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| Why oh why would anyone use Nightrunners? | |
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| Tweet Topic Started: 12th December 2010 - 09:34 PM (1,125 Views) | |
| reddogfish77 | 15th December 2010 - 03:12 AM Post #16 |
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Grey Seer
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that would be 80 poisoned shots a turn... however... 4 units of 50 with slings and poison could pump out 160 shots a turn... of course you could bless with filth them all in a turn. |
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| turmi110 | 15th December 2010 - 05:35 PM Post #17 |
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Chieftain
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.... not to mention the bs2 that slaves have. In order for each of them to pump out two shots each AND still be poisoned (ie needs to hit on 6 at worst), you'd need to stand still, and be in short range. Still, if you could poison their slings, a unit of 20 could pump out 20 poison shots so long as you either don't move, or go into short range, for the points thats pretty darn good, if it were legal. |
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| Rakashani | 15th December 2010 - 07:37 PM Post #18 |
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Warlord
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Actually, 15 Nightrunners, a Warp Grinder and a Warlord on Litter with appropriate items is a kinda fun unit to take to mess with a gunline once in a while but I would never field it in a competitive environment (or with a fixed list). |
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| Smegmalicious | 15th December 2010 - 10:46 PM Post #19 |
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The thing is Eshin really gets the shaft. They have 2 units and Assassins and 2 lame magic items. Night Runners are insanely stupid and Gutter Runners are nice but they are really expensive for rats. There are several things in our glorious army book that I just can't ever see fielding, and Night Runners are one of them. I guess they can hang out with the Stormvermin that will never see battle and play rugby or something. |
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