Skaven Slave
GCPD
Clan Pestilens
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Book pre-ordered. Just the mundane one as it should be with me by Wednesday at the earliest, and Thursday at the latest through my local independent. Which means you guys can bet your asses I'll be on here Thursday evening answering all your questions, if someone hasn't got it first 
I would like them too, except traditionally a glass cannon gets in, does their damage, and then gets out again or dies. Witch Elves are a classic example of this: no saves to speak of, but a ton of damage coming at you with re-rolls on I6. If they mop up, they'll not take any damage - if they spoon their attacks, they are likely to break and flee. Much of the High Elf army - Swordmasters and White Lions especially - fall into this role, which they do well through - again - high Initiative.
Sadly, at only T3 and 4+, Rippers aren't going to survive long enough to deal all their damage - especially given that nearly everything in this game is I3 or better. So you are already looking at a large unit, or adding magical support. To serve in the glass cannon role they would be really worthwhile going I4 or T4 or 3+ AS.
The roles that you identified are all served better by Skirmishing Skinks, Terradons or Chameleon Skinks, who do the same jobs but better (and no doubt cheaper and without as much risk, due to the Frenzy). Failing that, a lone Skink Chief on a Ripper with some cheap magic items could probably do just as well.
Speaking of which, the Frenzy means that Rippers can't even perform the usual chaff roles of baiting and fleeing.
I really hope that somebody does try them out and see if they can work. Right now I would think two units of 4 (coming in at 160 a peice) or a big unit of 6 (at 240) could be interesting, but I just don't see them working well for me. I would love to be proved wrong though!
EDIT: I haven't considered the psychological factor of two units. Drop their bloat toads into two priority targets, and you could see some cagey effect on the part of your opponent. It depends on whether there are restrictions for where you place them, though.
Caneghem said:rychek said:The lack of T on the rippers and terradons makes me very, very sad. It is deal breakingly bad for me.
They are going to be glass cannon type units, requiring finesse much like the current Terradons do. You'll have to learn to size up your opponent before the game and pick the perfect target for the rippers and place your bloat toad there. They are definite medium cav. I think they are weighing in at around 40 points per model (last I saw) so two units will serve you pretty well for hunting warmachines, chaff, and maybe mage bunker units. They most definitely should NOT take on mainline fighting duties like the typical monstrous cav. You'll need to hold them near your Ld bubble due to frenzy early on, adding another layer of consideration.
This is actually the kind of unit I really love to be honest.
I would like them too, except traditionally a glass cannon gets in, does their damage, and then gets out again or dies. Witch Elves are a classic example of this: no saves to speak of, but a ton of damage coming at you with re-rolls on I6. If they mop up, they'll not take any damage - if they spoon their attacks, they are likely to break and flee. Much of the High Elf army - Swordmasters and White Lions especially - fall into this role, which they do well through - again - high Initiative.
Sadly, at only T3 and 4+, Rippers aren't going to survive long enough to deal all their damage - especially given that nearly everything in this game is I3 or better. So you are already looking at a large unit, or adding magical support. To serve in the glass cannon role they would be really worthwhile going I4 or T4 or 3+ AS.
The roles that you identified are all served better by Skirmishing Skinks, Terradons or Chameleon Skinks, who do the same jobs but better (and no doubt cheaper and without as much risk, due to the Frenzy). Failing that, a lone Skink Chief on a Ripper with some cheap magic items could probably do just as well.
Speaking of which, the Frenzy means that Rippers can't even perform the usual chaff roles of baiting and fleeing.
I really hope that somebody does try them out and see if they can work. Right now I would think two units of 4 (coming in at 160 a peice) or a big unit of 6 (at 240) could be interesting, but I just don't see them working well for me. I would love to be proved wrong though!
EDIT: I haven't considered the psychological factor of two units. Drop their bloat toads into two priority targets, and you could see some cagey effect on the part of your opponent. It depends on whether there are restrictions for where you place them, though.