Ripperdactyl
forlustria
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quick questions . killing blow doesn't work on war machine crew does it?
Darius the Insane said:if there was some crazy a$$ warmachine with crew who had multiple wounds
Andrinor said:I'm not so sure about Rippers for WM hunting. I'll try it but I'll also probably run some Chamelons as a backup. You can turn them to not face the opponent when necessary and there is always the possibility of the Generals Inspiring presence being in range for turn 1. Also, once the FAQ is out and the Chiefs can join the units as I hope is intended, Ld 6 will help out also. I'm geeked to get a chief with the Stegadon Helm in with some Rippers.
hdctambien said:Darius the Insane said:if there was some crazy a$$ warmachine with crew who had multiple wounds
Killing blow still doesn't work against it, but the Chaos Dwarf Earchquake Mortar can have a Slave Ogre crewman which has 3 wounds.
That's a rough machine to go up against. Expecially when the Chaos Dwarf player pretty much only rolls Hits on his scatter die...
Snellius said:Andrinor said:I'm not so sure about Rippers for WM hunting. I'll try it but I'll also probably run some Chamelons as a backup. You can turn them to not face the opponent when necessary and there is always the possibility of the Generals Inspiring presence being in range for turn 1. Also, once the FAQ is out and the Chiefs can join the units as I hope is intended, Ld 6 will help out also. I'm geeked to get a chief with the Stegadon Helm in with some Rippers.
Do you know where can I find the FAQ?
Caneghem said:One thing I'd like to add to this discussion, both units are now Ld5. Since you will be operating outside of the general's bubble, this will come into play. For me, the Ripperdactyls are the more reliable choice. On turn 1, they just need to vanguard up enough to be still in range of the general, then use their 20 inch flying move to get somewhere they can charge a warmachine. You can do the same thing for terradons with one key difference... terradons can panic. A smart player will shoot up the terradons and kill one of them off, now you have a Ld5 panic test which you will often fail. Ripperdactyls don't really need to fear this problem, as they are frenzied and won't panic.
I see a unit of 3 rippers making it into every army I build, because they're just so cool. They can muck around with warmachines in the backfield early game, all the while making the blot toad unit paranoid, and once the battle lines meet, they can charge back in and commit their noble sacrifice.