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AoS Ripperdactyl vs Terradon riders

Discussion in 'Seraphon Discussion' started by Nielspeterdejong, Dec 28, 2016.

  1. Nielspeterdejong
    Terradon

    Nielspeterdejong Well-Known Member

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    Got it! :) But don't they have to be more then 9" away from enemy models?
     
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  2. Bowser
    Slann

    Bowser Third Spawning

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    I never said it would be an easy charge! ;)
     
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  3. KingCheops
    Temple Guard

    KingCheops Active Member

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    But not overly difficult since we have a Slann already. Just make sure you have the right constellation. It's not a great tactic to rely on a charge directly after summoning (always planguage a turn ahead at least) but it is an option that we have.

    I've been trying to figure this out because I am still stuck on 6th edition Saurus being so tough that I am having a hard time adjusting to lots of wounds and damage and bad save. Summoning is our thing so giving it a go.
     
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  4. MerciaBear
    Cold One

    MerciaBear Active Member

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    Chaps, im looking at adding either one of these units to my starter set, which im using in a campaign against other armies with just starter sets. We can add one unit after the first month, reading the comments above im guessing rippers would give some amazing early threat.
     
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  5. m0gstar
    Temple Guard

    m0gstar Well-Known Member

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    Rippers are really good and would be amazing. They will really shine when you can add in the other units for the shadowstrike starhost.
     
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  6. Seraphage
    Stegadon

    Seraphage Well-Known Member

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    It is a great unit indeed but at now many points do you intend to use them ? If you only have the starter as an army so far, I think they won't be able to be as useful as they can straight forward for ya
     
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  7. MerciaBear
    Cold One

    MerciaBear Active Member

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    Yeh we all only have the starter sets and can add a further unit. I cant help thinking the fear factor will help, and im quite worried about the flying nurgle fat things and the sigmar prosecutors, obviously the rippers will be even better against them.

    But yeh, I wont get the most out of them until I can add more units.
     
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  8. Nielspeterdejong
    Terradon

    Nielspeterdejong Well-Known Member

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    If you summon with a Engine fo the gods, the unit can still move afterwards right?
     
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  9. Bowser
    Slann

    Bowser Third Spawning

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    They're pretty squishy outside of the shadowstrike, it is a risk adding them, you would be bettter off with a shooting unit like chameleon skinks, Salamanders/razordons, or of course the bastiladon.
     
  10. Drcrabs
    Skink

    Drcrabs New Member

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    Lets say we have a list with 280 points left to spare and you can't fit in a full Shadowstrike battalion. Would you guys recommend having some combination of the Rippers or Terradon riders to supplement a slower and already shooty list or would it not be worth having these two units unless they're in the Shadowstrike?
     
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  11. Bowser
    Slann

    Bowser Third Spawning

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    It's dependant on a pot of things. Two units of rippers gives you two toads, you just need to keep one unit alive to maintain that board controlling threat. Terradon are alright, but would probably put them in a unit of 6, fly by and drop the rocks. I probably wouldn't mix and match unless one or both could be in a shadowstrike.
     
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  12. Drcrabs
    Skink

    Drcrabs New Member

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    That sounds like a good plan to me! I think I'll build some rippers up and give them a try then. I really like the look of these models so I can't wait to paint them up.
     
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  13. Ribbits
    Jungle Swarm

    Ribbits New Member

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    Sorry to resurrect this thread, but one of the units I really want to use is the Ripperdactyl/Terradon. What does a good list for them look like? I understand the Shadowstrike Starhost is an important component, but what does the rest of the army look like? What synergizes well with the Starhost?
     
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  14. Bowser
    Slann

    Bowser Third Spawning

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    How many points are you wanting to play?
     
  15. Ribbits
    Jungle Swarm

    Ribbits New Member

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    What is the "standard" point level? When I played 40k the most common game size was 1500, what point level would most tournaments be at?
     
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  16. Bowser
    Slann

    Bowser Third Spawning

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    1500 to 2000 I think is the most common points for tournaments.
    Here is a dual shadowstrike 1500 point list, the terradons and rippers compliment each other very well, they can both ho deep strike, but also attack differently, they can support each other, and with the help of your skinks shooting you should be able to have a bit of fun. But remember this is not a static list. You need to plan your movements.

    For 2k I simply added some bastiladons and 3 rippers while removing some skinks. Here the bastiladons should hold down enemy units while you shoot into the fray.
    Leaders
    Skink Starpriest (100)
    Skink Priest (100)
    - Priestly Trappings
    Skink Chief (60)
    - Golden Sickle

    Battleline
    10 x Skinks (80)
    - Boltspitters & Star Bucklers
    10 x Skinks (80)
    - Boltspitters & Star Bucklers
    10 x Skinks (80)
    - Boltspitters & Star Bucklers

    Units
    5 x Chameleon Skinks (120)
    5 x Chameleon Skinks (120)
    3 x Terradon Riders (140)
    - Starstrike Javelins
    6 x Ripperdactyl Riders (280)

    Behemoths
    Bastiladon (300)
    Bastiladon (300)

    Battalions
    Shadowstrike Starhost (120)
    Shadowstrike Starhost (120)

    Total: 2000/2000


    For more combat heavy mix the shadowstrike and bloodclaw

    Leaders
    Skink Starpriest (100)
    Saurus Oldblood (100)
    - Suntooth Maul
    Saurus Scar-Veteran on Carnosaur (260)
    - Warblade
    Saurus Scar-Veteran on Cold One (100)
    Saurus Scar-Veteran on Cold One (100)

    Battleline
    10 x Saurus Warriors (100)
    - Clubs
    10 x Saurus Warriors (100)
    - Clubs

    Units
    3 x Skink Handlers (40)
    5 x Chameleon Skinks (120)
    2 x Jungle Swarms (120)
    3 x Ripperdactyl Riders (140)

    Battalions
    Bloodclaw Starhost (100)
    Shadowstrike Starhost (120)

    Total: 1500/1500

    Leaders
    Skink Starpriest (100)
    Saurus Oldblood (100)
    - Suntooth Maul
    Saurus Scar-Veteran on Carnosaur (260)
    - Warblade
    Saurus Scar-Veteran on Cold One (100)
    Saurus Scar-Veteran on Cold One (100)
    Skink Chief (60)
    - General
    - Golden Sickle

    Battleline
    10 x Saurus Warriors (100)
    - Clubs
    10 x Saurus Warriors (100)
    - Clubs

    Units
    3 x Skink Handlers (40)
    5 x Chameleon Skinks (120)
    2 x Jungle Swarms (120)
    6 x Ripperdactyl Riders (280)

    Behemoths
    Bastiladon (300)

    Battalions
    Bloodclaw Starhost (100)
    Shadowstrike Starhost (120)

    Total: 2000/2000
     
  17. Ribbits
    Jungle Swarm

    Ribbits New Member

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    Wow, thanks for the in-depth response! Those both look like a ton of fun, especially the dual shadowstrike variants. I'm looking to play mobile and this seems like a fun way to do it.
     
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  18. dinoSTARZ
    Cold One

    dinoSTARZ Active Member

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    I have trouble figuring out a way to get to the stormcast archers in the back. I was given good advice: that I should use a shadowstrike to get them. They each have 2 wounds and he takes like 20 of them. Is a shadowstrike enough?? What should my shadowstrike "take out all archers" build be?

    And I do have to kill them all basically, because the shockwave shooters are what really decimate my infantry and he will obviously pick them to take wounds last.
     
  19. Crowsfoot
    Slann

    Crowsfoot Guardian of Paints Staff Member

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    Tie them up with cheap troops
     
  20. dinoSTARZ
    Cold One

    dinoSTARZ Active Member

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    I appreciate the response! I'm unsure of how shooting units get tied up, however. Am I wrong to say that the archers could still shoot whatever they want while in combat (my rulebook is still shipping- should be here today)? It is my understanding that in this game you can shoot into and out of combat. And 40 skinks do send in about 10 wounds every turn in shooting but in melee they dish out like 2. They do seem good to screen off non shooters however as they can keep wary fighter-ing back 8" a turn
     

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