Mongolian horses was known for fleet footedness and being somewhat quick, but what they have more than most other type of breeds is endurance, there was more than a few times when Genghis Khan was making the Mongol Empire where his troops covered 65 to 80 miles in a day! But the other advantage is due to their small size you don't need to feed them as much as other breeds, they are a product of their environment which is semi arid plains and bordering the Gobi Desert. Yes they might look goofy but they are probably the most hardiest horses out there.
Great video! I think the Gurkhas and the ParaGurkhas are the best assault units because they follow the British Army rules. That gives them a plus that other armies do not have. With the exception of Japan
You missed Goumiers on Camels. 112 points for 7 Vet Cavalry with Mountaineer (natural terrain). Cavalry that pretty much always strikes first because all non-buildings/gun pits are devastating.
On the gurkhas, the paras in the photo are wearing training helmets also worn in training by parachute regiment. Their hat is called a tepai and was worn combat, also by gurkha paras. Yhis is realistic for combat a beret wouldnt be. Finally gurkhas statistically with tough as old boots are likely to beat lancers. Also dont forget gurkha mountaineers give you a 9" charge in rough!
You would also be correct to model your gurkha paras with airborne maroon berets for headdress. Great content, thanks for sharing your insights. Helped a great deal in building my army and preparing to play.
This is a really good list - great work as always Bo! I knew that my Polish Lancers would be in the top three, and I personally put them at #1 (if for no other reason than their chances at getting to charge another assault unit first is highly likely due to the combo of longer charging range and recce), but I think your lineup is pretty much spot on. Curious what your thoughts are on US Marines? It seems like you'd have an assault unit that can pay +1pt for Tough Fighters, can provide good supporting fire to winnow down enemies before you assault, and you can do it for pretty cheap. I haven't run USMC yet, but it seems like a decent option for assault infantry (even though you don't get Fanatics or a similar rule)
USMC are GREAT! buuuut they are not really assaulters so much as they are great skirmishers w. a special rule that discourages melee for the enemy (like finnish Sissi w. TF)
2:20 Going for all Five of these Traits hahah! 3:03 Over 200p it's a Deathstar Unit for you? Or over 150/180p Points? To Much Points in one Basket. 8:04 Seeing the Picture of the Desert SAS in Jeeps I am wondering If I could make a Jeep and TRuck Melee Aussault List^^ Armed to the teeth is good! Didn know Para Gurkhas! I learned to Fear and Love Stubborn.
Great video Bo. Surprised the British commandos didn’t make it. 14 points for vet tough fighters with behind enemy lines. Unlimited SMGs and option to add a national characteristic like Up and At ‘Em. Essentially the best choice if you are adverse to Ghurkas. Also shout out to all our regular tough fighters out there. Irish infantry, Senegalese Tirallieurs, Moroccan Goumiers, Italian Royal Somalian troops. Eleven points per man is a steal in big enough numbers.
the Commandoes don't really bring anything other then TF veteran... Load of other choices bring that. so for me they don't stand out. As for the TF regulars, I wish they were better. as is, they often get overlooked for inex or vet assaulters
@@boltactiontutorialsbybomor3846 Fair point on the Commandoes, imagine they’d have made a top 20 list. Each to his own with Tough Fighters. I’d argue regulars is a great place to be as you’d rather roll 10 tough fighter attacks than 7 or 8 vet attacks. The regular unit in a vacuum definitely hits harder. The inexperienced unit whilst hitting equally hard and freeing up points is much less likely to activate and to have taken casualties on the way in. So I think there’s a case to be made for them. As you say in the video it’s a shame the Japanese can’t easily access it!
@@boltactiontutorialsbybomor3846 cool, I'm reading the cavalry page (89) and it says cavalry can make an escape move like a recce vehicle (normal speed) but on page 118 it says under escape reaction - An escape reaction may be forward or reverse, how does this translate to cavalry as models may be facing all over the place? and I'm assuming after the escape the cavalry is "down"
@@SnEaKyGiTau infantry and cavalry does not have a facing, so you can move them in the direction you like with as many turns as you like. As long as you follow the other instruktions about cover and distance
where would you put a maquis squad of 20 green inex pistols? only 80pts for 20 shots plus tough fighter and a chance to go reg after a casualty. connecting is admittedly more difficult as they cant be transported but point per kill against a good amount of the list above and they hold their own even when charged
I have a suggestion for your top 10. could you do army special rules?
good idea
Mongolian horses was known for fleet footedness and being somewhat quick, but what they have more than most other type of breeds is endurance, there was more than a few times when Genghis Khan was making the Mongol Empire where his troops covered 65 to 80 miles in a day! But the other advantage is due to their small size you don't need to feed them as much as other breeds, they are a product of their environment which is semi arid plains and bordering the Gobi Desert. Yes they might look goofy but they are probably the most hardiest horses out there.
hardy yes, good chargers no. that's why I think that giving them TF makes little sense
Great video! I think the Gurkhas and the ParaGurkhas are the best assault units because they follow the British Army rules. That gives them a plus that other armies do not have. With the exception of Japan
You missed Goumiers on Camels.
112 points for 7 Vet Cavalry with Mountaineer (natural terrain).
Cavalry that pretty much always strikes first because all non-buildings/gun pits are devastating.
ha! yes potentially they should be added
Brits?
On the gurkhas, the paras in the photo are wearing training helmets also worn in training by parachute regiment.
Their hat is called a tepai and was worn combat, also by gurkha paras. Yhis is realistic for combat a beret wouldnt be.
Finally gurkhas statistically with tough as old boots are likely to beat lancers.
Also dont forget gurkha mountaineers give you a 9" charge in rough!
Yes My Gurkhas often beat lancers, for mme the lancers still win out in a top 10 because of their grater reach and double attacks
You would also be correct to model your gurkha paras with airborne maroon berets for headdress. Great content, thanks for sharing your insights. Helped a great deal in building my army and preparing to play.
No that is not correct, they wore same Gurkha hat with puggaree with a light blue patch on it.
@@russellwright5141 drive.google.com/file/d/1YumUZmVdxfBEoHXVLgwGyL9Sta4rACot/view?usp=drive_link
@@russellwright5141 drive.google.com/file/d/1bQ8swvuHKsAeUY3iunFCMRDiin5wq3L3/view?usp=drive_link
@@russellwright5141 drive.google.com/file/d/1fqW40Z8m9u7bfaJVXQxDDUzcEZDGvf5w/view?usp=drive_link
This is a really good list - great work as always Bo! I knew that my Polish Lancers would be in the top three, and I personally put them at #1 (if for no other reason than their chances at getting to charge another assault unit first is highly likely due to the combo of longer charging range and recce), but I think your lineup is pretty much spot on.
Curious what your thoughts are on US Marines? It seems like you'd have an assault unit that can pay +1pt for Tough Fighters, can provide good supporting fire to winnow down enemies before you assault, and you can do it for pretty cheap. I haven't run USMC yet, but it seems like a decent option for assault infantry (even though you don't get Fanatics or a similar rule)
USMC are GREAT! buuuut they are not really assaulters so much as they are great skirmishers w. a special rule that discourages melee for the enemy (like finnish Sissi w. TF)
2:20 Going for all Five of these Traits hahah!
3:03 Over 200p it's a Deathstar Unit for you? Or over 150/180p Points? To Much Points in one Basket.
8:04 Seeing the Picture of the Desert SAS in Jeeps I am wondering If I could make a Jeep and TRuck Melee Aussault List^^
Armed to the teeth is good!
Didn know Para Gurkhas! I learned to Fear and Love Stubborn.
Brandenburgers? Probably not top 10 but if you’re running Germans it’s the best infantry assault option.
Ouh man. 171p for 8 Man. I don't know. It's pretty Expensive. Did you play them?
Hi Bo, what about a top 10 open topped armoured vehicles list. I don't see many of these on the table so it would be interesting to see your list.
Good idea
Great video Bo. Surprised the British commandos didn’t make it. 14 points for vet tough fighters with behind enemy lines. Unlimited SMGs and option to add a national characteristic like Up and At ‘Em. Essentially the best choice if you are adverse to Ghurkas.
Also shout out to all our regular tough fighters out there. Irish infantry, Senegalese Tirallieurs, Moroccan Goumiers, Italian Royal Somalian troops. Eleven points per man is a steal in big enough numbers.
the Commandoes don't really bring anything other then TF veteran... Load of other choices bring that. so for me they don't stand out.
As for the TF regulars, I wish they were better. as is, they often get overlooked for inex or vet assaulters
@@boltactiontutorialsbybomor3846 Fair point on the Commandoes, imagine they’d have made a top 20 list.
Each to his own with Tough Fighters. I’d argue regulars is a great place to be as you’d rather roll 10 tough fighter attacks than 7 or 8 vet attacks. The regular unit in a vacuum definitely hits harder.
The inexperienced unit whilst hitting equally hard and freeing up points is much less likely to activate and to have taken casualties on the way in.
So I think there’s a case to be made for them. As you say in the video it’s a shame the Japanese can’t easily access it!
could you suggest a counter to veteran cavalry, good videos btw
Veteran skirmishers in area terrain, on ambush
@@boltactiontutorialsbybomor3846 cool, I'm reading the cavalry page (89) and it says cavalry can make an escape move like a recce vehicle (normal speed) but on page 118 it says under escape reaction - An escape reaction may be forward or reverse, how does this translate to cavalry as models may be facing all over the place? and I'm assuming after the escape the cavalry is "down"
@@SnEaKyGiTau infantry and cavalry does not have a facing, so you can move them in the direction you like with as many turns as you like. As long as you follow the other instruktions about cover and distance
Airobservers ❤
where would you put a maquis squad of 20 green inex pistols? only 80pts for 20 shots plus tough fighter and a chance to go reg after a casualty. connecting is admittedly more difficult as they cant be transported but point per kill against a good amount of the list above and they hold their own even when charged
Just out of the top 10 for me... The lack of special rules and pins hurt them but they do hit like a ton of bricks
Bo yoy forgot Soviet vet engineers or tank riders with smgs in body armour.
Only thing that can take my Gurkhas on and worry me.
not really assaulters to me, more of push-units IMO
I dont know i love Manchuko Cavalry on foot... 11pts for what they bring on the table is dirty cheap...
Savoia Cavalry? Double charge!!
Yes, this video cam out before case blue. Both the cavalleria and the m-battalions would make my top 10 today