turn allows you to block considerable lines of sight and stop anything deepstriking closer than 6". This further increases the 'deterrance' factor.
With the roughriders in this format, they effectively stop all 6" deepstrikes adjacent to the tank. Guardsmen could do this (and should at the front of the tank), but won't block LOS.
In return the roughriders get a nice mobile pillbox to hide behind and benefit from a 4+ cover save in return.
Case Examples (Or horsey, horsey don't you stop...)
So what happens? Well all of the below assume a successful Deepstrike (without deviating into the roughrider etc), but are forced outside the 6" ideal killzone. Each attacking unit will be priced at approximately 140-150 pts (ie the same value as the tank)... the tank is defended by 6 rough riders (as per the photo's) at with 6 lances and 2 meltaguns @ approximately 86pts.
Encounter One: 2 Tau Crisis Suits [152pts] Team Leader with Fusion Blaster and twin linked missile pod (with a multitracker), one with a Fusion Blaster and twin-linked plasma rifles and 2 gundrones.
The Killteam target the tank, but without the 6" melta bonus they're success rates have dropped, even against rear armour. Rather than a 50% kill rate on 2 shots with a good chance of detroying a weapon or immobilising (not so good.), they only have an approximately 25% chance (on two shots). Good odds.
Rough Riders retaliate and strike first, resulting in over 6.38 wounds (6 shots plus charge) with no saves. Neither the Crisis Suits or the gundrones survive to retaliate.
Encounter Two: 4 Tau Stealth Suits [152pts] Team leader with fusion blaster and target lock and 3 Stealthsuits with burst cannon. 2 Gun drones. Will your opponent risk it and go for the rear armour or will he split his fire and attack both the rear armour and the rough rider threat?
Option 1: All against rear armour = 12.5% chance of a kill on the fusion blaster plus just over a 25% chance on the burstcannons/pulse carbines = 37.5%
Option 2: 11.6 kills on the roughriders (assuming no saving throws), which wipes them out and increases the fusion blaster shots effectiveness to just over 25%.
They either face return fire from the tank or an assault from the roughriders (although probably both). The rough riders are now armed with frag grenades as standard, so the stealth suits would get no advantage. Their assault would kill 7.83 stealth team, ie: the lot.
Encounter Three: 4 Chaos Terminators [140pts] A real challenge. Relatively cheap and able to field combi-melta's - they represent a real anti-tank threat. 4 Chao's Terminators with combi meltas.
Even with 4 shots, the terminators would only gain a 66% chance of destroying the tank. In return the Roughriders would kill 4.02 terminators, the meltaguns make a huge difference here, improving the killrate from 2.83 up to 4.02.
Encounter Four: 2 Chaos Obliterators [150pts] Oh choices, choices. The obliterators can choose from a multimelta shot, a twin-linked melta shot or a lascannon shot. With the following effects: Lascannon [30%], Multimelta [33%], twin linked meltagun [44%].
In return the roughrider again score 4.04 wounds (0.83 of which are instantkill shots).
Conclusion (or Just let you're hooves go clipity-clop!)
These roughriders are easily capable of taking out twice their points value with the combination of melta payback and lanced charges. Clearly they are a one shot weapon, but the combination of two meltaguns means that you should at least hit the target once - and that goes for fast attack vehicles too.
Rough Riders are a useful deterrent against fast antitank options like Piranha with Fusion blaster, Autarchs on jetbikes or singing spears - the combination of meltagun, frag grenades laspistols and explosive lances will probably do for all these adversaries.
That said, will GW allow a roughrider to juggle so many weapons on the charge ... I doubt it!
So while the new fast attack options look tempting, don't forget your lowly rough rider, he's still got his uses.
Just to update, I've been busy and the first drafts of "The Commander's Field Handbook" for both Tau and Eldar are completed. These are currently standing ready for editing and a solid proof-read as we speak ... so patience, my pretties...
My concern over RoughRiders is growing, despite being maligned in the existing codex through being overpriced (at GW, £7 each!) and having weird options on the field ... they are looking at becoming scarcer. Check here to see my post on rough rider reinvigorated.
Since then, I am pleased to hear that GW are proposing plastic rough riders - clearly they too must be reading my blog! Yeah right ... but I'm imagining sales of metal rough riders were - well - low.
I'm growing increasingly depressed for my rough-riders. With such a glutony of fast attack choices (hellhound squadrons, Sentinel Squadrons, Valkyries) I'm struggling to find a place for my rough riders - except...
Rough Riders as Anti Deep Strike Deterrent and Tank support
The changes in the rules to 5th edition have seen a significant shift in the metagame from long ranged high S low AP weaponry like bright lances and lascannons towards the use of plentiful meltaguns to achieve the kill. With the increase in AV14 and AV13 vehicles (battlewagon, leman russes upgrade etc), vehicles are tougher than ever at range and the combination of 2D6 penetration and +1 on the damage chart makes melta weapons the fire and forget weapon for taking tanks out.
Unfortunately, this means that if an army has a drop troop melta option it's usually at the top of the 'to take' list. Plasma used to be the steadfast of every 40k army (now relegated down past the lasguns thanks to the significant buff in cover saves), and melta has stolen it's mantle.
So what does this mean for tanks. Well out of all the variety you can get in the new codeci, you can pretty much guarantee that a deep striking unit (Broadside, stealthsuit, Terminators, Stormtroopers, chaos) are going to attempt to a "do or die" attack on your valuable tanks.
So how do you counter this: RoughRiders.
You wanna piece of me ... better talk to my horsey friends.
In W40k (as in every conflict since WW1), cavalry charges are best left to the fantasy boys. As I've learnt from experience, glorious charges at embedded Tau infantry results in very dead horsies. Horsies need cover (preferably of the big, bulletproof you can't see me type) and usually this would prove a problem, do to their large size. Thankfully, even Tyranid warriors can benefit from a small amount of vegitation covering their toes - and gives the Horse a very useful role.
Step - Stair Cover Save Defence.
In Tyranid circles, there is a concept of defence with is all about hiding behind scale. A winged tyrant is enormous, and so getting him 50% behind anything is tricky. He certainly couldn't hide behind a group of gargoyles. However, Winged warriors are infantry (and therefore can hide behind a 4+ fig leaf if required), so by placing the winged warriors behind the Gargoyles, and the Tyrant behind the Warriors (with their own wings unfurled) everybody gets a 4+ invulnerable cover save (unless there are crafty Tau pathfinders around).
The same tactic can and should be applied to RoughRiders. The model on a horse measures at least 2 1/4 inches long and high. This means that 10 roughriders, nose to tail cover 22 and a 1/2 inches. Unlike other infantry, the bulk of one rough rider covers approximately 50% of the rearview of a Leman Russ or Chimera. 4+ cover save for your vehicle.
Additionally I gave some considerable thought to the deployment of the Roughriders, given their larger bases they are very easy to spread out. This in turn allows you to block considerable lines of sight and stop anything deepstriking closer than 6". This further increases the 'deterrance' factor.
In return the roughriders get a nice mobile pillbox to hide behind and benefit from a 4+ cover save in return.
Case Examples (Or horsey, horsey don't you stop...)
So what happens? Well all of the below assume a successful Deepstrike (without deviating into the roughrider etc), but are forced outside the 6" ideal killzone. Each attacking unit will be priced at approximately 140-150 pts (ie the same value as the tank)... the tank is defended by 6 rough riders (as per the photo's) at with 6 lances and 2 meltaguns @ approximately 86pts.
Encounter One: 2 Tau Crisis Suits [152pts] Team Leader with Fusion Blaster and twin linked missile pod (with a multitracker), one with a Fusion Blaster and twin-linked plasma rifles and 2 gundrones.
The Killteam target the tank, but without the 6" melta bonus they're success rates have dropped, even against rear armour. Rather than a 50% kill rate on 2 shots with a good chance of detroying a weapon or immobilising (not so good.), they only have an approximately 25% chance (on two shots). Good odds.
Rough Riders retaliate and strike first, resulting in over 6.38 wounds (6 shots plus charge) with no saves. Neither the Crisis Suits or the gundrones survive to retaliate.
Encounter Two: 4 Tau Stealth Suits [152pts] Team leader with fusion blaster and target lock and 3 Stealthsuits with burst cannon. 2 Gun drones. Will your opponent risk it and go for the rear armour or will he split his fire and attack both the rear armour and the rough rider threat?
Option 1: All against rear armour = 12.5% chance of a kill on the fusion blaster plus just over a 25% chance on the burstcannons/pulse carbines = 37.5%
Option 2: 11.6 kills on the roughriders (assuming no saving throws), which wipes them out and increases the fusion blaster shots effectiveness to just over 25%.
They either face return fire from the tank or an assault from the roughriders (although probably both). The rough riders are now armed with frag grenades as standard, so the stealth suits would get no advantage. Their assault would kill 7.83 stealth team, ie: the lot.
Encounter Three: 4 Chaos Terminators [140pts] A real challenge. Relatively cheap and able to field combi-melta's - they represent a real anti-tank threat. 4 Chao's Terminators with combi meltas.
Even with 4 shots, the terminators would only gain a 66% chance of destroying the tank. In return the Roughriders would kill 4.02 terminators, the meltaguns make a huge difference here, improving the killrate from 2.83 up to 4.02.
Encounter Four: 2 Chaos Obliterators [150pts] Oh choices, choices. The obliterators can choose from a multimelta shot, a twin-linked melta shot or a lascannon shot. With the following effects: Lascannon [30%], Multimelta [33%], twin linked meltagun [44%].
In return the roughrider again score 4.04 wounds (0.83 of which are instantkill shots).
Conclusion (or Just let you're hooves go clipity-clop!)
These roughriders are easily capable of taking out twice their points value with the combination of melta payback and lanced charges. Clearly they are a one shot weapon, but the combination of two meltaguns means that you should at least hit the target once - and that goes for fast attack vehicles too.
Rough Riders are a useful deterrent against fast antitank options like Piranha with Fusion blaster, Autarchs on jetbikes or singing spears - the combination of meltagun, frag grenades laspistols and explosive lances will probably do for all these adversaries.
That said, will GW allow a roughrider to juggle so many weapons on the charge ... I doubt it!
So while the new fast attack options look tempting, don't forget your lowly rough rider, he's still got his uses.
Labels:
Imperial Guard,
Opinion,
Tactica
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