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Thread: Handgunners vs Outriders quick question

  1. #1

    Handgunners vs Outriders quick question

    Hi all,

    A quick one for all the Empire experts. Having played for donkeys years, looking at the new book, it seems to me that for sheer fire power you are better off point for point with Outriders than Handgunners, but I could be wrong.

    The only benefits of handgunners seem to be:
    Core unit, not special
    Detachment
    Hochland for champion.

    So in what circumstances for a regular battle (ie not one like a siege), and outside of freeing up special choice points, would handgunners be more preferable to Outriders.

    Cheers
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  2. #2
    Chapter Master Askari's Avatar
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    Re: Handgunners vs Outriders quick question

    Outriders lose firepower faster, as each wound knocks off several shots, while for handgunners, each kill takes off one shot. Handgunners function better as a bunker for Wizards also, due to being more numerous.

    Not saying they're better, just other benefits that have been overlooked
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  3. #3

    Re: Handgunners vs Outriders quick question

    The only problem I have with handgunners as bunkers is that they are wearing pyjamas and not much else. I hadn't thought about the reduction in fire power, good point.
    Free your hobby! Be creative and stop slavishly following the damn Book.
    Quote Originally Posted by Osbad View Post
    Anyone calling the LotR system's balance inferior to the other 2 core games' is just spouting absolute rubbish and clearly doesn't know what they are talking about.
    RIP Brimstone.
    I used to read the GW Other Forum, but I am much happier now.

  4. #4
    Chapter Master Askari's Avatar
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    Re: Handgunners vs Outriders quick question

    Quote Originally Posted by yabbadabba View Post
    The only problem I have with handgunners as bunkers is that they are wearing pyjamas and not much else. I hadn't thought about the reduction in fire power, good point.
    I never said they're good bunkers, just.. better than Outriders
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  5. #5
    Commander Tuttivillus's Avatar
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    Re: Handgunners vs Outriders quick question

    The reduction of fire power with wounds is the only adventage IMO. Outriders are more mobile, can redeploy as vanguard and start shooting in the first round or alternatively hide behind Your batlle line and still pepper aproaching foe due to sitting on a horseback. They are also cheper per shot pointwise . 3 hangunner shots = 13,5 slaves, 3 outrider shots=10,5 slaves.
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  6. #6

    Re: Handgunners vs Outriders quick question

    outriders I've found are great for blocking up parts of the battle field, as due to the number of shots and how quickly they get in to position, they are great flank defenders if your advancing, where as hand gunners might have to advance 2 turns and still be occasionally out of range
    however I've got a unit of both, as mages sit quite nicely in handgunners
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  7. #7

    Re: Handgunners vs Outriders quick question

    Quote Originally Posted by yabbadabba View Post
    Hi all,

    A quick one for all the Empire experts. Having played for donkeys years, looking at the new book, it seems to me that for sheer fire power you are better off point for point with Outriders than Handgunners, but I could be wrong.

    The only benefits of handgunners seem to be:
    Core unit, not special
    Detachment
    Hochland for champion.

    So in what circumstances for a regular battle (ie not one like a siege), and outside of freeing up special choice points, would handgunners be more preferable to Outriders.

    Cheers
    Hopefully none. The whole point of special and rare choices is that if balanced correctly you should want to use them and minimise core. Othewise they wouldn't be special. Core is the key thing in handguns favour. Stubborn if used as a greatsword detachment is the next best thing (though oc you aren't core then, and as you say have no armour either).

    Outriders can also have a HLR for the champ btw.

    Overall its pretty much covered - enemy missile fire will kill off your firepower with outriders faster than it does with handgunners. I find that this can be important when the enemy units are just getting a little bit of missile fire as extras, like tomb king chariots for example.
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  8. #8
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    Re: Handgunners vs Outriders quick question

    Quote Originally Posted by Von Wibble View Post
    Hopefully none. The whole point of special and rare choices is that if balanced correctly you should want to use them and minimise core. Othewise they wouldn't be special. Core is the key thing in handguns favour. Stubborn if used as a greatsword detachment is the next best thing (though oc you aren't core then, and as you say have no armour either).

    Outriders can also have a HLR for the champ btw.

    Overall its pretty much covered - enemy missile fire will kill off your firepower with outriders faster than it does with handgunners. I find that this can be important when the enemy units are just getting a little bit of missile fire as extras, like tomb king chariots for example.
    No, they can't anymore. Best way to field HLR now is Steamtank - Sees above troops, move and fire, 5 slaves cheaper than his handgunner counterpart.

    Not necessarly, they have 5+ save for starters with a possibility for 4+.. Quite a save i suppose. So actually, as they will be still cheaper per shot than handgunners and more tough the only thing One would consider to take hgunners is core choice. I wouldn't - halberds are cheaper and more important. Outriders rulez!
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  9. #9

    Re: Handgunners vs Outriders quick question

    Taking the barding for outriders make them lose the Fast cav rule, so no vanguard, meaning not in range in first turn, their main advantage over handgunners.

    One other thing to remember is that not only outriders will lose attacks fasters when killed, but you're also much more likely to have a panic check to pass when it happens, as your starting number is lower than handgunners for the same cost. It might not be a problem against VC or WoC where shooting is almost non existant, or against some boring list lacking support because they put all their points in a deathstar or several big units thinking that it will make them invincible, but many other armies will bring some king off small fire unit as support, as they still are the best counter to other supports units (redirectors, warmachine hunters, etc ...)

    Of course a solution might be, as usual, to use target saturation by taking several units with the same weakness against shooting, so your opponent cannot kill all of them so you get to sacrifice and the other go undamaged.

    Flaggelants, outriders, pistoliers, small detachments (like 5 archers to use as redirectors) are all vulnerable by themselves against magic missile and shooting, but take several units of them and you will see that your opponent will eitheir dilute his shooting for less effect per unit, or focus fire on one or two and you get to have the rest of them (and your army) ignored for a while.

  10. #10
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    Re: Handgunners vs Outriders quick question

    Quote Originally Posted by jtrowell View Post
    Taking the barding for outriders make them lose the Fast cav rule, so no vanguard, meaning not in range in first turn, their main advantage over handgunners.
    Handgunners dont have it as well. My point is that I would field them barded in a line as h.gunners and they are still cheaper, more mobile, tougher with a possibility of shooting from behind your lines/over enemy's lines even. Hell, even frontage is smaller. Look, with halberds and ICKnights in core You really don't need handgunners anymore, and I say it with regret as I loved my Balck Soot's. The only hangunner team I would take is Ironsides from Tamurkhan Book. If anything crossbowman can compete with outriders more, where range is important.
    Last edited by Tuttivillus; 19-04-2012 at 21:16.
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  11. #11

    Re: Handgunners vs Outriders quick question

    Cheers guys. I tend to want to use Outriders. Despite the weaknesses they are a better value than HG in an offensive Empire army.
    Free your hobby! Be creative and stop slavishly following the damn Book.
    Quote Originally Posted by Osbad View Post
    Anyone calling the LotR system's balance inferior to the other 2 core games' is just spouting absolute rubbish and clearly doesn't know what they are talking about.
    RIP Brimstone.
    I used to read the GW Other Forum, but I am much happier now.

  12. #12
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    Re: Handgunners vs Outriders quick question

    Quote Originally Posted by yabbadabba View Post
    Cheers guys. I tend to want to use Outriders. Despite one weakness they are a better value than HG in an offensive Empire army.
    Here, fixed that for You In a defensive one they are even better.
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    And thus ends another episode of Whineseer-panty-twist theater. Join us next time when we overreact to a roumor about another new unit who's unknown rules will cause us to poo our pants once again.
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  13. #13

    Re: Handgunners vs Outriders quick question

    I've favored outriders for quite some time now. I take them in units of 8 or so, can fire in 2 ranks, thats a lot of shots. At that size they can withstand a round of counter fire if they have to. They can be points denial later in the game, whereas my handgunners were doomed from turn one.
    Is not Thunder Stomp itself a special rule? If that is your argument then Thunder Stomp can not be allowed to let you Thunder Stomp, as being able to Thunder Stomp benefits Thunder Stomp, therefore you can't use the Thunder Stomp rule in conjunction with Thunder Stomping to Thunder Stomp. ~Aglemar

  14. #14
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    Re: Handgunners vs Outriders quick question

    Try a unit of 20, or even 30 outriders in two ranks sometime, you won't be disapointed. Support them with flaming sword, harmonic convergence, withering, soulblight or most of the lore of metal and they can take out entire units in a single turn of shooting. Enchanted blades combined with rusting your opponents armor is my personal favorite. They are obviously quite expensive but if you trade in a combat horde they are easily affordable and can potentially cause damage every turn of the game with a little redirecting and blocking support. Removing 20+ T4 models every turn at long range makes it easy for knights or halberdiers to clean up.

  15. #15

    Re: Handgunners vs Outriders quick question

    I have put this on this thread just to sound it out before I drop it on the main board:

    With warrior priests now being able to channel, and having no limit on the number of Battle Prayers they can cast, You could have Volkmar, another AL on WAltar, another AL, a BStd and up to 7 WP - all with no magic, for your maximum character allowance. So 10 attempts at channeling and up to 12 bound spell attempts a turn. Now I know this isn't the most efficient army set up but..... doesn't that sound a little OTT?
    Free your hobby! Be creative and stop slavishly following the damn Book.
    Quote Originally Posted by Osbad View Post
    Anyone calling the LotR system's balance inferior to the other 2 core games' is just spouting absolute rubbish and clearly doesn't know what they are talking about.
    RIP Brimstone.
    I used to read the GW Other Forum, but I am much happier now.

  16. #16
    Commander Tuttivillus's Avatar
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    Re: Handgunners vs Outriders quick question

    Quote Originally Posted by yabbadabba View Post
    I have put this on this thread just to sound it out before I drop it on the main board:

    With warrior priests now being able to channel, and having no limit on the number of Battle Prayers they can cast, You could have Volkmar, another AL on WAltar, another AL, a BStd and up to 7 WP - all with no magic, for your maximum character allowance. So 10 attempts at channeling and up to 12 bound spell attempts a turn. Now I know this isn't the most efficient army set up but..... doesn't that sound a little OTT?
    Yeah, I noticed that on empire tactiva thread p.27, but do drop in lvl1/2 with forbidden rod just for one sick boundspell spam round on a magic dice rolls: 1&1,1&2, 1&2, 1&4, 2&2 etc. so... so basically yeah, mr.Cruddace did a good work here
    Finecast is like a watch from Armani - very expensive and waterproof.
    Quote Originally Posted by RanaldLoec View Post
    People may not be taking flagellants but there's a load of people acting like them.
    Quote Originally Posted by Confessor_Atol View Post
    And thus ends another episode of Whineseer-panty-twist theater. Join us next time when we overreact to a roumor about another new unit who's unknown rules will cause us to poo our pants once again.
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  17. #17

    Re: Handgunners vs Outriders quick question

    Its on the tactica thread? Might have a look at that then, see what reception it got. Cheers fella
    Free your hobby! Be creative and stop slavishly following the damn Book.
    Quote Originally Posted by Osbad View Post
    Anyone calling the LotR system's balance inferior to the other 2 core games' is just spouting absolute rubbish and clearly doesn't know what they are talking about.
    RIP Brimstone.
    I used to read the GW Other Forum, but I am much happier now.

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