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 razorwing weapons package.

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Barrywise
Count Adhemar
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helvexis
hornywingythingy
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hornywingythingy
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PostSubject: razorwing weapons package.   razorwing weapons package. I_icon_minitimeTue Dec 11 2012, 08:33

Hya fellow denizens!

Just a quick question about the razorwings equipment, I'm unsure what weapons to give it, though erring towards disintegrators, given the default missiles are anti infantry, to keep it as a dedicated anti infantry unit. Obviously I'm planning on night shields and flicker field.

Thanks in advance, and sorry if this is in the wrong subforum, there were two places I figured it would fit.
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helvexis
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PostSubject: Re: razorwing weapons package.   razorwing weapons package. I_icon_minitimeTue Dec 11 2012, 12:21

personally i go with disintegratoes splinter cannon and standard missiles to keep it with infantry but the dark lances are a valid option just so you have something to put some shots at enemy fliers
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Darklight
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PostSubject: Re: razorwing weapons package.   razorwing weapons package. I_icon_minitimeTue Dec 11 2012, 12:28

Well tbh I only see one reason to bring razorwing myself, that is to take out other flyers. Now that makes the missiles moot really... Since I run mostly skimmer spam and venoms at that, I dont need the xtra AI.

Anyway as I hate multipurpose units I see why people would go Dissies on this one. But you could magnetize it and switch Smile
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hornywingythingy
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PostSubject: Re: razorwing weapons package.   razorwing weapons package. I_icon_minitimeTue Dec 11 2012, 13:17

@ datklight, I'm not allowed magnets in the house! My missus is a writer with an abiding terror of losing all her data to magnetic fields (silly I know) but I'm not allowed to magnetise stuff!
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Count Adhemar
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PostSubject: Re: razorwing weapons package.   razorwing weapons package. I_icon_minitimeTue Dec 11 2012, 13:25

hornywingythingy wrote:
@ datklight, I'm not allowed magnets in the house! My missus is a writer with an abiding terror of losing all her data to magnetic fields (silly I know) but I'm not allowed to magnetise stuff!

Tell her to use a typewriter then! Very Happy
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hornywingythingy
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PostSubject: Re: razorwing weapons package.   razorwing weapons package. I_icon_minitimeTue Dec 11 2012, 13:59

Count Adhemar wrote:
hornywingythingy wrote:
@ datklight, I'm not allowed magnets in the house! My missus is a writer with an abiding terror of losing all her data to magnetic fields (silly I know) but I'm not allowed to magnetise stuff!

Tell her to use a typewriter then! Very Happy

Lol, I think she would just bludgeon me to death with a typewriter!

On the plus side, just looked at the guns on the kit, they are on little square pegs, so I can have it using either without using magnets! Win! Very Happy
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Barrywise
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PostSubject: Re: razorwing weapons package.   razorwing weapons package. I_icon_minitimeSun Dec 16 2012, 04:10

dark lances are nice for high toughness creatures, but that's also why we have a splinter cannon...haven't made my mind up yet
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Aschen
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PostSubject: Re: razorwing weapons package.   razorwing weapons package. I_icon_minitimeSun Jan 06 2013, 06:24

Heavy splinter fire is great. But the fighter..ironically...should be the bomber. It is great for making a squad disappear. My usual tactic is to go all on one flank..hopefully as far away from their AT squad or deathstar as I can get....then when the fighter comes in, drop missiles on em like its going outta style, followed by the dissie cannon shots.

On another note. I tried the voidraven bomber in my last tourney...and I have to say it wasnt nearly worth its points. It'd make a great vehicle killer...but there were very few vehicles in the tourney...and two shots just isnt enough to reliably take out a flier..
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Sky Serpent
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PostSubject: Re: razorwing weapons package.   razorwing weapons package. I_icon_minitimeSun Jan 06 2013, 12:06

Moving this to Tactics as this forum is for rules (mechanics) queries.

I used to run 3 but now run 2, all of which are armed with lances, monoscythe and rifle. Mine come on, blitz targets with missiles and then go tank hunting; they can also react to any flyer threat due to the lances.
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huymix
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PostSubject: Re: razorwing weapons package.   razorwing weapons package. I_icon_minitimeMon Jan 07 2013, 14:11

I run my Razorwing naked with Lances, no other upgrades.

I really worry about putting in too much of a points sink into units as the fragility can mean you don't get many turns of use out of it.

I understand the point about making the whole thing dedicated anti-infantry but really if I'm shooting at infantry I'm going to be dropping a couple of missles.

Otherwise, I consider it a good (not great) anti-flyer unit.

If it draws a bunch of fire and manages to unload all missles, maybe dies or lives, I consider that a success.
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PostSubject: Re: razorwing weapons package.   razorwing weapons package. I_icon_minitimeMon Jan 07 2013, 15:04

Do you really need flicker and night shields on it? Due to their line of sight and min movement distance
I doubt the extra 6 inches from night shields will matter. As for flicker... They already get a 6 to hit...
Correct me if I'm mistaken but wouldn't flicker just add to the evade move?
If you use that, you're not shooting... Seems like a waste. If it's gonna blow up, it's gonna blow up.
Mine always run kamikaze. Take as much with them as possible...
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Count Adhemar
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PostSubject: Re: razorwing weapons package.   razorwing weapons package. I_icon_minitimeMon Jan 07 2013, 15:06

Flyers only get 5+ Jink save if they evade, which means snapshots only next turn. With a flickerfield they don't need to evade.
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PostSubject: Re: razorwing weapons package.   razorwing weapons package. I_icon_minitime

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