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AoS Rippers or terras?

Discussion in 'Seraphon Discussion' started by Ross Winfield, Apr 6, 2020.

?

Rippas or terras

  1. Ripperdactyles

    3 vote(s)
    7.9%
  2. Terradons

    35 vote(s)
    92.1%
  1. Ross Winfield
    Skink

    Ross Winfield Member

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    I finally committed to buying the skink start collecting box and got my self a Battletome too. I’ve been trying to decide wether to build ripperdactyles or terradons!

    I’m still trying to get to grips with the all warscroll battalions, allegiance abilities etc. Are either adapted to play a certain way? Is one better than the other? What options and advice have you got for me?
     
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  2. LizardWizard
    OldBlood

    LizardWizard Grand Skink Handler Staff Member

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    Terradons are more reliably useful at the moment. The MWs are more likely to deal damage to the targets you want to remove than the mass attacks of the Ripperdactyls.
     
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  3. LordBaconBane
    Ripperdactil

    LordBaconBane Well-Known Member

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    Rippers sound nice and may have uses, but right now Terradons backed by a Terradon chief are able to deal reliable MW's to key targets (normally 4+ d3 mw, but a chief makes that 4+ a 2+). They also have a crazy 16" movement range.
     
  4. Ross Winfield
    Skink

    Ross Winfield Member

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    Thanks for the replies, I did read the post about terradon chief and his buffs. I might stick with the terradons although I did think at first glance rippers looked more durable with a better save

    I’m still not sure what I’m going to be running yet although I do want some kroxigors to go with a unit of skinks
     
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  5. Canas
    Slann

    Canas Ninth Spawning

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    Rippers could be interesting in a (fluffy) skink list. Something like this as a core of your strategy:

    Skink heroes for buffing:
    Skink priest
    Skink starpriest
    Stegadon with chief
    Skink chief on ripper

    A couple dig blocks of skink as your "main" threat
    2 big units of skinks

    Several units of rippers to run amock around the battlefield with their high speed.
    2-3 units of 6-9 rippers.

    Puts you at something around 1500 points

    Basic strategy:
    Your big blocks of skinks are your big threats, buff them up and start shooting stuff.
    Your stegadon does some of the heavy lifting in melee.
    And your rippers go around grabbing objectives, hunting support heroes, and other targets of oppertunity. Occasionally you can use the rippers as roadblocks to protect more important stuff. They're cheap enough to function as fodder.

    They're not worth really killing, but they are a big enough threat to be a nuisance and can't really be ignored.

    Terradons on the other hand have a much bigger target painted on them, so the same approach wouldn't really work with them.
     
  6. Acehilator
    Ripperdactil

    Acehilator Well-Known Member

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    The only thing I am wary of is the Terradons requirement to fly over the unit they want to kill, and the placement of the Terradon Chieftain to use his command ability. I have the feeling that this can get you into trouble real fast, especially against good opponents.

    After doing the math some time back, I am more leaning towards Rippers at the moment. But with how the pandemic is going, it's probably going to be a year until this becomes relevant, lol.
     
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  7. Killer Angel
    Slann

    Killer Angel Prophet of the Stars Staff Member

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    Poor rippers, the mighty has fallen.
     
  8. Erta Wanderer
    OldBlood

    Erta Wanderer Well-Known Member

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    they weren't even all that mighty
     
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  9. Killer Angel
    Slann

    Killer Angel Prophet of the Stars Staff Member

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    Nothing with the seraphon keyword was all that mighty anyway. :p
     
  10. Grotpunter
    Troglodon

    Grotpunter Well-Known Member

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    You dont actually have to fly over onto the opposite side of the enemy unit to use "Deadly Cargo", and any "move" will trigger the ability - Charge, pile-in etc. You just move the Terradons half an inch (or less, just clip the enemy base) over the enemy base, then back down into base contact = Now the Terradon has "passed across" the model. It is in fact surprisingly easy to use on the table.

    The Chief has a 16" move just like the other Terradons. Depending on the target you probably dont want him to charge (unless you play Fangs of Sotek, gave him the god dagger and are gonna fight some really tanky hero), and he is a hero so you can spend a CP to make him run and go 16+6 = 22". Should be enough to be wholly within 12" of your Terradon squad.
     
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  11. Acehilator
    Ripperdactil

    Acehilator Well-Known Member

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    Yeah sure. But it's not going to work every time, with bad rolls and/or longer charges.

    Just something to keep in mind.
     
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  12. LizardWizard
    OldBlood

    LizardWizard Grand Skink Handler Staff Member

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    Starseer's 3d6 charge does a lot to help Terradons Deadly cargo on the charge.
     
  13. Alladin the Paladin
    Chameleon Skink

    Alladin the Paladin Well-Known Member

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    60% of the time, it works every time... :D
     
  14. LordBaconBane
    Ripperdactil

    LordBaconBane Well-Known Member

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    And if your terradons get charged but somehow don't die, then you can do a retreat and drop bombs.
     
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  15. Killer Angel
    Slann

    Killer Angel Prophet of the Stars Staff Member

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    They really should be charged by stormtroopers. Or some gnoblars.
     
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  16. Canas
    Slann

    Canas Ninth Spawning

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    In fairness, virtually everything that'l faill to kill your terradons is not worth the effort of dropping the bombs on.
     
  17. Killer Angel
    Slann

    Killer Angel Prophet of the Stars Staff Member

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    Barring exceptional circumstances. I recall a charge with my oldblood on carnosaur, with triple buff by CA, 11 jaws attacks hitting on 4, rerolling 1s, and i landed 2 of them. :blackeye:
     
  18. Pallys
    Skink

    Pallys New Member

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    What weapon load out is best for terradons?
     
  19. Erta Wanderer
    OldBlood

    Erta Wanderer Well-Known Member

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    depends bolas do more damage but javalins have much farther range if your goal is to get them in close to drop the rocks then bolas. i would go bolas over all a 12" range is still way to close for a range option you will get counter charged right away so use the one that does the most damage and make tat 1 round of shooting count
     
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  20. Pallys
    Skink

    Pallys New Member

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    That's what I was thinking as well, thank you!
     
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