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 Razorwings with WWP units

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Hellstrom
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PostSubject: Razorwings with WWP units   Razorwings with WWP units I_icon_minitimeMon Mar 30 2015, 09:24

People seem to take Razorwing Jetfighters and also WWP units in the same lists (WWP Trueborn, WWP Dark Artisan, WWP Meduase, etc). Do you not find they cause each other problems? I'm finding that I can't shoot the large blast missiles, for risk of killing my own units. I'm struggling with using Jetfighters at all basically. Help Smile
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Sigmaril
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PostSubject: Re: Razorwings with WWP units   Razorwings with WWP units I_icon_minitimeMon Mar 30 2015, 11:41

I have never had the problem. My WWP trueborn tend to have different targets in mind than my large blasts.
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Nariaklizhar
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PostSubject: Re: Razorwings with WWP units   Razorwings with WWP units I_icon_minitimeMon Mar 30 2015, 12:26

Yeah, I use a Trueborn unit and 1razorwing and both are firing at completly different targets. I guess if you have multiple razorwings, things can get crowded
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jbwms713
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PostSubject: Re: Razorwings with WWP units   Razorwings with WWP units I_icon_minitimeMon Mar 30 2015, 14:58

The biggest thing is being aware of the respective targets from the get-go.

Decide what your 'Wing is going to blast, and figure the typical threat-zone of the scattering missiles... then simply don't put your trueborn there. I mean, they can DS perfectly anywhere on the board, yeah? Unless you're playing on a 2x2 area, I would hope there's a safe place to land them out of the danger zone!

In theory, even if you are planning to use the Trueborn to open up a transport, and the Fighter to boom the contents after, the 'Born have an 18" range... utilize it. Only the nip of the boat has to be within 18" for them all to fire at the nip of the enemy vehicle... even if the unit disembarks directly toward the Trueborn, the blasts would have to basically scatter full distance directly at them to hit... so any risk there is pretty legitimately minimal.

Of course, this is all dependent on the board layout and location of enemies, etc, but keep these things in mind next time, see if it helps.
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Mr Believer
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PostSubject: Re: Razorwings with WWP units   Razorwings with WWP units I_icon_minitimeMon Mar 30 2015, 15:50

Unless you're running loads of guys out of transports, it shouldn't be that much of a problem, and if you're finding you don't have enough targets for both the Razorwing and whatever you're worried about accidentally hitting, you're probably in a pretty sound position tactically anyway! The maximum distance the missiles can possibly scatter is 8", and you can pre-measure everything to make sure your stuff is far enough away from what you want the Razorwing to fire at.
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Hellstrom
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PostSubject: Re: Razorwings with WWP units   Razorwings with WWP units I_icon_minitimeMon Mar 30 2015, 17:04

Trueborn probably weren't a good example. I'm having more problems with WWP Meduase bombs (in a raider ofc).
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Mr Believer
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PostSubject: Re: Razorwings with WWP units   Razorwings with WWP units I_icon_minitimeMon Mar 30 2015, 21:37

You could switch the Monoscythes out for Necrotoxins, I run my Razorwing with two of each now that Necrotoxins are a free switch. If you're using them to shoot at infantry, you'll wound just as easily as you would with the Monoscythes (and more easily against toughness 5 and higher), and even if it scatters onto your Raider it won't damage it Smile The downsides are that everything gets an armour save and you can't damage enemy vehicles, but the only infantry that find that advantageous only have a 5+ or 6+ save, so hardly a huge loss. And strength 6 large blasts against vehicles are only really good against us!
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