Isengard wrote:I can't understand the issue with rippers. They are excellent tar-pits. A screen of them in front of a synapse creature will keep nasty enemy cc units at bay for ages. They are easily killed by flamers, etc but say a unit of assault marines will have a nasty long wait to smash through them. I use them to exploit areas of terrain where I can position them to act as a delaying unit and break up the enemy's tactics and lines of advance. In front of a critical objective is also a good idea for them.
Precisely! The reason a lot of people hate them, I think, is that the players who use them tend to take tiny,
WD demo-sized units of 4-5 bases, which are easy to wipe out with template weapons; they shine when used in multiple bigger squads, shuffling all around and locking
sh*t up, especially when in cover.
The problem with the Pyrovore is that it costs way too much for a unit that is basically useless in
cc and its sole application is a basic flamer. I guess deep striking with it, as suggested by juraigamer, can help, however the fact that they must get in close to fire exposes them to assaults which is... sad. Are they worth the suicide attack value (the Volatile special rule produces a rather weak explosion) considering the points cost?