Re: [Epic] Guard tactics

From: Elias Tiliakos <elite_at_...>
Date: Fri, 6 Jun 97 10:26:09 EDT

At 10:11 PM 6/6/97 +1300, you wrote:
>> >
>>
>> Why don't you just take Hellhounds instead of Ogryns for the Rough Rider
>> detachment? They're much more mobile, and will be able to keep up with
>> the cavalry. Even on a charge. Put the entire detachment on Assault
>> orders, and go. Sure, they might not be _as_ good in CC, but you'll
>> have a heck of time trying to get the Ogryns into CC at the same time
>> the Rough Riders are getting there, particularly without transport.
>> It would be fairly cheap, too. 96 for 3 command squads, 90 for 9
>> RR squads, and 108 for 9 Hellhounds, for a total of 294 points. The
>> detachment has a total assault of 51, assuming all units are involved.
>> Also, you only lose 3 moral from this detachment for half strength, and
>> that only happens after losing 11 units. Which, statistically, only
>> happens after the enemy dumps over 40 firepower on it.
>>
>
>It is all a matter of the role that you see Rough Riders performing. I
>personally have had my Rough Riders performing the following roles:
>
>1/ Protecting my rear from fast attack (marine bikes etc).
>
>2/When a enemy detachment is pinned by one of my other detachments,
> the Rough Riders use their speed to (marching if necessary), to cut
> off the enemy detachment(s) retreat. Thereby one, adding additional
> support to combat, and two, ensuring the enemy detachment(s) are
> destroyed if it has to retreat. You don't need allot of Rough Riders
> to perform this function and you not really worried if they survive
> or not, as long as they survive long enough to cut of the enemy
> detachment(s) retreat. Hellhounds are more useful being assigned
> support to the pinning detachment.
>
>--
>
> Sean Smith
>

Well, maybe this is just me being naive, but even if the Rough Riders
are used as a defensive measure against fast attack, where do the
Ogryns come in?


Elias
Received on Fri Jun 06 1997 - 14:26:09 UTC

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