Hey all, I wanted to share a bit of a meme list that I came up with. I'm actually going to play something similar in an upcoming campaign and have trialed it a little... It's a 1400 point all mounted list! It's basically geared towards getting as many glorious charges in as possible.
*The units*
The chieftain can't be mounted RAW so the only honorable thing to do is to give him +2 movement via the Stormwalker skill. The two Stormcallers are really key to this list because it's going to rely on you cranking visibility right down to 6" asap. Otherwise your guys will get splattered very quickly. They will probably still get splattered quite often. But that's why I added a slopper
Then the rest of your gang is a combination of lancers and longblades. The lancers all have goggles so they can charge however they like. The longblades do not, just to keep costs low enough to get the force to 8 models. I've thrown in some bonus options. Snipers in case you want a bit of range (cowardice imo but each to their own). A weber, because this is an incredibly nasty option for infantry, and what I'm calling pistol chaff. They're basically just an option that people can use who are hell bent on starting with 10 models.
*Combat tactics*
You're basically relying on the fact that people won't really see this coming. The Dustriders are very squishy but they do pack a serious punch. You can either charge them in for the highest volume of damage or just stick to ride by attacks to stick to the storm. You sort of have two options: either pick off infantry until your enemy bottles, or trying to swing for the fences and charging everyone at 1-2 vehicles. It's pretty risky but very epic when it works. In terms of tactics cards. You can obviously take advantage of extra action cards to merc units that thought they were out of charging range. But I would also consider getting Stand Firm and Dedicated to Duty in order to outlast your enermy on the bottling front. You can easily pick off a few units and then retreat into the sand storm. Eventually your opponent will probably get a bad roll and bottle.
*campaign strategy*
I would try to add some pistol chaff quickly and then shift to giving as many riders as possible lances, and other nasty weapons. You can obviously branch out quite a bit weapons-wise; but I do think that what makes this list fun is having loads of lances for charging. The "Fixer" skill on the two stormcallers will give you a good income stream in a pretty low credit campaign. And given how much you will splatter you'll really appreciate that.
For a bit of fun you can also try to level up your chieftain's movement and arm him with a partial servo harness and a displacer field
*The units*
The chieftain can't be mounted RAW so the only honorable thing to do is to give him +2 movement via the Stormwalker skill. The two Stormcallers are really key to this list because it's going to rely on you cranking visibility right down to 6" asap. Otherwise your guys will get splattered very quickly. They will probably still get splattered quite often. But that's why I added a slopper
Then the rest of your gang is a combination of lancers and longblades. The lancers all have goggles so they can charge however they like. The longblades do not, just to keep costs low enough to get the force to 8 models. I've thrown in some bonus options. Snipers in case you want a bit of range (cowardice imo but each to their own). A weber, because this is an incredibly nasty option for infantry, and what I'm calling pistol chaff. They're basically just an option that people can use who are hell bent on starting with 10 models.
*Combat tactics*
You're basically relying on the fact that people won't really see this coming. The Dustriders are very squishy but they do pack a serious punch. You can either charge them in for the highest volume of damage or just stick to ride by attacks to stick to the storm. You sort of have two options: either pick off infantry until your enemy bottles, or trying to swing for the fences and charging everyone at 1-2 vehicles. It's pretty risky but very epic when it works. In terms of tactics cards. You can obviously take advantage of extra action cards to merc units that thought they were out of charging range. But I would also consider getting Stand Firm and Dedicated to Duty in order to outlast your enermy on the bottling front. You can easily pick off a few units and then retreat into the sand storm. Eventually your opponent will probably get a bad roll and bottle.
*campaign strategy*
I would try to add some pistol chaff quickly and then shift to giving as many riders as possible lances, and other nasty weapons. You can obviously branch out quite a bit weapons-wise; but I do think that what makes this list fun is having loads of lances for charging. The "Fixer" skill on the two stormcallers will give you a good income stream in a pretty low credit campaign. And given how much you will splatter you'll really appreciate that.
For a bit of fun you can also try to level up your chieftain's movement and arm him with a partial servo harness and a displacer field