- Pages:
- 1
- 2
| The rattler: Oh how low has it fallen! | |
|---|---|
| Tweet Topic Started: 28th December 2009 - 02:00 AM (971 Views) | |
| RATchman | 28th December 2009 - 02:00 AM Post #1 |
|
Clanrat
|
I'm so underwhelmed by the new rattler. If they would have at least left the misfire table alone! I'm thinking of cutting most of mine up for Doomflayer pieces. Anyone have any "good" stories to tell about them? |
|
Best General Hoosier Challenge 1: Skaven Best General JimCon2: Skaven Overall Winner Borderwars III: Skaven Best Army: Brawler Bash 2 (2009) Skaven Play Empire? Need tactics? Warhammer Empire.com ask for Atchman Beating the Rat III: Anti-Skaven Tactics for Empire | |
![]() |
|
| reddogfish77 | 28th December 2009 - 04:22 AM Post #2 |
|
Grey Seer
|
havent tried the new one yet... but the old one was OP... only reason i like warpfire throwers more now is that they dont have partials |
![]() |
|
| spino | 28th December 2009 - 07:13 PM Post #3 |
|
Chieftain
|
Haven't tried the Ratling Gun since the new codex was released. All my great Ratling stories were for the previous edition (my oh my how many Brets fell to the old rattler as they danced the chain gun cha-cha of death...). My biggest problem with the new Ratling isn't that we now have to roll to hit, it's that the only boost they thought to give it was an extra 3" of range. As it stands the new Ratling is arguably the weakest and most situationally dependent weapons team in our arsenal. It would have been much better if they kept the old cost and boosted it to S5 with AP. At 18" (or 15") S5 AP would make the Ratling a much more serious threat but not so much that opponents would scream 'cheese'! Per a recent poll ( http://underempire.net/index.php?showtopic=30901 ) it seems most folks are keen on the WFT nowadays and the once dominant Ratling has been relegated to red-headed stepchild status. It may sport spectacularly destructive misfires but the WFT is just too deadly to pass up... S5, no partials, D3 wounds, flaming attack (no regen & one wound = panic checks) and stand & shoot... simply delicious.
|
![]() |
|
| WoombaWoomba | 28th December 2009 - 08:35 PM Post #4 |
![]()
Lurking since 2005
|
Panicked a unit of 6 dragon knights of the table by killing 3 of them, and killed a charging great eagle in the next round. The Rg is great for hanging around in the back, killing fast cav, flyers and the likes. |
![]() WANT TO BUY: Battlefleet Gothic Orks! PM ME! 8th ed. Skaven W/D/L - 6/2/3 | |
![]() |
|
| reddogfish77 | 29th December 2009 - 12:57 AM Post #5 |
|
Grey Seer
|
hey im a red head... and yeah it sucks... lol |
![]() |
|
| throtstillsux:( | 29th December 2009 - 02:29 AM Post #6 |
|
Stormvermin
|
Weapon teams have had it rough since they can killed by a single arrow, yes now it takes two arrows, whatever. Rattlings simply aren't worth it with half their shots hitting. With rattlers and wfts, you get one, maybe two good shots, and that is with careful placement and generally the taking of the storm banner, now, with that shot, do you want to get lucky and kill maybe six models, or get lucky and melt a the whole middle out of a rank'n'file with special rules added? I can see why wft are the favorite. Either way though I think it is a rare thing indeed to see one of these machines be worth their points. |
![]() |
|
| chieftainskritchskritch | 29th December 2009 - 02:33 AM Post #7 |
|
The Freshmaker
![]()
|
I really dont see how it IS any good at hanging out and killing fast cav. Most fast cav have some kind of missile weapon and (generally speaking) a fairly decent BS. They're mostly going to get the opportunity to shoot at you before you shoot at them (move + shoot and better maneuvarability), and it'll only take 1 shot to get through the paltry 4+ ward save to put an end to your weapon team (and thats assuming the parent unit is hanging out at the back too, which to me, is a waste of a clanrat/stormvermin unit). |
| You kids these days have it so easy, what with your Plague Furnaces and your Hellpit Abominations and your Bonebreaker Warlords. Back in MY day, all we had was Slaves and Clanrats!...and auto-hit Ratling Guns...and skirmishing Jezzails...and 2D6 Warp Lightning...and Lead From The Back...wait, what was my arguement again? | |
![]() |
|
| TheRaven | 29th December 2009 - 03:44 PM Post #8 |
![]()
|
I love my rattling gun, in the small point games I've played he's been great. Even in larger points I generally use him to stop any gaps that come through my lines, keep him behind the parrent unit and wait for a charge to overrun behind my lines or for flyers/fast cavalry to sweep around. As long as you keep them next to the parent unit they are supprisingly resilient. Assuming something is hitting on a 4+ when shotting at it then each shot has only (0.5*0.5*0.66*0.5) chance of killing your team which turns out to 0.0825%. And you generally get 7 shots off on average, which is 3.5 hits and most likely 3 wounds with a doubtful armor save, they can usually get their points back in a turn. I've killed glade riders, warhawk riders and my favorite wild riders a plenty. My only problem is getting too greedy, I always go for that 3rd shot and it never works out. I think everyone has to admit that they were just too OP before, now they feel just right. |
![]() |
|
| Demented_SCV | 29th December 2009 - 03:49 PM Post #9 |
![]()
Clanrat
|
You forgot to slide the decimal over two places to yield Percentage. Each shot has an 8.25% of killing your Ratling Gun. That said, if you don't let them get shooting off at it, then you don't need to worry about the percentage. |
| Just keep throwing Slaves at them until they falter and flee! | |
![]() |
|
| wardancer | 30th December 2009 - 12:50 AM Post #10 |
|
Chieftain
|
I still think its worth takin- sure its nerfed now, but it was bit overpowered before. Hopefully this more balanced tendency will continue with future WHB armies. |
| www.mightyminiatures.wordpress.com | |
![]() |
|
| I_ated_Warpstone | 30th December 2009 - 01:22 AM Post #11 |
|
Grey Seer
|
The problem is that its not particularly balanced. Compared to its point cost counterpart, the Doom Flayer its just not impressive. If maybe it had a set number of shots or got a +1 to hit or any number of things to make it a more consistent weapon platform it might be OK. I think had it been a range of 20 to 24 inches and/or S5 it would have been solid. Or maybe even an additional negative armor saves making it a negative 3 instead of negative 2. But as it stands I just feel it doesn't bring enough to bear to justify it against other options in the army. |
|
Skaven Tournament Performances Battle for the Block - Best General 4th Quarter RT - Best Overall Rumble in Jackson - Best Overall Toys for Tots Charity Tourney - Best General 1st Quarter RT - Best Overall Gamerz Depot Tourney - 1st Place "Hassle, annoy, aggravate, whatever it takes to not engage in a fair fight" Tournament players are people too | |
![]() |
|
| Black Death | 30th December 2009 - 03:19 AM Post #12 |
|
Dead-Eye Squeekish
|
The one use I have found for the Ratling guns that can't quite be covered elsewhere is to simply sit in the back of your army with your artillery and Jezzails and whatever other squishables you have in the back. Since they do still have 360 LoS and a defined range (as opposed to the WFT) it allows you to pretty effectively scare off flyers and flankers gunning for your shinies. |
| |
![]() |
|
| Silverback | 30th December 2009 - 06:23 AM Post #13 |
|
Clanrat
|
/concur with what was said about killing fast cav and such... I have been taking one and leaving it in my backfield. I've killed a few great eagles (no march blocking for you!) and either killed or panicked several fast cav units. I have also found that I can use it to deny or at least give pause to my opponents as they will often think twice before sending anything near it. |
![]() |
|
| throtstillsux:( | 30th December 2009 - 06:43 AM Post #14 |
|
Stormvermin
|
So it seems most people find rattlers to be effective when used as an indirect protection device, that is, taking one in order to kill units that fall into the "harass" category such as fast cav, skirms, and light flyers (I put harass in quotations because as fast cav can now flank and rear charge, they don't just harass anymore; damn you dark elves!) or even a unit that has broken the oh-so-fickle skaven line. This is an interesting point and I see that this tactic could be fairly useful. My problem is that tagging on weapons teams is expensive, and as such I am tempted to use them directly, that is, to shoot at targets that my rats are either going to charge or need to not be charged by, and with that tactic they seem to be simply not worth the 55. I do agree, however, that they were a bit op before, I can't tell you how many times I lead my rattlers up with their nightrunner screens and wiped out or maimed unit after unit and ended up feeling like a real asshole. So I guess I can deal with the change; too weak is better than too powerful in my book, and I'll be off to try them, or at least one, in a less offensive fashion. |
![]() |
|
| Hoof&Mouth | 30th December 2009 - 03:10 PM Post #15 |
|
Clanrat
|
I have decent luck with them and find them doing a decent job smoking fast cav, acting as a deterent, and flank guard. They have a much more useful stand and shoot than the WFT. |
![]() |
|
| Go to Next Page | |
| « Previous Topic · Skaven Discussion · Next Topic » |
- Pages:
- 1
- 2











