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Why oh why would anyone use Nightrunners?
Topic Started: 12th December 2010 - 09:34 PM (1,124 Views)
catandy
Clanrat
I gave my nightrunners another go a couple of games ago. I'll probably never field them again. Overpriced, useless are 2 words that come to mind.

Ooooh they can shoot in turn 1 with slinking advance :blush:

BS3 shooting just doesn't do anything and they are very expensive clanrats in CC :(

Have any of you had any success with these guys?
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Bakish
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Stormvermin
Not as a combat unit. If you use them as fast advance units to disrupt your opponents battle-plan. Maybe tunnel them in behind his lines. Though I wouldn't use them under 2.5k.

They also works nice for fluff. :unsure:
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deathmaster riddick
I Am The Monster
disagree. i routinely field night runners. they are great for running across the field quickly to take out war machines. they are also strong enough in close combat to challenge a fair amount of light cavalry, especially when they can stand and shoot against them.

they are by no means a main close combat unit, but they are great disruption units and their small size makes them good for killing war machines.

keep in mind that i am a devout follower of clan eshin, so my opinion is a little biased.
The best way to configure an army is to go play demons.-Nevamore Posted on Nov 6 2009, 04:02 PM

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Scarr, Reincarnated
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I have yet to field them but I think they may be well as an assassin delivery unit. If my opponent did know how useless they are they could be safe from mass fire and could be used to kill mages and such.

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Kevlar
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Giant rats are 95 percent as effective for half the points.
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ratboy1018
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I have not used them in the 8th, and I don't plan on it any time soon.
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Chitterfitz
Warlord
I like fielding them and keeping them near my grey seer so i can poison the shots and let my opponent charge them i usually keep them around 10 to fifteen strong. its jsut entertaining for me to watch 20 to thirty poison sling shots go off.
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Paricidas
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Chitterfitz
Dec 13 2010, 03:55 AM
I like fielding them and keeping them near my grey seer so i can poison the shots and let my opponent charge them i usually keep them around 10 to fifteen strong. its jsut entertaining for me to watch 20 to thirty poison sling shots go off.

If "blessed with filth" worked on ranged attacks, that would be a viable tactic.
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deathmaster riddick
I Am The Monster
Chitterfitz
Dec 12 2010, 10:55 PM
I like fielding them and keeping them near my grey seer so i can poison the shots and let my opponent charge them i usually keep them around 10 to fifteen strong. its jsut entertaining for me to watch 20 to thirty poison sling shots go off.

semi-related: i also play beastmen, and the second or third time i fielded a ghorgon my opponent took it down with about 14 poison shots that turned up seven or eight 6's. hilarious.
The best way to configure an army is to go play demons.-Nevamore Posted on Nov 6 2009, 04:02 PM

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Flem
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A blood curling cough a day, keeps the assassins away

I field them alot actually, a unit of 15 strong with a warp grinder. They are a great supportive charge to make sure you disrupt their ranks.
Combine the tunnel team with a sneaky infiltrator gutter runner unit and it can mess up an opponent his battle plan.

Although i agree with Kevlar, giant rats are a better option then the night runners if you won't tunnel them.

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ratwhowouldbeking
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Clanrat
Flem
Dec 13 2010, 06:32 AM
I field them alot actually, a unit of 15 strong with a warp grinder. They are a great supportive charge to make sure you disrupt their ranks.

Skirmishers can never disrupt ranks. You can still get a bonus to static combat res for a flank charge, but Skirmishers never count their ranks nor can they negate enemy rank bonus on a flank.
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Morgoth
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The Ancient Evil

Alas, Nightrunners are no longer skirmishers <_<
Eshin troops. In ranks :huh: That is just....wrong :ph43r:
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glenc1447


Paricidas
Dec 13 2010, 04:33 AM
If "blessed with filth" worked on ranged attacks, that would be a viable tactic.

Was this in an FAQ? Because I've never seen anything about it not working on ranged attacks. Even with the ability to poison the Night Runner's attacks, Gutter Runners are a better choice in basically every way. I do know a guy who runs an all-eshin list using 80+ night runners, and it works reasonably well against some armies, basically like a weaker all-skink list.
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Sketch
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scratchings and squeakings

I found they worked ok storming a Dwarf artillery battery. I don't think I'd use them again though unless I was using a Warp Grinder. They are very expensive and as has been mentioned, Giant Rats do the same things for less than half the cost.

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racerstephen


"Blessed With Filth" explicitly states "Close Combat attacks".
Otherwise I would field 200 slaves, 20 wide 10 deep with 120 poisoned sling shots each round.
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