| How to field Night Runners? | |
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| Tweet Topic Started: 31st August 2005 - 06:47 PM (208 Views) | |
| Skriggit the Rat Ninja | 31st August 2005 - 06:47 PM Post #1 |
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Unregistered
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Okay as I'm sure you all have figured out by now, I'm working on making an Eshin skirmishing army, so obviously I need to field lots of Night Runners. I have three questions for everyone to discuss about how to use these core troops: 1. How should they be armed? Additional hand weapons? Throwing stars? Or both? I know the 2 attacks seem very useful, but are the stars worth it? Do they kill enough models to pay for their cost? 2. How big should these units be? I was originally thinking units of 10, but I've noticed that most people field them in units of 7 or 9, so how big should they be? 3. What roles do Night Runners play in the army? Other than obviously filling out the Core choices, what else to Night Runners actually do to help the army? Should they focus on shooting with stars? Should they combine charges to take down whole units? Should they simply act as swarms of flies that buzz around and annoy the enemy? Help would be much appreciated, and this topic also gives everyone a chance to discuss their tactics on these versatile but highly fragile units. Have fun everyone! :lol: -------------------------------------------------------------------------------------------------- "Hey Darius?" "Yeah?" "There are some Skaven sneaking up on you." "So?" "Just saying..." |
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| Morkskittar | 31st August 2005 - 07:07 PM Post #2 |
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The Tunnel's Resident Rodent Ecologist
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Against Skinks (Lizardmen), I take units of 10 with extra Hand weapons. Units of 7, 8, or 9 are better for Eshin, as they are more manouverable (sp?) and it allows you to have more units of them. Give the NR extra Hand weapons, or nothing. Save Throwing stars for GR. |
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| Warlord Gnashik | 31st August 2005 - 11:35 PM Post #3 |
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Backing Veer-myn Dreadball teams!
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After reading a lot of advice on this site, I've started fielding my NR in units of 7 and it works good. If a unit gets shot and panics, they're smaller than other units nearby so they won't cause panic. Also 7 models allows you to field a lot of units. This gives your opponent a lot of targets to choose from. With multiple small units you can more easily maneuver into a position where you can get off an all important flank or rear charge. As for arming them, I almost always go for additional weapons. I'll often give throwing stars to half of the units just to harass the enemy. So far I haven't had a lot of luck with taking out many models. Nurgl!tch makes a good point in using two units of 5 w/out any upgrades to claim table quarters. I am using my NR to gang up on units. Multiple small units charge in from different directions and overwhelm a unit with numbers. |
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| dublinlaxd | 1st September 2005 - 04:04 AM Post #4 |
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Stormvermin
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I field them in sevens with double hand weapons. Ive never had to much luck with stars so I avoid them all together. I use them to trible charge whenevr possible. Ive been able to break cold blooded saurus with the triple charge(Front, rear, flank) just because ven if I dont kill anythign they are already down a good amount in combat resolution. Break them pursue and decimate. Its simple Night Runner tactics. |
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| Antherak_173 | 1st September 2005 - 02:36 PM Post #5 |
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Evil Overlord
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I field them in groups of 9, as it is the treshold for the panic test between 2 and 3 models is at 9. Usually, i also give them extra hand weapons over stars. In hth, when they charge, they can beat most skirmishers and light cavalry due to 2x attacks. |
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