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I am just coming back after a bit of a hiatus from the game and this site. I was wondering what peoples opinions were regarding RBT's in 8th edition.
100pts is a huge amount and Warmachines are not as effective as once they were, (BSB's everywhere and have to wipe units out not just make them flee in turn 6).
Do we still use them?
How many in 1k, 2k, 3k+?
So far, I've mainly played 2500pt games. I consistently bring 3 RBT's and make good use of them. As they ignore armor, I like to use them against Bret knights (if they miss their ward save) and I usually end up taking out at LEAST the points cost of the RBT's. I recall one game against Dark Elves where I took out 3 cold one riders in one shot.
It also works wonders when used in conjunction with curse of arrow attraction. I also like to curse an infantry unit and lob volley fire from all three RBT's and often get a good number of wounds in a turn. Let us not forget the usefulness of a set of archer hitting say... a hydra with banner of eternal flame and killing regen so your bolt throwers can knock it out of commission.
I find that it depends who you are against.
If you are against armies that cost more for units then these are pretty useful and will probably get their points worth. But for example, I only really play against Orcs and Goblins and Skaven (Although my friend has just started Dawrfs too now... Yay for me not always having the smallest army for now on! ). When I'm taking a RBT against units of 50 night goblins+, I will probably get half the RBT points worth (Even if I kill about 20 of them). Then again it's all down to the luck of the rolls I guess?
High Elves \ Ogre Kingdoms \ Lizardmen \ Blood Angels \ Dark Angels \ Dark Elves
W100+/D20+/L100+ \ W17/D0/L2 \ W1/D2/L2 \ W3/D0/L3 \ W7/D2/L9 \ W1/D0/L1
I think the ability to knock d3 wounds off a monster should not be underestimated.
"It takes a vast amount of self control to be this dangerous."
---Ogvai Ogvai Helmshrot, Jarl of Tra, VI Legion Astartes
IMO they aren't good at all any more. They die to easy for the cost (only 2 wounds and every human with a bow wounds on 6s) and people are taking bigger infantry units that can absorb shooting and fewer Dragons/knights.
That is my feeling as well Kroxigor, however they still do perform a role.
The D3 wounds on mosters like dragons is useful and our Bowfire is still reasonably weak, and they add some punch to that phase of the game. It seems to me that its a trade off, RBT's or magic or combat, you can't really fit all 3 into an army and be really dominant in all 3 phases.
Personally I have found the Magic phase way too unpredictable so been minimising that in favour of combat and shooting which can't leave me stranded with stuff all dice on a crucial turn.
I just wanted peoples opinions.
Each to his own. IMO there is too little gained from HE shooting in this edition. HE can't take out Hellpits/Hydras or put templates on big blocks which are the big jobs for shooting. If HE had a cannon or stone thrower option (or a much cheaper bolt thrower) then there might be more to gain. Neither do HE have something like Dark Elf RXBs or poisoned Gutter Runners as complimentary small arms fire.
1-2 core archers (helping to fill 25%) and a Shadow Archmage is basically what I would advise as standard HE ranged firepower. Then pick up some blocks, blocks and more blocks. Eagles are also handy.
Last edited by kroxigor01; February 23rd, 2011 at 03:51.
I still use them. I have found them to be hit or miss, but when they hit their solid gold.
Not to mention they're good fire magnets. Sure, 100 points might seem expensive for that, but I'd rather my bolt throwers absorb all that fire power instead of my Sword Masters or something like that.
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Spear of Kurnous - High Elf Expeditionary Army