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Warhammer 40,000/8th Edition Tactics/Imperial Guard
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=====Fast Attack===== *'''Death Korps Death Rider Squadron:''' A big step up from the basic Rough Riders. +1 to WS, T, A, and Sv, although the +1A evens out in the wash when you don't charge, as you lack chainswords; regardless, you're ''much'' less likely to die before you reach your target, particularly since the Augmented Mount special rule gives you 5+ FNP against S4 weapons and below. Your steed gets 2 extra attacks instead of one and hits as hard as a bolter; this is particularly noticeable when not charging, giving you 4 attacks to a normal Rough Rider's 3, and 2 of those are at +1S. While you don't get a chainsword, you ''do'' get krak grenades, which will benefit one model in the unit. While you cannot outflank with this unit (unless you take the Death Rider Command Squad), it is not slowed when charging through terrain, making it easier to attack cover campers. With no access to special weapons, they're much better suited as frontline brawlers - with access to orders, they can be just mean with Fix Bayonets! and Duty Unto Death! (although Fix Bayonets is better in basically all circumstances). Like with most DKoK, they have Cult of Sacrifice as a morale buff. **The fact that Death Riders trade their Chainsword for +1 Attacks is a bonus, because they can hit twice with their lance on the charge, instead of the one lance and one chainsword hit that standard Riders get. **Use Duty Until Death when you charge, because that's the only order you will get use out of by doing so. If your opponent decides he doesn't want to get slowly pounded down by hard to kill horsies, use Fix Bayonets! to make him understand that melee guardsmen just work. **Rough Riders cost 10 points apiece, compared to the DKoK Death Rider cost of 16, which pays for itself in the improved attack volume alone, let alone their many other improvements, like ability to obey orders; their only substantive downside is their inability to take special weapons. Even their sergeant is buffed, as he drops his lance to buy a melee weapon if you want to change his melee up, as opposed to stock, which is forced to carry both a lance and a power weapon if you want that. Consider said swap, as a power axe brings the sergeant pretty close to the lance, but usable in the event you get stuck in. Fix Bayonets!, and you're possibly hitting 6 times with that axe in one turn. Ouch.
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