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		<title><![CDATA[Latest posts for the thread "sizeism: Ratling & Ogryn replacements for Guard"]]></title>
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				<title>sizeism: Ratling &amp; Ogryn replacements for Guard</title>
				<description><![CDATA[ I dont like the old or new sculpts for the sniper midjets, but want sniper support in elite slot, also fluff wise no abhumans allowed in my army..so, im gonna repleace them with veteran snipers at twice the cost to reflect the stat increase...also, how could i replace the big stinky Ogryns, to fit in more with the fluff...im thinking just not having any and fielding vet sniper teams and stormtroopers/grenadiers, what do you guys think..<br /> <br /> Vet. Sniper team 60 points:<br /> <br /> 3 4 3 3 1 3 1 7 5+<br /> <br /> 20points per extra model, max 10 per squad.<br /> <br /> infiltrate & stealth  - flak armour, sniper rifle, las-pistol.<br /> <br />   <br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> thinking about it maybe max 5 per squad, seeing as 10 dudes trying to hide is way harder than if it was 10 midjets.]]></description>
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				<pubDate><![CDATA[Sun, 15 Jul 2012 09:29:03]]> GMT</pubDate>
				<author><![CDATA[ rustproof]]></author>
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				<title>sizeism: Ratling &amp; Ogryn replacements for Guard</title>
				<description><![CDATA[ 1) Vet sniper team keep them at 10 points. Ratlings, and sniper units in general, are horribly, horribly overcosted.<br /> <br /> 2) Use space marine allies. Terminators are fine replacements for Ogryn.]]></description>
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				<pubDate><![CDATA[Sun, 15 Jul 2012 09:32:46]]> GMT</pubDate>
				<author><![CDATA[ chrisrawr]]></author>
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				<title>sizeism: Ratling &amp; Ogryn replacements for Guard</title>
				<description><![CDATA[ I hate the ratling models as well so I use space marine scout sniper models and try not to think about how weird thier low stats are compared to thier stand in models. Not sure about orgryns though. If you don't like the model then there's really no reason to take them. ]]></description>
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				<pubDate><![CDATA[Sun, 15 Jul 2012 10:12:43]]> GMT</pubDate>
				<author><![CDATA[ Jihadnik]]></author>
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				<title>Re:sizeism: Ratling &amp; Ogryn replacements for Guard</title>
				<description><![CDATA[ <blockquote><div><cite>chrisrawr wrote:</cite>1) Vet sniper team keep them at 10 points. Ratlings, and sniper units in general, are horribly, horribly overcosted.</div></blockquote><br /> 1. Ratlings really aren't overcosted, 20 points a piece might be too much, but 10 points for a veteran with a sniper rifle? Vets cost 7 points, a sniper rifle costs 5 more, cost them at 12 points.<br /> <br /> As for Ogryn I suggest not taking them, or simply modeling them to have pipes and tubes jutting out of their backs like they are constantly being pumped full of drugs and hormones. Say that they are simply vat grown heavily modified humans. There is really no way a regular human or even a regular marine can match the in game stats of an Ogryn. If you don't want Ogryn, don't want to do any fancy modeling or anything, just use <span class="glossaryitem" onmouseover='gp(119);'>SM</span> scouts, I think the mentors send out individual squads, you could say they are mentors.]]></description>
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				<pubDate><![CDATA[Mon, 16 Jul 2012 02:06:14]]> GMT</pubDate>
				<author><![CDATA[ Buttons]]></author>
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				<title>sizeism: Ratling &amp; Ogryn replacements for Guard</title>
				<description><![CDATA[ I like that idea for Ogryns actually, now if only the fantasy ones were more...gun capable...then you'd be onto a winner!]]></description>
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				<pubDate><![CDATA[Mon, 16 Jul 2012 02:13:44]]> GMT</pubDate>
				<author><![CDATA[ Jihadnik]]></author>
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				<title>Re:sizeism: Ratling &amp; Ogryn replacements for Guard</title>
				<description><![CDATA[ <blockquote><div><cite>Buttons wrote:</cite><br /> Ratlings really aren't overcosted</div></blockquote><br /> <br /> The math has been run many times. The only 'decent' sniper teams in the game are Deathmarks rolling with Template Crypteks, because of the 2+ to wound AP1 (rerollable with triarch). Ratlings at 8 points per model would be worth the competition it brings to decent elites slots. Pathfinders at 12 points per model would be worth the competition it brings to dire avengers. Etc, etc. There's a reason scouts get Sniper Rifles for free; they're almost as good as boltguns in most scenarios, a little better in a select few, and have 12" of range which lets you keep them out of close combat while they continue doing nothing.]]></description>
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				<pubDate><![CDATA[Mon, 16 Jul 2012 02:25:15]]> GMT</pubDate>
				<author><![CDATA[ chrisrawr]]></author>
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				<title>Re:sizeism: Ratling &amp; Ogryn replacements for Guard</title>
				<description><![CDATA[ <blockquote><div><cite>chrisrawr wrote:</cite><blockquote><div><cite>Buttons wrote:</cite><br /> Ratlings really aren't overcosted</div></blockquote><br /> <br /> The math has been run many times. The only 'decent' sniper teams in the game are Deathmarks rolling with Template Crypteks, because of the 2+ to wound AP1 (rerollable with triarch). Ratlings at 8 points per model would be worth the competition it brings to decent elites slots. Pathfinders at 12 points per model would be worth the competition it brings to dire avengers. Etc, etc. There's a reason scouts get Sniper Rifles for free; they're almost as good as boltguns in most scenarios, a little better in a select few, and have 12" of range which lets you keep them out of close combat while they continue doing nothing.</div></blockquote><br /> Here is a hint, shoot them at <span class="glossaryitem" onmouseover='gp(93);'>MCs</span>, shoot them at units with gakky morale, or don't take snipers in any form. Sniper rifles are specialist weapons, you don't use them to kill regular heavy infantry like marines. Also, they would have superior shooting to <span class="glossaryitem" onmouseover='gp(119);'>SM</span> scouts while being far cheaper, and still having some ability to hold their own in hand to hand. Hell you can inflict an average of 2 wounds a turn on an <span class="glossaryitem" onmouseover='gp(93);'>MC</span> with a 3+ save if you have a squad of 10 with <span class="glossaryitem" onmouseover='gp(14);'>BS</span> 4 guns.<br /> <br /> Also I suppose you could use them for picking out an <span class="glossaryitem" onmouseover='gp(67);'>IC</span> or something, but that isn't really reliable.]]></description>
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				<pubDate><![CDATA[Mon, 16 Jul 2012 02:53:26]]> GMT</pubDate>
				<author><![CDATA[ Buttons]]></author>
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				<title>sizeism: Ratling &amp; Ogryn replacements for Guard</title>
				<description><![CDATA[ 10 with BS4 guns<br /> <br /> 6.66 hits.<br /> <br /> 1.11 ap2 wounds.<br /> <br /> 2.22 AP6 wounds.<br /> <br /> .83 unsaved AP6 wounds.<br /> <br /> 1.94 unsaved wounds.<br /> <br /> Cost of 10 Ratling snipers; 100 points.<br /> <br /> Cost of Trygon that deepstruck next to them: 200 points.<br /> <br /> Effective tradeoff: 100 points for ~66 points of wounds, assuming they were not the target of its shooting attack from reserve, after which they tie up for 1-2 player turns of combat, possibly leaving the trygon invulnerable to shooting during your next turn - a big no-no.<br /> <br /> Ineffective; compare to 100 points of ork shoota boys.<br /> <br /> 16 boys.<br /> <br /> 32 shots.<br /> <br /> 10.66 hits.<br /> <br /> 1.77 wounds<br /> <br /> .59 unsaved.<br /> <br /> Followed by a charge; 3 boyz die, and another 1.08 unsaved, for 1.67 unsaved. Trygon tied up for ~3 more player turns while it deals with equivalent points of boyz. <br /> <br /> We see how Orks are far more efficient at tying up those nasty <span class="glossaryitem" onmouseover='gp(93);'>MC</span>'s than Ratlings, the most cost-efficient snipers in the game.<br /> <br /> If ratlings had Heavy 2 48-60" sniper rifles, I'd be okay with them at 18-20 points. They would be a target, and they would take up a proper amount of points, and they wouldn't feel useless as a unit.<br /> <br /> Your final point is contrary to the entire idea of snipers; if they could reliably wound <span class="glossaryitem" onmouseover='gp(67);'>IC</span>'s and force rerolls to Look out, Sir! attempts, that would be something "worth it" as <br /> well, especially in <span class="glossaryitem" onmouseover='gp(146);'>WH40K</span>:Characters edition. <br /> <br /> <br /> <br /> <span class="glossaryitem" onmouseover='gp(126);'>tl</span>;dr 2 wounds a turn means nothing when you have only 1-2 turns of shooting, due to low range and no mobility, especially when a couple poor rolls can remove all wounds while a couple good rolls don't add much in comparison.<br /> <br /> Note that my overall 'feel' towards sniper units is to GIVE THEM NICE THINGS and MAKE THEM PAY FOR <span class="glossaryitem" onmouseover='gp(484);'>IT</span>. I'm simply iterating that CURRENT SNIPERS and CURRENT SNIPER VARIATIONS are NOT WORTH THEIR POINTS, OVERALL.]]></description>
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				<pubDate><![CDATA[Mon, 16 Jul 2012 03:41:46]]> GMT</pubDate>
				<author><![CDATA[ chrisrawr]]></author>
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				<title>sizeism: Ratling &amp; Ogryn replacements for Guard</title>
				<description><![CDATA[ <blockquote><div><cite>chrisrawr wrote:</cite>10 with BS4 guns<br /> <br /> 6.66 hits.<br /> <br /> 1.11 ap2 wounds.<br /> <br /> 2.22 AP6 wounds.<br /> <br /> .83 unsaved AP6 wounds.<br /> <br /> 1.94 unsaved wounds.<br /> <br /> Cost of 10 Ratling snipers; 100 points.<br /> <br /> Cost of Trygon that deepstruck next to them: 200 points.<br /> <br /> Effective tradeoff: 100 points for ~66 points of wounds, assuming they were not the target of its shooting attack from reserve, after which they tie up for 1-2 player turns of combat, possibly leaving the trygon invulnerable to shooting during your next turn - a big no-no.<br /> <br /> Ineffective; compare to 100 points of ork shoota boys.<br /> <br /> 16 boys.<br /> <br /> 32 shots.<br /> <br /> 10.66 hits.<br /> <br /> 1.77 wounds<br /> <br /> .59 unsaved.<br /> <br /> Followed by a charge; 3 boyz die, and another 1.08 unsaved, for 1.67 unsaved. Trygon tied up for ~3 more player turns while it deals with equivalent points of boyz. <br /> <br /> We see how Orks are far more efficient at tying up those nasty <span class="glossaryitem" onmouseover='gp(93);'>MC</span>'s than Ratlings, the most cost-efficient snipers in the game.<br /> <br /> If ratlings had Heavy 2 48-60" sniper rifles, I'd be okay with them at 18-20 points. They would be a target, and they would take up a proper amount of points, and they wouldn't feel useless as a unit.<br /> <br /> Your final point is contrary to the entire idea of snipers; if they could reliably wound <span class="glossaryitem" onmouseover='gp(67);'>IC</span>'s and force rerolls to Look out, Sir! attempts, that would be something "worth it" as <br /> well, especially in <span class="glossaryitem" onmouseover='gp(146);'>WH40K</span>:Characters edition. <br /> <br /> <br /> <br /> <span class="glossaryitem" onmouseover='gp(126);'>tl</span>;dr 2 wounds a turn means nothing when you have only 1-2 turns of shooting, due to low range and no mobility, especially when a couple poor rolls can remove all wounds while a couple good rolls don't add much in comparison.<br /> <br /> Note that my overall 'feel' towards sniper units is to GIVE THEM NICE THINGS and MAKE THEM PAY FOR <span class="glossaryitem" onmouseover='gp(484);'>IT</span>. I'm simply iterating that CURRENT SNIPERS and CURRENT SNIPER VARIATIONS are NOT WORTH THEIR POINTS, OVERALL.</div></blockquote><br /> Then don't use snipers, you shouldn't make one sniper unit dirt cheap just because the guns in general suck. If you have such a problem with snipers change the core rules, perhaps make them AP4 and wound on a 3+, but don't compare completely different units in an attempt to say Ratlings are terrible, compare Ratlings to other sniper units and they are some of the best around.]]></description>
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				<pubDate><![CDATA[Mon, 16 Jul 2012 07:52:40]]> GMT</pubDate>
				<author><![CDATA[ Buttons]]></author>
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				<title>sizeism: Ratling &amp; Ogryn replacements for Guard</title>
				<description><![CDATA[ What are you talking about? I already said this. It's like you didn't even read what I said.<br /> <br /> 1) I don't. It makes me sad.<br /> 2) I'm stating their points cost based on efficiency and survivability with consideration given to both the codex and the game.<br /> 3) I've already delved into sniper fixes in other threads. That's not what this thread was - or is - for; I looked at the stats he listed and what he wanted them for and gave an estimate. <br /> 4) Ratlings are terrible. How do I know they are terrible? Because other units do their dedicated role at half-strength better than they do at full. Contextual clues are important when determining points cost.<br /> 5) Yes. I know, and stated as much.]]></description>
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				<pubDate><![CDATA[Mon, 16 Jul 2012 07:59:02]]> GMT</pubDate>
				<author><![CDATA[ chrisrawr]]></author>
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				<title>sizeism: Ratling &amp; Ogryn replacements for Guard</title>
				<description><![CDATA[ i like 12points.<br /> <br /> Ratlings are untrustworthy and not particularly loyal, little blighters are always smoking the flowers and selling the stims, bad for morale if your troops are stoned to the bone or tweeking and paranoid, and wtshtf they look out for themselves and slip off into the shadows, awol, we cant have this..<br /> <br /> thanks for the input guys, mathammer just confuses me and i dont see how it transfers to the table..<img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0">...when i was a boy you just rolled the dice, not turned it into calculus..<img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0"><br /> <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Mon, 16 Jul 2012 08:42:59]]> GMT</pubDate>
				<author><![CDATA[ rustproof]]></author>
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