Putzfrau said:
Okay. As I mentioned I have only heard and read poor accounts about using 1 unit of 3. Mostly the comments say the same thing: you need more.
So do you think that unit is cost effective most of the time?
Rippers are a bit of a gamble and sometimes they'll not do anything. However I have had success with one unit of 3.
Killing a Grey Seer from the top of his bell.
Killing 2 Bray Shaman from their Ungor herd around a herdstone
Flank charging a Silver Helm dart and breaking them over 2 rounds
and that's just what they've killed in half a dozen games. It doesn't take into account the psychological impact they have.
Lots of players seem really, really worried by them (possibly more than they should be) and invest an awful lot of effort in trying to kill them off. That's fine with me as it gives my army free reign elsewhere.
They impact the movement phase of your opponent way more than the other flying option (terradons which simply offer no combat threat at all IMO).
Putzfrau said:
Seems like most magic missiles will obliterate that unit. Toughness 3 with 6 wounds and pretty measly save isn't going to protect you from anything.
That's right, a lot of magic missiles will do that. But magic missiles are quite often few and far between to be honest and with a Slann doing the dispelling it's much less of an issue. And again, they'll need to position their mage to get the Rippers in their arc and that's helping to dictate their movement phase.
It's pretty clear that you aren't sold on Rippers at all, and of course that's fine. But I have had success (not all the time granted) with one unit of 3 Rippers.
In fact I liked what they do so much, I'm bulking them up (but stuck between 1 unit of 5 or 2 units of 3...)