They are different roles, but still I would say Terradons by a mile. Drop rocks is a ridiculous rule when combined with Flying and Vanguard and after they drop they are nearly the best redirector in the game.
As above they have different roles, I find that rippers play a more vital role whereas terradons just do more or less the same job as my core skink Skirmishers (chaff clearing & redirecting). Terradons are laughably bad in combat and most often can't even out down a warmachine crew, but ripperdactyls can usually put down a 3 man crew in a single round, which is what I generally use them for.
To add another dimension to this. Before the new book I tried Skink Chiefs on Terradons and wasn't too happy. New book comes along, and I find myself growing fond of Skink chiefs on Rippers. Seems to be a good deal with the right build (anything with a Charmed Shield really). When it comes to units I don't find myself taking either much, but I slightly prefer Terradons since they are cheaper and I have an easier time getting a redirector/war machine hunter where I want it to go than a frenzied flanker.
I want to love rippers, but low toughness low leadership low int and frenzy means they are risky and expensive.
And then you realize you made the wrong decision and run them as rippers. Because rippers bring the pain.
against what? with low initiative, toughness 3 and frenzy you'll be happy if they hit the right target, let alone live through combat. you'll need to bring at least 5 to make them worthwhile. 200 points for a fragile glasscannon unit isn't worth it to me. but i dont really want to get into this argument again. if you like them, bring them. i certainly wont be.
To avoid the above you do what?! *Audience goes: "PUT! THEM IN! THE FLANK!!* *wild cheers and applause*
how does that mitigate low initiative low toughness and frenzy with leadership 5? edit: maybe i should elaborate a bit. any one of those things wouldn't be a huge deal. its the combination of all 3. at initiative and toughness 3 most things you want to utilize the kb/arp against will strike you first and kill at least one model before you do squat. they are an extremely risky unit that simply doesnt function in a manner in which i'm comfortable with using.
Somewhere on this forum there is a masterly calculation That explains how big a ripper unit wins against most things If put in a flank. Yes other units in our book can do this too, but they arent flying, armourpiercing or with KB's. We agree that the LD is a prob, but rippers are a psychological unit unmatched in our (and pther) books. Terradons are nice too, for something else. People need to stop compairing to the degree they do. Its like razordons and salamander.
I agree entirely. How many razordons do you really see? How many do you see in tournament lists? If you want to bring them, then sure, they are certainly usable and moderately effective. If you're looking at only the most optimal choices then no, the rippers will not be seen. Much as razordons are not seen in lists geared for only optimal choices. I dunno obviously I dont see it. It's fine if you do. To each their own.
Exactly. Yes Rippers have limitations and must be handled properly but really what in our book doesn't. And yes terradon are much more controllable and far more reliable however their potential damage is much lower. As you said putzfrau, everyone has choices in our book.
I think you misunderstood: you cant say something is "optimal" without setting an environment and a goal first. if: Goal: damage output, flank pressure environment: typical battle. Rippers win. if: Goal: redirection, strategic placement environment: typical battle Terradons win. just as if Goal: damage blocks, pressure point. Salliess win Goal: damage units with few models, redirection Razordons win. change the environment to "magic buff oriented army" and see the difference grow further. you cant say "that one is always better" or "that one is always more optimal" to either of these cases, as they are way too different to share category. While rippers and terras are in the same box, and sallies and razors both are called "hunting pack" their function has absolutely nothing important in common. thats how I see it.
I don't think they are worth the 240 point investment 6 would cost. Especially when I always seem to be tight on points as is. You disagree. That's fine. We don't have to agree on this, that's the great thing
You keep assuming I live in the world where i need to take 6. I just don't I take two units of 3 and terrorize people
2 units of 3 is still a 240 point investment is it not? i haven't heard a single person say they've had a positive experience using one unit of 3 rippers. i dont want to spend the points on 2 units of 3, 1 unit of 6, 1 unit of 5, 2 units of 5, 1 unit of 20. I jjust dont think its worth the investment. if i could get away with taking a unit of 3 at a cool 120 points, that would be awesome. but they aren't effective at that unit size. with only 3 models they are removed way to quickly and quickly become wasted points.
Okay. As I mentioned I have only heard and read poor accounts about using 1 unit of 3. Mostly the comments say the same thing: you need more. So do you think that unit is cost effective most of the time? Seems like most magic missiles will obliterate that unit. Toughness 3 with 6 wounds and pretty measly save isn't going to protect you from anything.