Recently back into the hobby and just finished my 4th game of AoS. Used a unit of 6 Ripper-dactyls as part of a shadowstrike star-host, just wanted some clarification on them as they seem absolutely busted. So for a unit of 6 I get: 6 skink attacks @ 4+/4+ 18 slashing claws @ 3+/3+ 6 (18) voracious beak @ 4+ =D3/3+ (Toad Rage) +1 to wound if I strike from the skies? Rerolling both to hit/wound with swooping dive? I’m reading the warscrolls and I think this is correct could someone confirm? As this just seems absolutely bonkers!
Damn thanks for the swift reply! Well that is positively absurd! Do you think they will get nerfed with the new GHB coming out next week? Seems like they must be one of the best combat units in the game no? Quick clarification on Swooping dive, as I read it it’s only your turn you get the rerolls? Also can I declare a swooping dive on each of my movement phases? Or once they’re grounded is that it until they’re out of combat?
Yep, only rerolls on your turn. And you may declare swoop in each of your movement phases. They won't be nerfed in the GHB, they could get nerfted in the July FAQ. I doubt it though. They are our army's only strong unit, and they are way below the power of Bloodcrusher, Eels, Witch Aevles, ect.
Is there a reason not to declare the swoop? Seems odd the way it’s worded, I mean why wouldn’t you?! Guessing that’s Khorne, Dark elves and the Aquaman inspired “fish elves”? Not played any of those yet and don’t want to if they have units that are more deadly that rippers!
Not any longer. All attack use to be measure from model. So if you weren't swooping they couldn't be attacked in melee.
Trust me, there are plenty of units and armies out there that are far more stronger than our rippers, not only the ones listed by @LizardWizard. Skaven. Flesh Eater Courts. the list is long. The fact that rippers seem broken, is because they are more powerful than many of our units. We are an army with average-strong units, supported by strong mechanics (teleport, summons)
Got to bare in mind though that the rippers are really only that powerful on the turn they arrive (in generally with their host ability) because they are squishy as hell and the toad will pretty much remain where he’s first plonked. Pretty much any opponent that has played seraphon will expect the rippers to alpha strike so will bunker up to counter it ;D
Yeah, rippers are dangerous when they arrive... after that, they are a laughable threat. The quintessential glass cannon. Other units are more like: "nasty one, i need to avoid it in the first turn. and in the second one. and in the third..."
Lol indeed, pretty much the same as my fanatics; scary as hell for one ‘fingers crossed’ round of combat then ‘phew they’ve gone’
7 skinks attack* (+1 for alpha) In my opinion they are strong, they have many attacks but their strength consists on the battalion that exerts a tremendous pressure on the enemy- to be able to reach 3 "is simply beautiful haha I really hope they are not nerfted!
It is in the warscroll/book. Because of the amount of text I also overlooked that part of the battalion for quite some time.
Yup, that's one of the reasons it hits that hard. A load of attacks, hitting on 3+or4+ rerollable, wounding on 2+ rerollable, produces soo many wounds.
In the BT they said they get +1 to wounds when they come from the skys - (Not Faqued yet so enjoy) Its so funy see the face of the opponent when you told him that your attack is on 3/2 all reroll xD ...sometimes i fell bad for that, then Nagash overkill me and I go back to reality :v