Saurus
Drmooreflava
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Rippers will be exceptional at dealing with small units of knights. Specifically empire and bretonian knights, because they can attack first. As for the dreamworld where rippers beat chaos knights in CC... Roll that combat out in your head.. Yea chaos knights have higher initiative, they wipe their butts with units of ripperdactyls.
I don't think rippers are very good for warmachine hunting because of two things.
One, the frenzy. Yes you can turn sideways and avoid it, but then your opponent can account for that and move a unit, say, an eagle, into a position that forces you to take that test every turn regardless of how you position the unit.
Second thing is, frenzy again... You have to overrun. They are easily baited out of the battle. Even IF you get to kill a warmachine, you HAVE TO overrun, most likely taking you off the battlefield or out of line of sight of the next warmachine. Only in a perfect world will you charge on warmachine and overrun into the next, you can't count on it.
Are you really willing to take turn 1 to avoid frenzy, turn 2 to set up the charge, turn 3 to actually kill the damn warmachine, then turn 4 to turn them around while also avoiding unwanted frenzy checks, then turn 5 they finally have a chance to get into combat again? Shizz, by turn 3 their warmachine will probly have misfired already..
Terradons win warmachine hunting all day, they can fly over a chaff unit, drop rocks and keep themselves in position for a turn 2 charge on a warmachine and once they win that combat, they have a chance to reform and be ready to charge the very next turn.
I don't think rippers are very good for warmachine hunting because of two things.
One, the frenzy. Yes you can turn sideways and avoid it, but then your opponent can account for that and move a unit, say, an eagle, into a position that forces you to take that test every turn regardless of how you position the unit.
Second thing is, frenzy again... You have to overrun. They are easily baited out of the battle. Even IF you get to kill a warmachine, you HAVE TO overrun, most likely taking you off the battlefield or out of line of sight of the next warmachine. Only in a perfect world will you charge on warmachine and overrun into the next, you can't count on it.
Are you really willing to take turn 1 to avoid frenzy, turn 2 to set up the charge, turn 3 to actually kill the damn warmachine, then turn 4 to turn them around while also avoiding unwanted frenzy checks, then turn 5 they finally have a chance to get into combat again? Shizz, by turn 3 their warmachine will probly have misfired already..
Terradons win warmachine hunting all day, they can fly over a chaff unit, drop rocks and keep themselves in position for a turn 2 charge on a warmachine and once they win that combat, they have a chance to reform and be ready to charge the very next turn.