I'm looking to create a movement tray for a large group of razordons (6 in 3x2 formation). With a small unit of 3 I would simply place all the handlers behind the 3 razordons. But in the case of 6 razordons in 3X2 formation, I'm not sure where to place the handlers. Would the handlers for the front rank of razordons go behind them (between the first and second ranks of razordons)? Could I place all the handlers (up to 24 in this case), behind the two ranks of razordons? Or is there another formation that must be used? Thanks in advance. Pictures/diagrams are always welcome.
I would put all the razors at the front, with the handlers behind, Without a FAQ there is no "right" way to do it, But you won't be able to shoot unless the razors are at the front.
Handler placement is irrelevant. You can place them 12 inches to the right if you like. There is no correct place to put them. They are just wound and attack markers.
Well no, you can't, they are still part of the unit so they have to follow the rules about skirmishers.
Actually, they aren't part of the unit, and don't follow rules for skirmishers. They are Tokens, like wound markers. If they get in the way, move them out of the way, just like the rule tells you to. -Matt
So in combat how will you which handlers can attack? According to the BRB only handlers whose Razordon is in base to base with the enemy can attack. In the case of 3x2 formation only the handlers of the front 3 razordons should be able to strike the enemy. But how do you differentiate which handlers belong to witch Razordon and how to remove the handlers as casualties? I know that handler attacks don't mean much, but still a curious thing to know. I'd figure only half the handlers should be able to attack
Not really new. That is how it has worked since the new edition came out. It is unique and hard to grasp to start with. Heck, half the time I forget to even move my handlers with the salamanders, then look around for them when I need them. As for which handlers can attack, there isn't a hard and fast rule on that. What I do is split the handlers up evenly with the remaining beasts. Then whatever can attack that way does. For example, if I have 3 salamanders and 6 handlers, I would allocate 2 per and if attacked from the flank, I would attack with two handlers.
As an aside, how does everyone feel about buying extra handlers for a unit of 6 Razordons. Are they still worth it? Seeing as the handlers are shared within the unit, are 18 handlers enough? or is it worth the points to invest in 24?
Any unit of 3 or more, I don't bother with the extra handlers. Rarely do I eat that many. A unit of 2 I might buy one or two extra, depending on points. Solos, I always take extras.
Solo Razors or Sallies I always buy an extra handler. Bigger units, I buy an extra handler if a multiple of 4 will let me spend the EXACT amount of the points allocation
I curious if the extra handlers might be worth it in the form of the 5+ handler "ward" save. In combat, have you ever run out of handlers before the Razordons have died? Just thinking that our pseudo ward save is one of the key defensive tools this unit brings.
Not the right place for rules questions but, what happens if all the handlers die? Can sally still shoot?
Once the last handler is dead, the remaining beast unit must take a leadership test. If passes, continue as normal. If failed roll on the monster reaction chart. I have rarely run out of handlers. That was last edition running units of 3 with 9 handlers. With them being a better combat unit in this book though, if they are getting into combat more often, I may revise my opinion and add the extra handlers. Have to see how it plays out. Haven't had any issues yet.