Today's discussion will be about the all-important 'special' choices. Decisions here can be hard, and using them can be harder - so hopefully our discussion will flesh things out a little :)
The Gnoblar Scraplauncher:
To have a gnoblar scraplauncher you need patience, a keen mind, problem solving abilities, snap decision making and a steady hand.. and that's just to put the accursed model together!!! Scraplaunchers, as a model, are renown at being one of the most difficult models ever to put together, let-alone to get a good result - I recommend lots of Greenstuff.
Now that your model is in one piece, let's talk tactics! with 8th Edition the Gnoblar Scraplauncher has had a bit of a boost, and can do some good damage. On the other hand, misfiring with it can be very very painful - you'll notice this with Ogres, their misfire and miscast results tend to be fairly unforgiving. If you manage to not misfire, and you hit, with Killing Blow and a large pie plate, you'll be very happy with the results
They are, of course with most things Gnoblar, quite deceptive. Most people see it as a war machine, like a Catapult and think they can throw some weak, fast moving (usually flying) unit at it and take it out quickly, or tie it up for a few turns They are usually very quickly surprised (and terrified) when they realise it's a chariot, causing D3 impact hits, and it can move and fire.. oh and it causes fear, not to mention has a reasonable stat line!!
WWAD: Take as many as you're comfortable to, and enjoy. Scraplauncher's are lots of fun, but can be unforgiving. Personally, if I'm playing a game where my opponent doesn't like being against Forgeworld minis/rules, I take two of them. A tip on assembly, use a thin line/blob of greenstuff on all the joints , start with the rhinox and his strap piece, then the scraplauncher base, and finally the top half, leaving time for the greenstuff to set in-between.
Rhinox Riders (Forgeworld minis and rules):
Probably my favorite unit to date! There is a little of a debacle with these however, rules wise, which is so: The rules were ORIGINALLY released as a 'Warhammer Chronicles' article, which to my understanding is kinda like a 'Chapter Approved' thing for fantasy - White Dwarf #309 I believe had the rules. They are no longer on the GW website however since it was re-done, and hence it is likely you will not be allowed to use them in tourneys, and sometimes not even in local comps.
Should you get to use them however, be prepared for some fun. Most importantly, due to being Bad tempered they need to be positioned very carefully so as not to be baited into units designed to tie them up (to get a flank charge, slow them down, whatever). and they can only wheel ONCE in any move. Careful deployment and meticulously planned movement until your get your charge off is required, after which the pain begins on your poor opponent..
As you can only take 3 models max, I highly recommend Heavy Armor and the Ironfists as per usual for survivability (despite having quite a few wounds anyways). note however an ironfist can ONLY be used as a shield for rhinox riders. Full Command can't hurt either (and as many Bull Rhinoxen that you can afford ;)) You cant max out your options with your Rhinox riders in games less than 2250 pts, as they take up Rare AND Special points.
WWAD: Take them, move them like you're playing Chess against Kasparov, and let the carnage begin!!
Hmmmm... for almost 30 points more than an Bull, you get +1 Movement, +1 Strength, a magic weapon, and lose the armor.. Bulls have AP as well so the +1 str only helps you on the 'to wound' roll, which is not a constant, where as AP is. Yhetees are invaluable when facing an army that contains ethereal units, so take some if you think you might be having such an issue, or if you like the fluffyness of them. There are better ways to spend your points, me thinks.
WWAD: If I am facing some ethereal units, I tend to just try and avoid them, or throw my tyrant and some spells at them. Remember you can still win combat without causing any casualities, however this is likely to slow you down as an army. I just hope I dont face them too often! :)
A fun unit, but one with some painful disadvantages. Like the Scraplauncher, they are deceptive, but kinda in the opposite way. Shooting wise, they have no penalties for moving and shooting, long range or for multiple shots, meaning they always hit on 4s. So they sound and look terrifying to most opponents, however with only a 12" range, they are likely to be charged after getting their first volley off, and this is bad.
They have a maximum unit size of 5, meaning you can't rank them up, without a character joining them (which are better off with your bulls or ironguts, I wish Bruisers/Tyrants could take a Leadbelcher cannon). After misfiring, they need to spend an entire turn stationary and out of combat before firing again (assuming you don't blow up 25% of your unit and run away). They only have Light armor (with no shields), and so on
In 7th ed this wasnt so bad as with Ogres you tended to play MSU lists, 3 bulls here and 3 ironguts there, another 3 bulls, and then 3 leadbelchers etc. etc. In 8th ed it becomes quite a disability I feel. They tend now to best serve as a bait unit against combat heavy armies, or as flankers that can get a few good shots off here and there.
WWAD: Take a couple of small units if you've got the points to spare, and use them as flankers. If you end up facing a combat heavy list or army, like chaos, try keeping them together as a baiting unit. when you shoot, put emphasis on the words when you say how many shots you get, and try to downplay it when you blow yourself up and run away, or alternatively don't wound too many guys.. Pretend they're a dominating force to be reckoned wit, and hope your opponent doesn't realise you're bluffing!!
Well I hope you've all enjoyed todays discussion and had some handy info out of it!
See you all next time for part three! Rare units!
Over and out