Originally Posted by
AbusePuppy
Sure, Razorwings with D-Cannons and missiles shoot harder than anything else. They also do so without D-Cannons because those only add 2-3 wounds to the 5-20 you're already doing. Lances give you the option of shooting at vehicles to get their troops in the open before launching missiles or gun down tanks after you've gotten rid of threatening infantry. Duality is a boon.
It's one of those things where you have to look at the rest of your list. If you have plenty of anti-tank and a Heavy Support slot open, why not take a Razorwing with D-Cannons to up your anti-infantry? I'd gladly add 2-3 extra wounds to the table, considering how many 3+ and 2+ armor saves there are these days, and positioned well, those str 5 weapons can still pen armor 10, and on a vehicle as fast as the Razorwing, it wouldn't be hard to get into a position to do so if you really need to.
Dangit, didn't notice that on Splinter Racks. Ah well, they're still useful on Raiders sometimes, I suppose. (The Duck benefits any poisoned weapons in his squad so you would presumably use him with Warriors instead of Trueborn if you wanted to try this.)
Well one big reason to take the Duke is if you have a high-volume-of-fire poison-weapon team, like Trueborn with x2 Splinter Cannons and as many Shard Carbines as you can get your hands on. Fitting him with a bunch of Warriors... it can work, and you can be more killy, but frankly it makes your troop choice way too vulnerable to an enemy's ire. I wouldn't recommend it unless you're playing really small games.
None of the upgrades are automatic "take every time" stuff; different builds will need each of them in turn and find others useless, although Aether Sails and Envenomed Blades are going to be fairly rare.
Well said.
I'm just gonna say I find this mentality very silly. No one has "good dice" or "bad dice," because that's not how probability works. It may be that some dice are slightly better than others in terms of how they're shaped/weighted, but noticing such discrepancies is well beyond the tracking capability of most people. The actual explanation for good/bad dice is biases of human perception and expectation.