Welcome to Librarium Online!
This is the start of a new series, that will hopefully bring new ideas and tactics to the forums. Each week, a new topic will be posted up about a different unit in the army book. This gives you your chance to discuss the unit to its fullest. So, please leave your comment!
This week's topic is - Gutter Runners
What weapon options do you take? Is the poison upgrade worth the points? How many per unit do you think is best? Is the Deathrunner's options worth taking? What about the weapon team? How do you use your units?
I'm still thinking about the poison because i think it's quite expensive. And if i'm going to use my warlord-fellblade with the gutter runners i would take the warp-grinder.
All I can say is that against Dwarf artillery batteries, they do what they were made to do.
Well im also a dwarf player and i just love my organ gun
I used to run six naked to keep them cheap, and minimize the losses if they get scrambled, however I have switched over to running six strong with poison and slings, and won't be turning back.
They still remain fairly cheap, and now can do something most of the time when they come in from sneakily infiltrating.
They are solid war machine hunters, harasses, and great march blockers.
Don't leave home without these guys, but leave the weapons attachment and champions at home.
It's Adventure Time!
2010 'Ardboyz Champion
What weapon options do you take?
I like adding slings, so you can be sure to shoot in the turn you show up (throwing weapons have shorter range, but don't forget them if a enemy mage charges at a inconvenient range)
Snare-net's are ok on a champion, but i wouldn't want to put it on a whole unit - those extra attacks are good on a small unit
Your high BS and multiple shots are useful in shooting, killing a L1 "backup" mage or low Wound / Toughness artillery is not out of the question.
Is the poison upgrade worth the points?
No, it costs too much, get extra models for extra shots (or combat/rank)
How many per unit do you think is best?
5 or 12-14 (although that's not cheap)
Is the Deathrunner's options worth taking?
No, it's way too much for just one extra attack, add another run, even second rank for that attack cheaper. The only option is if you'll be running a assassin with them (to cherry pick "artillery" mages) but if you're doing that you should be picking targets where he won't be needed anyway - a 2x rank + unit that will then stop ranks could work, but i'd avoid hard targets with these guys, they're fragile although high init and many attacks can cause real harm
If you're going to start messing about with equipment, get a assassin and butcher those hidden mages
What about the weapon team?
Nope, come in from the back if anywhere, killing cannons etc is where these guys exel.
How do you use your units?
Smacking up cannons etc / mages / smaller ranged units
Adeptus Mechanicus Marines: http://www.librarium-online.com/foru...ml#post1655065
I tend to keep them below 100pts, as 5 models with slings and poisoned attacks.
If I find myself with some points left over, I'll add another member.
Never went over 6 models a pack, and they've have been quite useful for me.
Last edited by SheBeast76; March 11th, 2011 at 14:01. Reason: Re~written