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View Full Version : Anyone like rippers?



blurrymadness
3rd Feb 09, 1:06 AM
I find that rippers seem downright tough to kill, and are great with a Tyrant as you can eventually use them as a half sacrifice, and then reinforce for free, and give up only +1 'special resource' per lost guy. At a mere 200, I use them early game to screw with stuff that Gaunts just die near (like suppresion squads, as synapse keeps them from being suppressed IIRC).

I use them the whole game through matter of fact. Typically I load out a BS Warrior, a VC warrior, a VC Tyrant, and play hormagaunts or termagaunts based on what's needed/what's survived and being reinforced for free lol. I found out that if you brood next while doing your "final push" you can really keep things like rippers invulnerable, and things like Guants just De'd 'Ard.

I tried em out and started using them when the computer built a bunch before I smashed into em (in my first couple days) and I realized that 2-3 bigshoota squads couldn't take em out very quickly.

I also use them for decapping as a lure, great for hormagaunts with BS warriors nearby. The squad goes in to rid the rippers, get stuck and die (sometimes)

Is this all nooby or anyone else enjoy rippers like i do?

Flonky
3rd Feb 09, 3:26 AM
Rippers are cheap and numerous. While not significantly tough, they excel at tying up enemy ranged squads and capping the map. Use them as annoying distractions and make them do the most dangerous/risky tasks as they are free to reinforce.

ExpertNewbie
3rd Feb 09, 3:56 AM
I use rippers instead of hormogaunts. 40 req cheaper, can tie up squads in melee, resistant to ranged fire, reinforce for free (and instantly too), and can cap points. After the termagaunts and warriors with venom cannon come out though, I just leave them around for capping if they're still alive, or don't bother anymore after they're dead. Knockdown on termagaunts is just way too good.