Welcome to Librarium Online!
I'm a fan of using a swarm army in my tyranids. i use alot of gaunts and hormagaunts with 2 carnifex's holding a barbed strangler and venomcannon to try and make my enemy keep his head down. I also have a tyrant and 2 units of warriors to spread out my synapse. Im thinking though that i may want to trade out my warriors for 2 zanthrop with synapse and try to put in a unit or 2 of rippers. my question is what do you all think of rippers. I like the idea of upgrading there strength and running them up but i would like to know how they work for others befor i commit to using them.
First of all to you I would recommend if you can to run both the warrior squads and the zoanthropes, a high synapse control is always good and you might want to devote those warrior squads to one purpose while the thropes fill another.
As to your question are rippers worth it? That all depends on how you use them like any good tyranid model they need to stay in cover as much as possible. And if possible in front of your more important units to act as a body shield for say the warriors.
The only upgrade I really consider taking on my rippers other then spinefists and es, if I know that I'll be able to get them within shooting range Leaping, modifying there strength is good but if your rippers are killed before they make into action because they were 6" short of assaulting the previous turn then that would really suck. So my recommendation just give them leaping and rely on there pure number of attacks and pure number of wounds to win through or hold a unit down.
They work well for me as I use them as leaping body shields for my Warriors.
Legion Of Everblight: Abyslonia
Protectorate of Menoth: Grand Exemplar Kreoss
i find that if i use 5 rippers with leaping and i leave them in the open, they usally try to shoot EVERY thing at them leaving you for a free turn to run up and charge.(usally 1500 pts)
the bad part with that is the fact that your losing 15 wounds in shooting. so take leaping and go in cover then they usally decide what to shoot, basically i use them as sheilds most games.
No sig required.
Basicly the best upgrades are spine fists, enhanced senses and leaping. The shooting is actually quite phenominal for what looks like a lousey shooter. Because of the high number of shots for low point cost, they are about as good at shooting as spinegaunts and they never fleet, so you can always shoot. Th elaping helps them a lot too. It turns the slow unit into a realatively fast attacking one.
The thing to watch out for is the higher strength weapons, any thing like a multi laser will shred them because of instant kills. I like rippers and really wish I had more to play.
Originally Posted by The Paint Monkey
Leaping Rippers are great. The only thing is to stay away from template weapons and s6+ weapons, as already noted... If you can't get enough with your other unit box sets, see if anyone who doesn't want theirs will give/sell you them as "bitz" off of their sprues. Or get them second hand. I got 5 for £5 at a local independent shop.
Edit: That's 5 bases (each with 4 rippers modelled on), not 5 rippers, in case that was unclear.
Last edited by Hammerite; January 7th, 2007 at 19:49. Reason: noted above
I think with Rippers there are two ways to use them. Give them purpose, as others have said Rippers can be made into an effective assault unit. The other way to use them is as cannon fodder.
This involves getting them as cheap as possible and throwing them at the enemy. They may be vaporised by a load of strength six weapons but that isn't too bad. If you consider those strength six weapons which often have a very high AP would be pointed at your Warriors.
I like leaping rippers.
Avoid anything with S6 attacks of above - ESPECIALLY, plasma cannons, blast masters, barbed stranglers, death spitters.
Against basic troops they're great.
As for modelling. I use 4 to a base, but always include an 'object of interest'. A human arm, an imperial guard helmet etc etc.
LO RulesOriginally Posted by AnonymousOriginally Posted by Cyric
I don't like rippers as I almost always find that spine gaunts can do the same job and arn't subject to insta-kill. Without leaping rippers have more wounds per point, but lack the speed and shooting of the spine gaunts. With leaping then they are on par speed and wound wise but still die to overkill, and with leaping and a gun then they cost more.
The up side is they don't need synapse, but the downside is they arn't scoreing. I find the fact they arn't scoring and the fact they are easily over killed by weapons I see on the board all the time (multi lasers, greyknights, scatter lasers, autocannons, assault cannons, etc etc etc) just makes them a poor choice to spine gaunts. Really if an assualt cannon opens up on leaping rippers, think about how many points you are giving him compaired to spinegaunts.
You are over looking some things though. Rippers will keep more of their shots and attacks even after taking a few wounds because they are multiwound where as with spine gaunts, you lose the attacks and shots for every wound taken. Both have their ups and downs. What I tend to do is run all my rippers in one squad and use them like their own little assault force where as my spine gaunts screen other units and such, my rippers go off and do their own thing, diverting fire or just making a nuesance of themselves. You have to keep them away from high strength templates though. Instant double kills are bad.
Last edited by Warrior47; January 9th, 2007 at 00:30.
Originally Posted by The Paint Monkey
Is it me or does any other necron player get annoyed when they see people saying "Necrons eat souls". How is that even possible as souls are part of the warp and necrons want nothing to do with it? Eh probaly me just me being picky.
Tyranid Hivemind Member