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D-Company Forum > Index Xenos > Tyranids > Rippers, Lictor or Toxin Sacs?


Rippers, Lictor or Toxin Sacs?
 Moderated by: HDEagle71  

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Ripper Bases, A Lictor or Toxin Sacs?
1 1 (25.00%)
2 0 (0.00%)
3 3 (75.00%)
4 votes
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Stormcaller56
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 Posted: Sat Oct 25th, 2008 01:42 pm

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Need your help, folks...

Have about 80 points left to spend on my bug tourney army.  Have decided on either rippers, a lictor or giving my 2 stealer broods toxin sacs (+1S).  May seem a simple choice, but I already have 9 warriors, and 40 gaunts, so i don't want to add anything there.  Thoughts, please...



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 Posted: Sat Oct 25th, 2008 06:46 pm

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always ,always uprade the stealers man:cool:



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 Posted: Sun Oct 26th, 2008 06:45 pm

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Rippers.

They can bog down something you need bogged down, and deal well with other swarms.

U already got stealers...

And Lictors underperform in most situations.



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 Posted: Sun Oct 26th, 2008 10:15 pm

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Since the rules for the tourney are unknown, this may be crappy advice. I think that either of the those choices besides the upgrade just gives your opponent easy kill points. Just my two cents



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 Posted: Mon Oct 27th, 2008 06:02 pm

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Lord Bran Redmaw wrote: Since the rules for the tourney are unknown, this may be crappy advice. I think that either of the those choices besides the upgrade just gives your opponent easy kill points. Just my two cents

You don't think I'd ever give Stormcaller advice on how to win more, do you?:P



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 Posted: Tue Oct 28th, 2008 02:39 pm

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in anything but a kill point game I'd take one of the other 2, but since the kill point game is looming out there, I'd just take the precaution.



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 Posted: Tue Oct 28th, 2008 06:25 pm

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I have always kicked the crap out of lictors for some reason.

Assaulted basic troop Dark Eldar Lictor Dead

Assaulted Tau Lictor Dead

Assauted Chaos Lictor Dead

You get the picture waht they are good at is taking fire off os something else with the bonus to their cover save but if you are playing nidzilla then you really don't need it.

 



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 Posted: Wed Oct 29th, 2008 03:59 am

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Right. You don't need a Lictor. You don't really need to upg the stealers either.

Or do you???



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 Posted: Wed Oct 29th, 2008 10:34 am

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based on my experience with the lictor, i have to agree that it is a point sink.  that leaves the rippers or stealers.

i could buy 8 ripper bases; gives me 24 wounds for about 3.5pts/wound.  about the same as buying 24 grots.  upgrading the stealers would give me a 3+ to wound marines and non-1s for T3 models.  not bad.  also, the rippers don't count as scoring; the stealers do.  still, the rippers offer a great fire sponge for a turn or two.



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 Posted: Wed Oct 29th, 2008 04:28 pm

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The question is do you think you will loose when being assaulted or assaulting with Genestealers?

If the answer is no then do not upgrade them they are bad ass enough and you would really like to draw combat in your turn and then finish them off in the enemies turn so that you don;t get rapid fired to death.

Rippers send them straight at the Dev/Havoc squad or something stupid to hold them up until the genestealers get there.

My 2 Cents.

 

Last edited on Thu Oct 30th, 2008 12:33 pm by HDEagle71



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 Posted: Wed Oct 29th, 2008 09:48 pm

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^^^ that's what I'm thinking.  Use leaping rippers to go after something your stealers can't mop up immediately.

Sometimes stealers need their food tenderized before they eat it...



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 Posted: Thu Oct 30th, 2008 02:53 pm

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Lord Bran Redmaw wrote: in anything but a kill point game I'd take one of the other 2, but since the kill point game is looming out there, I'd just take the precaution.


While I think additional kill points is always a consideration (one which I haven't fully adapted to either as apperant in Tuesday night's gaming), I think basing your all changes in army design on an aspect which only affects you in 1/3 of Standard games is a bit folly also.

I like the swarm base idea personally to ties up key units and maybe you'll get lucky and they'll draw some fire or eat up some likght troops like guardsmen. 

the only idea I'm not a REAL fan of is the lictor, which is very cool, but generally underperforms.

Could you potentially just TAKE more genestealers?  what about Gaunts?



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 Posted: Thu Oct 30th, 2008 05:32 pm

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i could take more stealers, but only 4 more for the points.  they come in at 20pt/W.  the spinegaunts are a possibility at 5pt/W; could bring in another 16 as a scoring unit.  the only issue with them is synapse, and i already have warriors babysitting the other 2 units of gaunts.

i am thinking from the above comments that the ripper option, at least for tournament play, is probably the best.  at about 3pt/W and fearless, the little fucks are still only a single kill point for a unit of 8 bases.  and as mark suggests, if i can find the points to make them leaping, they would certainly keep people guessing, and probably force some shooting as well.



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 Posted: Thu Oct 30th, 2008 08:20 pm

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Stormcaller56 wrote: ...fearless, the little fucks are still only a single kill point for a unit of 8 bases. 
EXACTLY. :D  Throw them in some cover and let your opponent deal with them.  It will be two or three units that react differently than just "kill genestealer" duty.



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 Posted: Fri Oct 31st, 2008 06:39 pm

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Stormcaller56 wrote: or giving my 2 stealer broods toxin sacs


"sacs".

hee hee hee hee.

 



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 Posted: Fri Oct 31st, 2008 11:51 pm

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Believe it or not, that got a LOL.



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