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Fortress of Solitude

Just as the title says. This is barring wraiths because I am running too many already for my liking.

Thanks in advance.

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Annihilation Barges would probably push through a good number of wounds on them.
Deathmark squads would push woulds, get the occasional rends

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MajorStoffer wrote:
...
Sternguard though, those guys are all about kicking ass. They'd chew bubble gum as well, but bubble gum is heretical. Only tau chew gum. 
   
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Anni Barges will have a hard time.. 3 of them average 1-2 wounds on a Riptide. The Riptide can also do a good job of evading shots from the Barges due to better range and JSJ.

I think Deathmarks or Wraiths are your most efficient answer.

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Adelaide, South Australia

Don't even try to kill it at range without high strength AP2 shooting, focus on your opponent's less durable threats and scoring units until you get close enough to charge the Riptides and overrun them.

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I have a peanut allergy. It's really inconsiderate.

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I'd always ignore the Riptide unless it presents a target of opportunity. The way to beat Tau down, IME, is to focus on the weak troops and win the mission.

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Warscythe and Mindshackle Scarabs.

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This is an actual rule in the actual rulebook. Quit whining about how you can imagine someone's army touching you in a bad place and play by the actual rules.


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Fortress of Solitude

 DarknessEternal wrote:
Warscythe and Mindshackle Scarabs.


That is well and fine if I get into CC. Obviously wraiths with D-lord will make mincemeat of it. However, the issue is not getting the aforementioned wraiths and D-Lord shot to death first.

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 iGuy91 wrote:
Annihilation Barges would probably push through a good number of wounds on them.
Deathmark squads would push woulds, get the occasional rends
An annihilation barge will maybe put a wound on the riptide, don't expect much more. Deathmarks also only hope for rending attacks. A destroyer lords is much better at putting wounds on a riptide.
   
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Augusta GA

Could try swarming it with a bunch of scarabs. Fast enough to actually reach it, and scarabs are generally a lower priority target in 6th edition. Put enough scarab attacks into it, all you need is one wound to remove its armor save for good. Either it's tied up all game with half its points in scarabs or it finally kills them all and gets lit up by shooting the following turn.
   
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High strength, low AP weapons are your best bet. Assaulting and tar-pitting it is another tactic if you can't outright kill it.

However, if the Tau player is trying to turn it into a Death Star and has attached Commander Shadowsun, you may need to ignore it and focus on more important targets. It is unlikely any wounds will stick with the cover save, and the 3D6 assault move will keep it out of assault range.

This message was edited 1 time. Last update was at 2013/05/06 05:26:49


 
   
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AL

I have found multiple units of Heavy Destroyers to be able to make short work of the Riptide, especially when backed up by a Doomsday Ark. Frankly, a T5 3+ Jump Infantry unit with PE and a S9 AP2 gun really isn't anything to scoff at.

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 PrinceRaven wrote:
Don't even try to kill it at range without high strength AP2 shooting, focus on your opponent's less durable threats and scoring units until you get close enough to charge the Riptides and overrun them.

Yeah, that's right. Its hard to take down from range. I'd ignore it unless you get close.

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Get into CC with it. Wraths and the D.Lord. However, your next best bet is scarabs. Third choice is Heavy Ds. Deathmarks won't get enough rends to bypass that 2+ to make them a worthwhile option.
   
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San Jose, CA

 LValx wrote:
I'd always ignore the Riptide unless it presents a target of opportunity. The way to beat Tau down, IME, is to focus on the weak troops and win the mission.

+1

If you are shooting at the Riptide when there are other targets of opportunity available, then you are going to lose the battle. Kill off his troops and the easier-to-kill units first.



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 Badablack wrote:
Could try swarming it with a bunch of scarabs. Fast enough to actually reach it, and scarabs are generally a lower priority target in 6th edition. Put enough scarab attacks into it, all you need is one wound to remove its armor save for good. Either it's tied up all game with half its points in scarabs or it finally kills them all and gets lit up by shooting the following turn.


I'm pretty sure that against infantry the armour is only removed until the end of the turn.
   
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Beijing, China

 ImotekhTheStormlord wrote:
Just as the title says. This is barring wraiths because I am running too many already for my liking.

Thanks in advance.


didnt we have this exact thread last week

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bradleyo wrote:
I'm pretty sure that against infantry the armour is only removed until the end of the turn.

Nope, for the entire game

The problem is STR3 vs T6, so you still need 36 hits before you can do one wound.
After the first hit you only need 6 hits to take away a wound.
   
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bradleyo wrote:
 Badablack wrote:
Could try swarming it with a bunch of scarabs. Fast enough to actually reach it, and scarabs are generally a lower priority target in 6th edition. Put enough scarab attacks into it, all you need is one wound to remove its armor save for good. Either it's tied up all game with half its points in scarabs or it finally kills them all and gets lit up by shooting the following turn.


I'm pretty sure that against infantry the armour is only removed until the end of the turn.

You're wrong. It's removed for the game.

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Perth, Australia

As has been said, Destructek. S8, AP2, 36". Put them with small warrior squads.

   
 
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