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![[Post New]](/s/i/i.gif) 2008/11/29 03:02:32
Subject: Rippers, What to do?
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Longtime Dakkanaut
Springhurst, VIC, Australia
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I have been considering taking rippers in my Nid horde army, but i cant decide what biomorphs i would give them, as you can give them, the base cost of a ripper swarm is 10pts:
-leaping [4]
-wings [10]
-toxin sacs [3]
-spinefists [1/2]
-enhanced senses [1]
-extended carapace [1]
-either adrenal glands [2ea]
Now i was wonder if dakka could help me decide, my stlye of play is CC, but spinefist could still be an option, like gretchen in my ork army lol.
Discuss
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![[Post New]](/s/i/i.gif) 2008/11/29 03:33:26
Subject: Re:Rippers, What to do?
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Regular Dakkanaut
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Spinefist rippers are about all I would consider. They are better then Spinegaunts as a tarpit unit are cheaper and only lose a shot every 3rd wound.
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![[Post New]](/s/i/i.gif) 2008/11/29 10:22:37
Subject: Rippers, What to do?
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Longtime Dakkanaut
Springhurst, VIC, Australia
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is leaping and spinefists a good combo? as you get to shoot and then launch an assualt at 12" range
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![[Post New]](/s/i/i.gif) 2008/11/29 14:02:04
Subject: Rippers, What to do?
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Freaky Flayed One
Detroit,MI
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flying and spinefists work better as you can then get within range to actually shoot and assault or deep strike the unit in.
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妖魔鬼怪快点跑 |
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![[Post New]](/s/i/i.gif) 2008/11/30 01:45:43
Subject: Rippers, What to do?
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Brainy Zoanthrope
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I've only ever seen people use them with leaping. They are really good for holding up strong shooting squads. The last game I watched at my LGS was tyranids vs space marines. The Tyranid player used two rippers with leaping to hold up two 7 man sniper rifle scouts squad for the entire game. This IMO is what kept his carnifex and hive tyrant alive and ultimately let him win the game.
I think running them with just leaping is extremely effective when used correctly.
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![[Post New]](/s/i/i.gif) 2008/11/30 09:06:58
Subject: Rippers, What to do?
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Longtime Dakkanaut
Springhurst, VIC, Australia
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how big should the brood be?
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![[Post New]](/s/i/i.gif) 2008/11/30 17:14:01
Subject: Rippers, What to do?
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Rampaging Carnifex
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I used to use 6 flying ripper bases with a flying tyrant. The Tyrant could attack big targets, and the rippers would get in the way and act as a dual purpose assault shield(charge stuff that can hurt the tyrant to keep it off) and LOS blocker; I haven't played 5th ed. yet but in 4th combats totally blocked LOS, so I could block off sections of my army from certain squads just by being annoying with rippers.
Edited for spelling
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This message was edited 1 time. Last update was at 2008/11/30 17:14:19
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![[Post New]](/s/i/i.gif) 2008/11/30 18:23:33
Subject: Rippers, What to do?
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Storm Trooper with Maglight
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there not very good as LOS blockers now ever since true line of sight.
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![[Post New]](/s/i/i.gif) 2008/11/30 20:33:26
Subject: Rippers, What to do?
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Infiltrating Oniwaban
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Run them naked. With Run, leaping worth considerably less than it used to be. And you'll be running all the time until the turn you assault, and will then need max range- so I'd say negatory on even spinefists.
Flying might be a good option, but I've never seen anyone actually go that way for anything other than a crazy flyer-heavy 4th ed. tourney army. While the wounds are lower per point, Hormagaunts just seem to do much the same thing better (cover almost as much ground, tie-up in combat) plus they're scoring.
I would watch out for using them in combo with a big nasty in 5th: they're just easy wounds towards combat res. Run them solo, or possibly with a Lictor that's surprising things- the re-rolls for preferred enemy make them pretty scary for GEQ.
And yes, they're great for tying up Scouts, and will even hold up tac Marines for at least a full turn or two if you run 5+ bases of the little buggers. You're unlikely to get walking Rippers near a Dev squad or Lootas in time to do much good, so maybe that's where the flying ones would come in handy. I just use Gargoyles for that tho...
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Infinity: Way, way better than 40K and more affordable to boot!
"If you gather 250 consecutive issues of White Dwarf, and burn them atop a pyre of Citadel spray guns, legend has it Gwar will appear and answer a single rules-related question. " -Ouze |
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![[Post New]](/s/i/i.gif) 2008/12/03 15:48:10
Subject: Rippers, What to do?
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Huge Hierodule
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I'd say that spinefist/leaping, Leaping of just plain Rippers are best.Flying costs to much, while adrenal Glands, etended carapace and enhances senses ruin it for a blocker unit. The only other one possibly worth takeing is the Flesh hooks option, because cover is so valuable in 5th ed.
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Q: What do you call a Dinosaur Handpuppet?
A: A Maniraptor |
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![[Post New]](/s/i/i.gif) 2008/12/04 11:29:50
Subject: Rippers, What to do?
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Highlord with a Blackstone Fortress
Adrift within the vortex of my imagination.
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10pts basic rippers.
They are all about cheap. No leaping means lamer and double tap death. Good. Rippers are asll about getting shot.
The instant death weapons against rippers will get their attack chance anyway.
Rippers work best in warrior heavy lists, beause the best ripper shooting guns are also needed to shoot warriors.
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n'oublie jamais - It appears I now have to highlight this again.
It is by tea alone I set my mind in motion. By the juice of the brew my thoughts aquire speed, my mind becomes strained, the strain becomes a warning. It is by tea alone I set my mind in motion. |
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![[Post New]](/s/i/i.gif) 2008/12/04 11:49:13
Subject: Rippers, What to do?
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Longtime Dakkanaut
Springhurst, VIC, Australia
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so run them bare, in broods of about 6-8 and with a corosponding warrior brood
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