D.R.A.I.C.H. - Druchii Naval Fire support: the RBT.
Posted: Mon Mar 22, 2010 10:37 pm
Black Arks are famous for their Corsairs, and also for their immensely powerful artillery, designed to get after the mightiest sea monsters. The clever DE general may use on the field a lighter version of this artillery to his advantage: the Reaper Bolt Thrower.
RBT stands for Repel BloodThristers. As says Drek: If you're really worried about the BT, then take RBT's. For one, they've got an extra letter. And it's an 'R'. For another, any big monster will pay attention to them. This will allow you to control the battlefield somewhat by funnelling him a bit.
In this article, I’ll start with understanding the RBT. Weirdly, the deployment will come later, and army building is at the end, in order to understand beforehand their consequences.
1. Introduction. Do we need any artillery?
2. Description of the RBT.
2.1. Outstanding strength & range.
2.2. A small frontage.
2.3. So static…
2.4. Just two Crewmembers.
2.5. 100 easy VPs.
2.6. Comparison to foreign warmachines.
2.7. The roles of RBTs.
3. Shooting with RBTs.
3.1. To kill 100pts worth of foes...
3.2. …is difficult if you die young.
3.3. Multi or Single tough targets?
3.4. The Rule of Multi Four, Single Five:
3.5. Single-shooting ranked units?
3.6. Single bolt.
3.7. Multiple bolts.
3.8. Comparing RBTs with RXBmen.
3.9. RXBmen advantages.
3.10. RBTs advantages.
3.11. Taking both.
4. Which targets are the best to shoot?
4.1. Reducing the immediate threat.
4.2. Clearing out fast cavalry.
4.3. Shoot the shooters.
4.4. Shooting big nasties.
4.5. Soften large targets and ranked units.
4.6. Juicy targets.
4.7. Make the panic test.
4.8. Kill at safe distance.
4.9. Counter battery, if nothing else.
4.10. Wasting shots at heavy cavalry.
4.11. Killing Chariots, with patience.
5. The psychological shot.
5.1. Influence the deployment.
5.2. Empty large areas.
5.3. Control the opponent’s movement.
5.4. Force your opponent to react.
5.5. Attract charges.
6. Protecting the RBTs.
6.1. Shooting and magic.
6.2. Most threatening foes in CC.
6.3. Make a buffer zone.
6.4. Prevent contact.
6.5. Augment contact.
6.6. Best bodyguards.
6.7. Taking no protection.
7. Reaction to a charge.
7.1. Delay your fate!
7.2. Sometimes you could stay.
7.3. Sometimes you’d better flee.
7.4. Use of lonely crewmembers.
8. Deployment.
8.1. Consider terrain.
8.2. Consider your troops.
8.3. Consider opposing troops.
8.4. Deploying several RBTs together.
8.5. Deploying several RBTs far apart.
9. How many RBTs?
9.1. 1 hydra or 2 RBTs
9.2. 0?
9.3. 1.
9.4. 2.
9.5. 3.
9.6. 4.
9.7. The druchii gunline.
9.8. Small games.
10. Conclusion.
11. Annex: Statistics.
1. Introduction. Do we need any artillery?
In previous editions, RBTs had a reputation of being too expensive for what they were doing. In present edition, everything has been priced down except RBTs. The other rare unit, the hydra, has been upgraded tremendously. Are some players nostalgic or utterly conservative to still field the RBT?
Some good players did leave them home. A couple of matches proved them wrong. They're still our best option when speaking about shooting, and there is an increasing prevalence of big nasties in all the newer books. With a superior range and excellent accuracy, these things can go a long way towards neutralising the large monsters staring you down across the table.
Many thanks to Clivegh, Dark Alliance, Dyvim Tvar, Irtehdar & Master of Arneim, for posting very valuable advice in answers to D.netters’s questions This advice is integrated throughout the article. Thanks to Weenth & Zhou Tai for old but still valuable statistics, some of which are reproduced in the annex.
2. Description of the RBT.
Reaper Bolt Throwers are a testament to the ingenuity of the Druchii. A mechanism of counterweights and strings allows this war machine to fire to shoot a hail of barbed bolts, or a single missile with much greater force. (it’s a quote from GW’s website, so it must be true).
2.1. Outstanding strength & range.
Easily capable of doing mass damage from afar.
48” range, 24" short range. With decent BS. 360° LOS. That’s our only long range shooter.
6x S4, AP. Or 1x S6, no save, 1d3 wounds. That’s our only high S shooter, and it isn’t a magic item.
2.2. A small frontage.
Small and compact, no LOS nor range problem, it is extremely easy to deploy in an efficient position.
Bolt Throwers can even be set up between your combat units to rain death upon your enemies while within the safety of your battle lines. Not taking space is helpful if you are going MSU.
2.3. So static…
Unlike nearly all other elements of a Dark Elf force, an RBT necessarily restricts a comparatively sizeable portion of your army (5% in a GT-sized force for 1 RBT, when often you have 2 plus one babysitter unit) to a strictly immobile fire support role. Immobility is one of the biggest reason why some people are against RBTs.
2.4. Just two Crewmembers.
If shot at, there are only 2 models. This is mitigated by the randomization of hits to the T7 W3 machine.
If charged, they will die. And if ever they win (thank you babysitter), they are forced to pursue because they have hatred.
2.5. 100 easy VPs.
Static, hopeless if charged, Bolt Throwers represent 100 very easy victory points for your opponent.
They don’t even claim ¼ tables if they happen to survive.
2.6. Comparison to foreign warmachines.
Not stinking and noisy as guns, not low cost low quality as most other races’.
- Helblasters, dwarf runed cannons, hellcannons, screaming skull catapults, etc. can cause massive damage in one round, whereas RBTs don't have a lot of potential for game changing shots.
- Spending 30-45 points on Bolt Throwers, as you would with Orcs, Dwarfs and others, is generally acceptable, and their eventual loss to enemy war machine hunters does not constitute a significant impact to the Victory Point bottom line. Investing 100 pts on a single vulnerable machine seems not terribly far from a folly.
But reliable and versatile.
RBTs are the most reliable of them all: good range, more accurate and no misfires.
They are very versatile with the option for multishot.
2.7. The roles of RBTs.
Killing stuff.
They can shoot, of course, and they can do it when nobody else can. Once down on the battlefield they should do the maximum damage before being destroyed. However, usually, an RBT will not kill the value of its points during the battle, as we’ll see later. For this reason, many players believe that RBTs are overpriced, maybe because they don’t understand their full use.
Area control.
Killing stuff is not enough to earn their day. Their main role is the psychological shot: they are here to control the opponent troop’s position on the battlefield. Practically our artillery is not very potent but it affects many different aspects of the game when used wisely.
Let’s examine now thoroughly these two roles: shooting and controlling the opponent.
RBT stands for Repel BloodThristers. As says Drek: If you're really worried about the BT, then take RBT's. For one, they've got an extra letter. And it's an 'R'. For another, any big monster will pay attention to them. This will allow you to control the battlefield somewhat by funnelling him a bit.
In this article, I’ll start with understanding the RBT. Weirdly, the deployment will come later, and army building is at the end, in order to understand beforehand their consequences.
1. Introduction. Do we need any artillery?
2. Description of the RBT.
2.1. Outstanding strength & range.
2.2. A small frontage.
2.3. So static…
2.4. Just two Crewmembers.
2.5. 100 easy VPs.
2.6. Comparison to foreign warmachines.
2.7. The roles of RBTs.
3. Shooting with RBTs.
3.1. To kill 100pts worth of foes...
3.2. …is difficult if you die young.
3.3. Multi or Single tough targets?
3.4. The Rule of Multi Four, Single Five:
3.5. Single-shooting ranked units?
3.6. Single bolt.
3.7. Multiple bolts.
3.8. Comparing RBTs with RXBmen.
3.9. RXBmen advantages.
3.10. RBTs advantages.
3.11. Taking both.
4. Which targets are the best to shoot?
4.1. Reducing the immediate threat.
4.2. Clearing out fast cavalry.
4.3. Shoot the shooters.
4.4. Shooting big nasties.
4.5. Soften large targets and ranked units.
4.6. Juicy targets.
4.7. Make the panic test.
4.8. Kill at safe distance.
4.9. Counter battery, if nothing else.
4.10. Wasting shots at heavy cavalry.
4.11. Killing Chariots, with patience.
5. The psychological shot.
5.1. Influence the deployment.
5.2. Empty large areas.
5.3. Control the opponent’s movement.
5.4. Force your opponent to react.
5.5. Attract charges.
6. Protecting the RBTs.
6.1. Shooting and magic.
6.2. Most threatening foes in CC.
6.3. Make a buffer zone.
6.4. Prevent contact.
6.5. Augment contact.
6.6. Best bodyguards.
6.7. Taking no protection.
7. Reaction to a charge.
7.1. Delay your fate!
7.2. Sometimes you could stay.
7.3. Sometimes you’d better flee.
7.4. Use of lonely crewmembers.
8. Deployment.
8.1. Consider terrain.
8.2. Consider your troops.
8.3. Consider opposing troops.
8.4. Deploying several RBTs together.
8.5. Deploying several RBTs far apart.
9. How many RBTs?
9.1. 1 hydra or 2 RBTs
9.2. 0?
9.3. 1.
9.4. 2.
9.5. 3.
9.6. 4.
9.7. The druchii gunline.
9.8. Small games.
10. Conclusion.
11. Annex: Statistics.
1. Introduction. Do we need any artillery?
In previous editions, RBTs had a reputation of being too expensive for what they were doing. In present edition, everything has been priced down except RBTs. The other rare unit, the hydra, has been upgraded tremendously. Are some players nostalgic or utterly conservative to still field the RBT?
Some good players did leave them home. A couple of matches proved them wrong. They're still our best option when speaking about shooting, and there is an increasing prevalence of big nasties in all the newer books. With a superior range and excellent accuracy, these things can go a long way towards neutralising the large monsters staring you down across the table.
Many thanks to Clivegh, Dark Alliance, Dyvim Tvar, Irtehdar & Master of Arneim, for posting very valuable advice in answers to D.netters’s questions This advice is integrated throughout the article. Thanks to Weenth & Zhou Tai for old but still valuable statistics, some of which are reproduced in the annex.
2. Description of the RBT.
Reaper Bolt Throwers are a testament to the ingenuity of the Druchii. A mechanism of counterweights and strings allows this war machine to fire to shoot a hail of barbed bolts, or a single missile with much greater force. (it’s a quote from GW’s website, so it must be true).
2.1. Outstanding strength & range.
Easily capable of doing mass damage from afar.
48” range, 24" short range. With decent BS. 360° LOS. That’s our only long range shooter.
6x S4, AP. Or 1x S6, no save, 1d3 wounds. That’s our only high S shooter, and it isn’t a magic item.
2.2. A small frontage.
Small and compact, no LOS nor range problem, it is extremely easy to deploy in an efficient position.
Bolt Throwers can even be set up between your combat units to rain death upon your enemies while within the safety of your battle lines. Not taking space is helpful if you are going MSU.
2.3. So static…
Unlike nearly all other elements of a Dark Elf force, an RBT necessarily restricts a comparatively sizeable portion of your army (5% in a GT-sized force for 1 RBT, when often you have 2 plus one babysitter unit) to a strictly immobile fire support role. Immobility is one of the biggest reason why some people are against RBTs.
2.4. Just two Crewmembers.
If shot at, there are only 2 models. This is mitigated by the randomization of hits to the T7 W3 machine.
If charged, they will die. And if ever they win (thank you babysitter), they are forced to pursue because they have hatred.
2.5. 100 easy VPs.
Static, hopeless if charged, Bolt Throwers represent 100 very easy victory points for your opponent.
They don’t even claim ¼ tables if they happen to survive.
2.6. Comparison to foreign warmachines.
Not stinking and noisy as guns, not low cost low quality as most other races’.
- Helblasters, dwarf runed cannons, hellcannons, screaming skull catapults, etc. can cause massive damage in one round, whereas RBTs don't have a lot of potential for game changing shots.
- Spending 30-45 points on Bolt Throwers, as you would with Orcs, Dwarfs and others, is generally acceptable, and their eventual loss to enemy war machine hunters does not constitute a significant impact to the Victory Point bottom line. Investing 100 pts on a single vulnerable machine seems not terribly far from a folly.
But reliable and versatile.
RBTs are the most reliable of them all: good range, more accurate and no misfires.
They are very versatile with the option for multishot.
2.7. The roles of RBTs.
Killing stuff.
They can shoot, of course, and they can do it when nobody else can. Once down on the battlefield they should do the maximum damage before being destroyed. However, usually, an RBT will not kill the value of its points during the battle, as we’ll see later. For this reason, many players believe that RBTs are overpriced, maybe because they don’t understand their full use.
Area control.
Killing stuff is not enough to earn their day. Their main role is the psychological shot: they are here to control the opponent troop’s position on the battlefield. Practically our artillery is not very potent but it affects many different aspects of the game when used wisely.
Let’s examine now thoroughly these two roles: shooting and controlling the opponent.