Thoughts on ripper swarms? - Warhammer 40K Fantasy
 

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  1. #1
    Member eve-bishop's Avatar
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    Thoughts on ripper swarms?

    I was just looking through my codex and was thinking about the ripper swarms. I've never used one in a game but I was thinking, they cost the same as a hormagaunt, three wounds, three attacks, and they get a +1 to cover saves....thats not bad. The only problem is they don't offer cover to anything behind them (I think), they are vulnerable to blast templates and they don't have fleet, now you can give them leaping for 1 point (leaping doesn't let you run and assault does it?).

    Right now my troop choices are:
    Four broods of ten spinegaunts (I gaunt wrap them into two large groups)
    and two broods of 18 hormagaunts I"m thinking of making one brood of hormagaunts and try for ten ripper swarms.

    What are your thoughts on this? What are your thoughts on ripper swarms?

    (Oh and I have a broodlord with stealers, not doing a battle without stealers)

    "Ohm nom nom nom"

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    Member russyhead's Avatar
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    ripper swarms are cool. especially if you need to make up some points. but when i need to cut down on points they are the first to go usually. they take up a troops choice though so i only use them in multiple detatchment games - that way there are plenty of troop choices for them to fit in aswell as all my other broods.
    if you have the models, and you have the points spare, and can consolidate smaller broods into larger ones to free open a force troop choice for the rippers then i say sure why not. go for it, the little guys are fun.

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    Member kalender's Avatar
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    Well, personally I use them mostly for filler, but also to cut advance paths to my opponent. It depends a lot on the army list I'm using, but unless they are jump infantry or jetbikes, enemy units can't walk through your cheap swarms and get to the shooty carnifices behind, which can give you an extra shooting turn (and more than pays the ripper's cost.)

    They also work very very well against certain melee specialists (Particularly Wyches, daemonettes or genestealers, and semi decently vs eldar banshees too) and against crappy melee units, like TAU/IG infantry, since they have a good wounds/point and attacks/point ratio.

    The previously mentioned melee specialists are good on inflicting a decent number of fast, rending wounds vs a large, armoured target, but they are weak on defense and can't take many return attacks. A large number of rippers can soak those wounds (at a low cost) and put enough attacks back to finish that unit.

    They are also good as a tar pit unit to keep someone busy once you get to assault, as long as said target doesn't have a str >5 weapon to cause instant death.

    I don't play those opponents that often, however, so I tend not to use rippers too much, only as filler, as I said, and as mobile obstacles to block my enemy advance.

    I don't take many hormagaunts either. More and more spinegaunts is my way, and they perform quite well!

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    Senior Member grantneodude's Avatar
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    I've always used rippers as filler. To me they just don't seem worth it most of the time. But they can offer a cover save to gaunts, who in turn offer a cover save to Warriors who in turn offer a save to our MC's if you set it up right, and they make for a great little hurdle to get to my shooties. When I go into larger games I'll usually drop them in favor of more Gaunts and Genestealers but they can be very flexible and useful in low point games.
    Tyranids & Daemons: Soul & Biomatter please.

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    Junior Member bedcrum's Avatar
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    I gotta say I find them very handy at times. I play against my friend a lot and he runs dark angels which means 1st turn DS. I run my rippers in front of gaunts, in front of wars, in front of monstrouns etc. This gives everything except the rippers a 4+ cover save. I also run them with spinefists, which I haven't seen many people doing. But the sheer number of shots + TL more than makes up for their crappy BS1. Anytime he Deepstrikes termies in front of me, I take out at least one with ripper shooting, and then more with their assault attacks (again, due to sheer number). By the time he's attacking back, he doesn't usually get enough woulds through to kill my rippers. YAY 3 wounds!! I also discovered, when running 200 points of them due to boredom and interest, they also provide a psychological effect on your opponent. I probably wouldn't run them against many armies, but there are a special few that they work like a dream on.

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  1. September 11th, 2008, 03:51

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