All depends on your opponent and if you go first usually I try to single out an opponents unit and drop all 4 missiles 2 dc and the sc into it 1. He deploys a unit in sight and you have first turn just put it on board and shoot 2. Reserve it, pop a transport than alpha strike the contents when it comes on
It's awesome when you get first turn and you can wipe out a loota squad lol
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Can you shoot what comes out of a transport you destroy, or are all the shots considered hitting the transport since you can't target two different units?
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Joined: Mon Jan 30, 2012 10:17 pm Posts: 4153 Location: Just outside of DC (for now, anyway)
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That is what I thought. Any thoughts on the best way to utilize. What are the best targets for them, or do you see what is out there and go for the juiciest?
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Joined: Sat Nov 28, 2009 4:41 am Posts: 7945 Location: Wollongong, Australia
nappen wrote:
That is what I thought. Any thoughts on the best way to utilize. What are the best targets for them, or do you see what is out there and go for the juiciest?
Infantry, really. Just find the biggest squad they have and dump 4 missiles into it and watch it go away.
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That is what I thought. Any thoughts on the best way to utilize. What are the best targets for them, or do you see what is out there and go for the juiciest?
Infantry, really. Just find the biggest squad they have and dump 4 missiles into it and watch it go away.
orks (and nids but no1 here plays them anymore) are the best target
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What I meant was use it with the dissie cannon and sc than use other elements of my army to pop a transport than when I got then out I use the armada on them
Of course you can pop with another unit, then drop with the Fighter. It's no different from any other unit in that respect.
A note for Razorwings; if it's a small, elite unit like Lychguard or Thunderwolf Cavalry, consider blasting another unit, even if it is less expensive/critical to the game - the Blasts will often be wasted on them.
On the other hand, if it's a large death star, like the Shrike/Terminator death star or the Hellion death star, it's definitely worth dumping the shots into, as even with good saves, you'll almost definitely tank through a good number of them.
Joined: Mon Jan 30, 2012 10:17 pm Posts: 4153 Location: Just outside of DC (for now, anyway)
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I was thinking over some of the options and came up with some more questions? 1)Do you fire the missiles one at a time and quit when you have done enough damage and save the rest for the next turn-assuming you survive? Basically, I am asking are they considered 1 weapon or four that you fire independently? 2) Given the above, what is the best way you have found to use them. Do you have to use all 4 at once or can you do two on turn one and two on turn two etc? 3) when engaging a unit, it would seem to make sense to fire missles first for max damage, then the guns into the left overs in the target unit. To do guns first would give the opportunity to strategically remove models to minimize the effect of the blast marker. OR do you stay beyond 36 inches and use the missiles without gun support to try and stay out of range of their weapons? I understand someone like Tau with the 8 mile range would change this some, but it is an "in general" question. 4) Once you drop your missiles on a big deathstar unit or two, do you convert the razorwing into a tank hunter with the dark lances or do you just move around the board trying to stay out of range of their AT and pick targets of opportunity? 5) When the Razorwing goes full out 36 inches, do you get a cover save like a jetbike? Thanks for your continued tolerance.
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All the shooting occurs simultaneous do what I normally do is keep track of the wounds by each type of gun/missile then my opponent allocates and rolls his saves
It is a fast skimmer so after moving 36 inches it would get the 4+ flat out save
I usually give it dissie cannons so I use it in later turns to harass infantry
Usually I drop all the missiles at once, opponents tend to think of it as less of a threat if it has no missiles left
Joined: Sat Nov 28, 2009 4:41 am Posts: 7945 Location: Wollongong, Australia
nappen wrote:
1)Do you fire the missiles one at a time and quit when you have done enough damage and save the rest for the next turn-assuming you survive? Basically, I am asking are they considered 1 weapon or four that you fire independently?
You may choose how many you are firing, but you must declare how many you are firing before firing any, so you can't fire one, decide that's not enough and fire a second. You'd have to say "I'm firing 2 missiles."
nappen wrote:
2) Given the above, what is the best way you have found to use them. Do you have to use all 4 at once or can you do two on turn one and two on turn two etc?
Well, as I said, you don't have to fire all 4 missiles at once, but from what I've heard that is the best option because if there are still missiles left on it, it's going to die.
nappen wrote:
3) when engaging a unit, it would seem to make sense to fire missles first for max damage, then the guns into the left overs in the target unit. To do guns first would give the opportunity to strategically remove models to minimize the effect of the blast marker. OR do you stay beyond 36 inches and use the missiles without gun support to try and stay out of range of their weapons? I understand someone like Tau with the 8 mile range would change this some, but it is an "in general" question.
All weapons are fired at once. So could shoot them with all your other weapons and work out how many die, but they're actually not allowed to remove models until your Razorwing has fired everything at it. You also see how many hits you get with your missiles before rolling any To Wound's. This is the sam reasoning behind not being able to pop a transport and then shoot the occupants with one unit.
Also, most enemies have a 48" range, so if you're dumping missiles on them, then they can shoot you. Just get to within 36" and shoot everything.
nappen wrote:
4) Once you drop your missiles on a big deathstar unit or two, do you convert the razorwing into a tank hunter with the dark lances or do you just move around the board trying to stay out of range of their AT and pick targets of opportunity?
Just move around and fire at whatever presents itself. If they destroy the Razorwing, whatever, its job is done.
nappen wrote:
5) When the Razorwing goes full out 36 inches, do you get a cover save like a jetbike?
You get a 4+ cover save as it is a Fast Skimmer.
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