Only slightly offtopic but the new scrolls of binding from GW (our local scene allows them) Lets you take Terradons and Rippers without riders for 7.5ss/12.5ss each. Min unit size 3. For the Terradons its like getting to bring a 6 wound eagle.
Rippers are a bit of a gamble and sometimes they'll not do anything. However I have had success with one unit of 3. Killing a Grey Seer from the top of his bell. Killing 2 Bray Shaman from their Ungor herd around a herdstone Flank charging a Silver Helm dart and breaking them over 2 rounds and that's just what they've killed in half a dozen games. It doesn't take into account the psychological impact they have. Lots of players seem really, really worried by them (possibly more than they should be) and invest an awful lot of effort in trying to kill them off. That's fine with me as it gives my army free reign elsewhere. They impact the movement phase of your opponent way more than the other flying option (terradons which simply offer no combat threat at all IMO). That's right, a lot of magic missiles will do that. But magic missiles are quite often few and far between to be honest and with a Slann doing the dispelling it's much less of an issue. And again, they'll need to position their mage to get the Rippers in their arc and that's helping to dictate their movement phase. It's pretty clear that you aren't sold on Rippers at all, and of course that's fine. But I have had success (not all the time granted) with one unit of 3 Rippers. In fact I liked what they do so much, I'm bulking them up (but stuck between 1 unit of 5 or 2 units of 3...)
bonus for this: a mage moving in to shoot a magic missile a a ripperdactyl unit in most cases also means "hey, you just moved into my rippers charge range". And since you were so clever to max out your rippers over 3 units instead of one, who cares if he finishes one of them of? The other two will still chop his head of next combat.
I really don't see the range being an issue. At 3 units of 3 you've spent almost 400 on just rippers. No thanks.
I can't really see the point in comparing terradons and rippers. It's like comparing skinks vs krox/saurus. Different units, different tasks. The rippers are basically our glasscanon, hitting hard but terrible durability. Just like krox. But I think they are great, and more dinos is always a good thing, right? I just hope GW writes a FAQ allowing chiefs to join and let the chiefs ripper also get the bonus from blot toad. Flank-charge, rear-charge, warmachines, fast-cav, chaff/small unit hunting. Then they do what they should. If the opponent has less then 5-8A, you're probably safe (and hopefully no dead ripper).
True But generally I view them as a harassment and warmachine hunting unit. They try to get along the flanks and if you are shooting magic missiles at them then I have failed in my deploying of them. Consequetly terradon have the same stats but with a save of 5+ to rippers 4+ and Itp. Immune to psych has helped me with them often.
Has anyone tried the rippers with champs and in a congo line? I was just wondering if that was a good way to field them? I have a friend who plays VC and his varghiests do this really stupidly good. Just wondering if that same tactic would work for the rippers?
If by champs you're talking about skink chiefs on mounts then no. Characters can't join flying units.
I think he means a unit champion for the Rippers in a conga line, therefore all the enemies attacks must be allocated against the champion, keeping the unit safe. To be honest, I don't see the point in this for Rippers. Unless you know you're about to get charged and can reform but can't move out of the way, all you're doing is reducing your own attacks. Remember as Monstrous Cav the 2nd rank Ripper won't be able to attack, only the 2nd rank skink.
Yes, unit champ. Would this tactic work for mage hunting though? What if you knew you wouldn't win combat if you didn't limit wounds to the rippers? Just wondering cause I am reaaalllly interested in these guys because of all the DE sorceress/orc shaman i see in my games.
I think three is fine. Remember that Monstrous mounts don't get to make supporting attacks, meaning you'll probably only get two models in base contact with a wizard anyway. Most bunkers of poor quality won't inflict 4 wounds before the Rippers strike (and even if they do, one Ripper should be enough to kill unarmoured mages).