At Iniciative 3 you will probably be dead before you get to attack. I have always been of the opinion that you have to play out your strenghts and exploit your oponents weaknesses. As much as I would like to get some decent CC defense, other than RR's I really dont see anything worth it.
Ogryn's are too expensive and die to easily, their effect as a tar pit has not been as effective as 1 Infantry squad in my experience. Yes they do have more wounds, but 1 power fist will instant kill them. So the extra wounds are not as effective, while the extra bodies from a full squad is.
Stormtroopers are a bit on the expensive side, and not as effective as veterans.
Rough Riders, until recently I had not used them, I really liked the DKoK models so I bought a couple and am going to try them. I did 3 games a week ago with some and found they were pretty effective, but once again they die to easily. You really have to keep them out of LoS if you wish to make them tie up a unit and earn back their points.
Honestly the best way I have found to tie up an assault unit is to make them burn thru my squads one at a time while I relocate, pick the time to break and then shoot them up with the rest of my units. Iron Dicipline and Die Hards are VERY effective when you have an officer within 12 in". Also being able to CHOOSE when to break (at the end of their assault phase). Make sure you re-read the "leadership" paragraph under commanding officer. It gives you the option to use or not use the unmodified officer leadership if you want. So choose to not use it on your opponents assault phase, effectively dropping your leadership from a 10 to a 7-x (outnumbered/25%losses). Just make sure you have moved away your previous turn and that he cannot charge you. Then just shoot him up and assault him again next turn to prevent him from getting assault bonuses. |