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  1. #1

    Default anyone have WG Rifle Corp experience

    as the title say any experience with them? Would you say they are better than the WGI with UA or worst? I know they do different stuff BUT overall if you could only choose one with joe which unit would it be WGI w/UA or WGRC...

  2. #2

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    okay i actually LOVE the rifle corp. theyre arent better or worse tho and WGI. they dont have the destuctive power of the death star but their range and the covering fire more than make up for that. Joe makes them really nasty too, rat 5 with three dice will hit def14 75% of the time, and usually models with that high of a def have low arm. Alos, they get insainly good under pButchers feat turn with joe helping to hit; rat5 + 3d6 to hit with rng 14 and pow10+3d6! Ouch!

  3. #3
    Destroyer of Worlds Tossy's Avatar
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    They are indeed worse sir. However that is not to say they are bad by any stretch it is just that Sprays are so useful and good in this game that it is hard to give Joe to them. If we could use joe on both they would be a great unit. The other side is the lack of UA makes them hard to justify, def 14 just plain better than 12. Sprays are better and we have widow makers for long range killing. The suppressing fire is nice board control but so is lots of sprays.

    Anyway, I do use Rifle Corps with my ranged Butcher assassination list but i find it hard to put them anywhere else

  4. #4

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    Quote Originally Posted by Tossy View Post

    Anyway, I do use Rifle Corps with my ranged Butcher assassination list but i find it hard to put them anywhere else
    if youre using Hark you can do a full WGI death star with joe and use fortune on the rilfe corp, thus making both units quite good

  5. #5

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    Quote Originally Posted by philipcryx View Post
    as the title say any experience with them? Would you say they are better than the WGI with UA or worst? I know they do different stuff BUT overall if you could only choose one with joe which unit would it be WGI w/UA or WGRC...
    it depends on what you want from them. as you say, they're different. i'd hesitate to call them "better", or "worse" as they offer different solutions, and play a different role. the deathstar is a toolbox. short ranged, sprays and a handful of rockets. and bob and weave. the rifle korps sacrifices the toolboxiness for long range (14") striking power that tends to be a bit less in terms of power. personally, i have no favorites. but look at it like this. the deathstar has to spend an extra turn getting into position before they can start shooting, whilst the rifle korps, due to the added range, can start popping heads a turn before their deathstar brethren. its enough to blunt an alphastrike, or clear out a zone. as good as it is, it comes at a price. and thats the lack of veraatility. also, 10 shots is quicker to roll out than 15 templates each covering 3 or 4 guys. I do find taking the deathstar over the rifle korps also necessitates other long range rfire (widowmakers etc) as a replacement. and that adds to the price tag...

    Hoesntly, i wont playfavorites. noth are great. both can be a crucial core of a strategy. but they're different. they lend themselves to different playstyles. my opinion? dont constrain yourself with both one. try both. feel free to mix things up and keep your own meta in flux. it makes you a better player to be able to mix it up, and not to rely on one strategy all the time.

  6. #6

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    I do plan on getting both, that is for sure, i see potential in both. its just i see/read so much about the death star that i wondered is the rifle korp worth getting at all or maybe i should get them first? I am still undecided on what unit to purchase first, i know i am getting joe (if the local store has him) this sunday and a widowmaker marksman, figure i would go about this in a round about way instead of the whole "who should i get x or y" that i seem to ask alot, HA-HA. Looks to me that i will start collecting the death star first, mins rockets at first but that whole 5inch suppressing fire just seems so awesome. ha

  7. #7

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    WGRC look good, and with a spell like shatter storm or signs and portents affecting them, they probably would be very brutal. However the WGDS is so versatile as well as powerful that it makes more sense to bring them.

    As noted above, the thing they have over the WGDS is range. eSorcha could make them move 8 inches then shoot 14, meaning 22" threat range. If you go second you are killing a lot of little guys with shatter storm. Just to be crazy you might just consider running both with sorcha, running the WGDS slowly up the board with Iron Flesh and bob and weave, and striking first with WGRC with shatter storm. This way they can share Joe the whole game. As long as you mixed in some heav hitters in that list you would be golden.

  8. #8
    Destroyer of Worlds jdeckert's Avatar
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    If you're question is just whether or not they're worth picking up - they definitely are. They'll have a tough time against stealth, but other than that they are great at popping single-wound infantry from a long way away and can use their template to avoid having enemy troops just run to engage. They're a bit like a 10 man unit of widowmakers - highly accurate spot removal. Give them hand of fate, signs and portents, Butcher's feat, or Aiyana's damage boost and they go from a solid plug-and-play option to potentially devastating.
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  9. #9

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    jesus, see i play both Butcher and pVlad and looking into eSorcha...well looks like i am going to be dropping alot of cash on everything WINTER GUARD!!!! LOL...in all seriousness thanks for the great info and different outlook

  10. #10
    Donum tribuo Caecus Scius's Avatar
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    I love them with Pbutcher, and they are AMAZING with old witch. You can drop a 5" template on them, and the feat... if they move they take pow 14, if they don't move they take a pow 10. That locks the board down for a lot of people. I have tried them with Pvlad, and they are ok... still I'd rather have the WGI instead. I almost never take Joe with them, because Joe is with the WGI. With Joe however, and Pbutcher you are getting to roll 3 to hit, 3 for damage and with a 20" threat range, they can even assassinate enemy casters at some degree of range.
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  11. #11
    Destroyer of Worlds Kuarnix's Avatar
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    They're a very powerful unit with Joe. The big thing is that you're trading the WGI's sprays and general short range tarpitting activity for a unit that has a very, very long threat range and can do things without being in the thick of it. They really clean up infantry.
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  12. #12

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    I find them to be exceptionally useful and I don't even use the covering fire mechanic that much.
    Mostly because they are part of my ESorscha lists. Sure pButcher makes them do fantastic damage on feat turn. But having Joe for both WGI and WGRC with the WGRC having combined arms(with reroll if the combined misses(Yay ESorscha))and ranked attacks, with desperate pace if you really need them to get that early alpha before the WGI get into position. It is great.
    Remember 10x Rat 5 pow 10 at 14 inches isn't that scary nor is 5x rat 7 pow 12's but add in the fact that they can just go after those pesky solo's with enough redundancy shots that you should be able to finish them off (looking at you Mr book) And since Joe is in the list as well, you choose, WGI tough or WGRC reroll this turn, WGI reroll next turn.

    They have a lot of utility. Last time I fielded them properly they took out all but 1 widowmaker and a great bear without any retaliation on second turn, then the WGI took over >.<

  13. #13
    Destroyer of Worlds ShockwaveIIC's Avatar
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    Quote Originally Posted by Tossy View Post
    Anyway, I do use Rifle Corps with my ranged Butcher assassination list but i find it hard to put them anywhere else
    Did that just tonight. First Game, my second turn Feat->Joe->Go eKreoss bites it with one shooter left.

    Second game, not so hot. They got engaged by a unit of Kriel due to poor dice and good Tough rolls. I attempt to Iron Flesh and walk out and lost more than I should of, but the remainder put the unit down. Following turn, Feat->Aim-> Go allowed a single hit from the Spriggen to pretty much drop the Bomber (Joe had died to a Magic bullet).
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  14. #14
    Conqueror Tico Love's Avatar
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    If you're wondering which Unit to buy FIRST, then the WG Infantry are probably your best bet because they are so versatile. Like everyone in here has stated, the two units serve different roles. Neither one is better than the other in general, just better at certain tasks. The WG Rifle Corps is a little trickier to get good at, though. That's the only reason I would recommend buying them afterward.

  15. #15

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    Rifle Corps are pretty cool but are very one dimensional. They do one thing, and do it well, but they also have some pretty hard counters (stealth, arm+boxes). I can't see using them as you primary unit. They make a great second unit though.

  16. #16
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    they work wonders with eVlad. give them hand of fate and joe to boost along with a feat and an unexpected caster or warlock will be eating several pow 10 shots.
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  17. #17
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    Quote Originally Posted by binjuice View Post
    WGRC having combined arms(with reroll if the combined misses(Yay ESorscha))and ranked attacks,
    I don't think the Rifle Corp get any benefit from combined arms as they can't do combined ranged attacks, only the infantry can.

  18. #18
    Destroyer of Worlds nerdkingdan's Avatar
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    I have run both a lot. I like using joe with the rifle core as a fist strike, Then have the infantry come in as wave 2 with joe buffing which ever bennifits most.

    If you can only get one get the infantry, I like both with joe in the same list, over just 1 though.

  19. #19
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    I like WGRC with pSorscha and pButcher for a storm of either nearly autohitting POW10s or high accuracy POW10s with 3d6 on damage. Lets you assassinate or annihilate infantry. Obviously they're very narrow in that they have absolutely nothing to do against heavy targets, but they excel at fighting infantry or warcasters at range.

    Also, one more thing to consider is that with pSorscha you might not need Joe if you're assassination-focused enough with your list. I've not tried them sans Joe, and obviously it limits what matchups you can effectively take on, but still, it's something to consider. (Also pVlad's accuracy boost might make them okay without Joe if they get to aim consistently.)

  20. #20
    Destroyer of Worlds Havock's Avatar
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    Rifle Guard with Joe and Hand of Fate was fun.

  21. #21
    Destroyer of Worlds John of Arc's Avatar
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    Infantry are more versatile and are better with more casters, so I'd get them first. The Rifle Corp are every bit as good, but they're more focused and require more specialized buffs. They're worth picking up, but you'll probably reach for WGI more often, especially if you're playing under 50 points where you can't risk 8 points being dead weight. My personal favorite caster for them is pVlad, because under Signs and Portents they become even more accurate, and those POW 10's start to hurt a lot more. If I played pButcher, I'm sure I'd use them with him as well.

  22. #22
    Destroyer of Worlds Octavius_Maximus's Avatar
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    Rifle Corps cant fight anyone of Arm 16+ with reliability. That pretty much relegates them to Light Infantry and Support hunting, before the intervention of spells and feats. But even then they dont push them that far.

    The big difference is CRA. Winter Guard Infantry can fight anything in between boosted Sprays and Pow 12 with CRA.

    I do love my rifle corps+Joe , but you have to really understand the place they have in the army. Generally after that you dont want any more anti light infantry at all.
    Looking forward to Epic Vlad on his Battle Cattle.

  23. #23
    Destroyer of Worlds Havock's Avatar
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    A minimum unit is easily shoehorned in a lot of lists though, especially when you have good quality attacks but need some crowd control. A minimum unit can already create a 5" template so you are set in that aspect.

  24. #24
    Annihilator Frege's Avatar
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    Quote Originally Posted by Havock View Post
    A minimum unit is easily shoehorned in a lot of lists though, especially when you have good quality attacks but need some crowd control. A minimum unit can already create a 5" template so you are set in that aspect.
    Minor clarification. From memory, you need 8 guys to get the 5" template.

    I think for rifle corps you need to answer two questions before taking them.

    1) Would i be better served by standard WGI and Joe.
    2) Would i be better served by widowmakers, widowmaker marksmen and other snipers (kell pEiryss etc).

    Justifying a max unit against WGI can be hard and tends to lead to niche uses (as most posts above testify). Justifying a min unit against widowmakers and marksmen is very hard. You get an extra rat 5 shot (nothing grand) and suppressing fire. So it amounts as a 5 point suppressing fire battery; if you are using it for anything else then widows would have been better. Not to say this isn't a valid use of a min unit. Just that you have to be very clear why you want it in the list.

  25. #25
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    Let me say fist off that I LOVE these dudz. Try them with Escorscha and shatter storm. That combo will make some people cry as they destroy entire units in one turn. In my opinion they are almost like having a 10 man unit of widowmakers with Joe boosting their acuracy.
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  26. #26
    Destroyer of Worlds Havock's Avatar
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    Don't know why I had the '6 guys is sufficient for a 5" template'-thing in my head, my mistake.

  27. #27

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    Love the Rifle Corps. I've found them a great alternative for when you get tired of rolling over people with the deathstar. They're excellent for zone control, since a lot of people get scared of that big range (it really is pretty immense, considering how much you can spread the unit out). Unfortunately, they're still tethered to Joe and are pretty specialized. They die easily and can only threaten a fairly specific (but often prevalent) range of models.

    When I play them, I look across the board to figure out what they need to do.
    1. High defense/low armor units without stealth. RC murders them with room to spare. Even if you can't get into range to shoot them, they can still be threatened by Suppressing Fire. It'll buy you time and put them out of position to go around it.
    2. Failing any of those units, the next best target are support units and solos. With hardier solos, volume of fire is your friend.
    3. Casters (again, ARM can't really be higher than 15-16 to expect anything). Run them down a flank where they can threaten the caster unless dealt with. Oftentimes late game, there's nothing that can respond to them, and that's that. Very useful against Hordes (tend to have lower-armored casters).
    4. If there's nothing else that they can reliably damage or target because of stealth, they make a great pile of dead bodies. Put them in the way of something, take shots of opportunity at light jacks. Every once in a while you'll get lucky.

    Biiiig threat range. Puny power. Lots of accurate shots (with Joe...).

    Really wish there was something for the RC that wasn't Joe.

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