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Anyone tried having Ratlings in a Taurox, with the mechanised detatchment? Zooming about, popping out and firing? Maybe retreating if someone gets to close? Would their ability, to move after firing, let them enter the transport again, or would you need a stratagem for that?

With charaters being so good at boosting, taking them out should be good. They will still hit on 3s and wound regular marines on 3+, becaurse of the boost from exiting a transport and firing? They cannot get orders in any way? So no + to hit?

In some earlier editions, Ratlings took up two spaces each, in a transport, but I have not seen this in this edition?

Lots of questions, thought it could be fun.

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On 9/13/2025 at 11:56 AM, Token said:

Would their ability, to move after firing, let them enter the transport again, or would you need a stratagem for that?

 

I tries it a few times, and it's certaibly cute. A bit too expensive to really be great, especially with the Taurox having gotten more expensive.

 

To answer your question, yes, they can get back in with their ability as long as all models are within 3". it's a different phase to when they disembarked, so no issues.

 

Main problem is that 10 sniper shots are only semi-reliable.

 

10 shots on 3+ = 7.3 hits

Wounding on 3+= 4.5ish wounds

Without cover saving on 5s = 3 wounds, so 6 damage

 

So in mech, they can on average take out a basic marine character in the open. Gets a bit better if you pop their once per game lethals, but much worse if there's cover, higher toughness or you run them in another detach.

 

And that costs you 175p to pull off, while being very vulnerable to overwatch.

 

Don't get me wrong, it's fun, and I've yet to play into an opponent who didn't on some level want the little murderhobos to suceed. 

 

But not quite a magic bullet either. :)

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