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Raptors
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Old 12 Aug 2008, 14:28   #1 (permalink)
Nox
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Default Raptors

OK, I'm really starting to have problems with Chaos Raptors in 5th. My buddy has started spending half his points on Raptors and with their incredible speed I'm spending all my time running rather than shooting. For example the last game we played was 1000 pts, he spent about 500 of it on 20 Raptors of Korne. In their first round they moved 12 then he rolled 5 more for each. On the second round they move 12 again and he rolled 4 and 3 for them. That's a total of 33 and 32 inches for them respectively. If I don't run I get assaulted in the 2nd round.

This last game I didn't run, I stood and fired everything until I was assaulted. But I still only killed half of the Raptors before they got to me. Then it just became a bloody mess. So how do you guys stop this kind of rush attack? Especially if you are supposed to be holding ground to win the scenario.
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Old 12 Aug 2008, 14:36   #2 (permalink)
Shas'El
 
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Default Re: Raptors

First off all - only INFANTRY can run. Raptors are Jump Troops, so they don`t get the run move.

Furthermore, After Run you can`t assault.

Cheers,
-Bone
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Old 12 Aug 2008, 14:43   #3 (permalink)
Nox
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Default Re: Raptors

Are you sure that it is only infantry that can run? I was under the impression that any non-vehicle could run. If he can't run that would be a big help.

He wasn't assaulting after a Run, he doesn't run on the round he assaults. Sorry, I guess I wasn't totally clear there.
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Old 12 Aug 2008, 14:51   #4 (permalink)
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Default Re: Raptors

Get something in between the Raptors and your squishy troops like a small squadron of drones. Force him to assault them in his turn, which means he'll be left open after combat. Make sure to keep your other units far enough away so that he can't assault both the drones and your troops.

Oh, and good luck.
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Old 12 Aug 2008, 15:06   #5 (permalink)
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Default Re: Raptors

Mount your firewarriors in a devilfish and speed away before mounting a decisive counter attack. or, as bocephus said, just put some drones in front of the firewarriors.
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Old 12 Aug 2008, 15:08   #6 (permalink)
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Default Re: Raptors

JSJ backwards with Deathrains and Fireknives might help. Our suits have an assured 18" movement (move + run + jetpack) on the turn they run 12+D6".

So it helps to stay at least 20 inches from them, and rain missiles as hard as you can. But even an idiot might catch onto what you are doing and counter it. This is what I would do pending a new idea.
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Old 12 Aug 2008, 15:13   #7 (permalink)
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Default Re: Raptors

I think I'm going to have to use "speed bumps", although it doesn't seem very fluffy. It will however, buy another round to fire into the rush.

My problem with jumping into the devilfish and running is that I can't hold ground that way and it greatly reduces the amount of guns I have to fire. Also, don't forget that Raptors are just as fast as Devilfish (even if they can't run and faster if they can - gotta remember to look that up tonight).

Quote:
JSJ backwards with Deathrains and Fireknives might help. Our suits have an assured 18" movement (move + run + jetpack) on the turn they run 12+D6".
That's exactly what my suits do the whole time. (Fall back 6, shoot, fall back 6) But it's hard to throw enough heat to stop that many raptors. (My 1000 pt list had a Helios and a Fireknife only.)
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Old 12 Aug 2008, 15:50   #8 (permalink)
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Default Re: Raptors

Actually Bonesaw, jump infantry do get the run move, as they follow all the rule for infantry unless otherwise noted, and the run rule isn't noted.
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Old 12 Aug 2008, 16:12   #9 (permalink)
Shas'Vre
 
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Default Re: Raptors

Can they use their jump packs and run in the same turn? I thought they had to move as infantry (six inches) in order to run, since you can't really run when in the air.
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Old 12 Aug 2008, 16:23   #10 (permalink)
Shas'El
 
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Default Re: Raptors

Quote:
Originally Posted by pepin0329
Actually Bonesaw, jump infantry do get the run move, as they follow all the rule for infantry unless otherwise noted, and the run rule isn't noted.
,

Hm, it appears you are right... Looks like Im not quite the Rules Lawyer for 5th Edition that I want to be... yet

But, yeah, solid advice - pack your grunts into transports; use Helios (PR and FB) and melt those Raptors when they get close; use Ionheads. Raptors are not cheap and non-scoring, so use this to your advantage!

Cheers,
-Bone
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