| razorwing weapons package. | |
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+5Barrywise Count Adhemar Darklight helvexis hornywingythingy 9 posters |
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hornywingythingy Slave
Posts : 7 Join date : 2012-12-11
| Subject: razorwing weapons package. Tue 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 Sybarite
Posts : 344 Join date : 2012-04-02 Location : Perth, Western Australia
| Subject: Re: razorwing weapons package. Tue 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 Sybarite
Posts : 384 Join date : 2011-05-27 Location : Stavanger
| Subject: Re: razorwing weapons package. Tue 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 | |
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hornywingythingy Slave
Posts : 7 Join date : 2012-12-11
| Subject: Re: razorwing weapons package. Tue 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 Dark Lord of Granbretan
Posts : 7610 Join date : 2012-04-26 Location : London
| Subject: Re: razorwing weapons package. Tue 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! | |
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hornywingythingy Slave
Posts : 7 Join date : 2012-12-11
| Subject: Re: razorwing weapons package. Tue 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! 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! | |
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Barrywise Wych
Posts : 621 Join date : 2012-11-14 Location : Illinois
| Subject: Re: razorwing weapons package. Sun 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 Sybarite
Posts : 266 Join date : 2013-01-06
| Subject: Re: razorwing weapons package. Sun 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 Adrenalight Junkie
Posts : 2433 Join date : 2011-02-26 Location : Dais Of Administration
| Subject: Re: razorwing weapons package. Sun 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 Hellion
Posts : 56 Join date : 2012-12-27
| Subject: Re: razorwing weapons package. Mon 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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Raoiley Hellion
Posts : 61 Join date : 2012-12-28
| Subject: Re: razorwing weapons package. Mon 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 Dark Lord of Granbretan
Posts : 7610 Join date : 2012-04-26 Location : London
| Subject: Re: razorwing weapons package. Mon 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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