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How do Eldar deal with 2 or more Riptides at 2000pts  [RSS] Share on facebook Share on Twitter Submit to Reddit
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As title explains, I want to know how to effectively deal with Riptides without making a tailored list to killing just riptides.

 
   
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I plan on running three d-cannons on platforms, but it will be tough to get them within range. The Wraithlord does not have a distort weapon option too.

But short of those, just target them with low ap weappons? I mean its just a lot of shots to pour into them. Would it be better to ignore them?

This message was edited 1 time. Last update was at 2013/06/10 03:12:48


 
   
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Anything with Distort weapons really scare Riptides, I generally find that most Tau players don't go for the 3++ and a single wound getting through kills the Riptide outright. A squad of Wraithguard zooming up in a Serpent will drop a Riptide pretty reliably (less so if they have D Scythes, but often still worth a shot). A Wraithknight (with standard/the only good loadout) will also actually do pretty well in a shooting duel with a Riptide assuming it sticks its foot in cover, the Riptide needs 5's or 6's to wound so only averages 0.166/0.666 wounds per turn i.e its not going to kill it without some serious help (the Overcharged Burst Cannon with a support Commander attached is your best bet). In return the WK on average will get a 6 to wound on average every 4 turns or so, and even if it doesn't get the ID I think it just kills the Riptide eventually anyway (you get a wound through a turn basically).

Any reasonable sized Eldar unit with Monofilament or Bladestorm (i.e most of them) is also going to cause some issues to a Riptide. A full unit of Spiders is going to cause about 3 wounds in a single round (20 shots, 13 hits, 2 Rends and 6 normal wounds). Basically I don't think Eldar are going to have any issues against Riptides, they deal with MCs pretty well due to the amount of quasi Rending in the book, the issue for them will more likely be the 40 odd Fire Warriors that just dakka them to death.
   
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If you want to laugh in their face, send Eldrad in with a 5x Harlie squad and a Shadowseer. Then watch as you get within 24" before they can even shoot you, then Forcekill the Riptides. Fun all around.


Practically, anything with bladestorm and can put out enough shots can kill it easy. Like a 9x WRJ squad will cost 183 points with 3x Cannons, and wound it 5 times, three of which are AP2. Then assault jump out.

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Ignore it if it has its 3++ up. If not, throw Distort or bladestorm+doom at it and it should go down.

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Get an Autarch on a JB with mantle, shard and phoenix gem. On one non saved wound it goes away for ever and you don't have to worry about the Riptide running away since JB are faster.

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 xlEternitylx wrote:
If you want to laugh in their face, send Eldrad in with a 5x Harlie squad and a Shadowseer. Then watch as you get within 24" before they can even shoot you, then Forcekill the Riptides. Fun all around.

Only problem being that Eldrad only has AP3 with a couple of attacks and the Riptide has a 2+. Obviously you still just have to get a single wound through, but the Riptide would have reasonable odds of getting a Smash attack through on Eldrad before he fails the 2+ so its not exactly an amazing counter.

GTKA666 wrote:
Get an Autarch on a JB with mantle, shard and phoenix gem. On one non saved wound it goes away for ever and you don't have to worry about the Riptide running away since JB are faster.


Shard only has ID in challenges and I'm pretty sure the Riptide isn't a character.
   
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Powerguy wrote:


GTKA666 wrote:
Get an Autarch on a JB with mantle, shard and phoenix gem. On one non saved wound it goes away for ever and you don't have to worry about the Riptide running away since JB are faster.


Shard only has ID in challenges and I'm pretty sure the Riptide isn't a character.


Ah, I see your point there....Hooray for not remembering right!

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D weapons, though I would focus on killing the most vulnerable targets such as fire warriors first. Riptides don't score, and tau troops are squishy.

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Someone mentioned to me monofilament spam may prove quite effective. The board isn't long enough that warpspiders can't reach a riptide pretty much anywhere. Lower Initiative gives good str bonus and it's got that whole instant death thing going on.

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 sudojoe wrote:
Someone mentioned to me monofilament spam may prove quite effective. The board isn't long enough that warpspiders can't reach a riptide pretty much anywhere. Lower Initiative gives good str bonus and it's got that whole instant death thing going on.


No ID on monofilament, just auto-wound and AP 1.

Also everyone keep in mind "pseudo-rend" still allows for the invuln. It will be a tough nut to crack, but easier for Eldar than some other I think.

Really though, arrange your units intelligently and take out his scoring and softer targets first imo.
   
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ahh you are right. I'm still getting them all mixed up. shiruken weapons basically have the same thing now but confusing with the D-cannons

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Wraithknights kind of hard-counter Riptides. They have the speed to catch them in CC and punch them to death.

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GTKA666 wrote:
Get an Autarch on a JB with mantle, shard and phoenix gem. On one non saved wound it goes away for ever and you don't have to worry about the Riptide running away since JB are faster.




The codex says that you can only take one Remnant of Glory per Army.
   
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Run one or two Farseers and if you are lucky enough to roll puppet master have some fun. Move your Farseers into range and PM one Riptide to shoot the other, then do it again with the other Farseer. Unlikely that this coul be rolled ....but oh what fun!!!!

Seriously though, you either have the weapons to hurt it so you can do that or you don't and you shoot the rest of the army out from under it.

I like option one though for the look on the Tau's face.

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Aren't all shurikan weapons rending lite? Just hit the riptide with tons of shurikan and laugh as you roll some 6's and bury it in ap2 wounds? And unless he's nova charging his shield hell be only getting a 2+5+.
   
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 Megildur_Dorsidhion wrote:


GTKA666 wrote:
Get an Autarch on a JB with mantle, shard and phoenix gem. On one non saved wound it goes away for ever and you don't have to worry about the Riptide running away since JB are faster.


The codex says that you can only take one Remnant of Glory per Army.


One of each Remnant.

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Most people here are making suggestions with the mind set of it being a single Riptide. 3 at 2000 points is a much harder to deal with considering the tactic/unit used to take down first one might be too depleated to work on the second and third one.

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 Spartan089 wrote:
Most people here are making suggestions with the mind set of it being a single Riptide. 3 at 2000 points is a much harder to deal with considering the tactic/unit used to take down first one might be too depleated to work on the second and third one.


with Riptides it is usually better to kill the rest of the tau army, rather than take down the tide(s). Their damage output isnt that great. The mobile blast, HBC AA are very potent compliments to a Tau army but against most targets crisus suits/missilesides will do more damage. If the tau player is taking more than 1 tide, he is take 1 less squad of suits, and is doing less damage to you than he otherwise would be.

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 Spartan089 wrote:
Most people here are making suggestions with the mind set of it being a single Riptide. 3 at 2000 points is a much harder to deal with considering the tactic/unit used to take down first one might be too depleated to work on the second and third one.


1 wraith knight per rip tide?

jk. Wraith guard with distort cannons are good way to remove a rip tide. Use two 5 man squads in serpents and fly up in there.

This message was edited 1 time. Last update was at 2013/06/10 21:04:45


 
   
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I doubt you''ll see two many 3 tide lists. Scary as they may seem, Crisis suits will put out more firepower per point and compete heavily for those elite slots

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Monofiliment and Suricat fire all become AP1 on a wound roll of 6. Large volumes of fire are easy to obtain with Guardians/Avengers/Warp Spiders/rangers. If you hit him with Jinx, then Reapers can reliably do damage as well. At minimum, a unit of 10 fire dragons in a serpent will kill it, even with a 3++.

Obviously, it takes lots of fire to take it down, which is why it is sometimes useful to use a combo of -3 leadership and Terror to run it off the board or pin it instead.
   
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Powerguy wrote:

GTKA666 wrote:
Get an Autarch on a JB with mantle, shard and phoenix gem. On one non saved wound it goes away for ever and you don't have to worry about the Riptide running away since JB are faster.


Shard only has ID in challenges and I'm pretty sure the Riptide isn't a character.

Neither is anyone with a Mantle of the Laughing God.

This message was edited 1 time. Last update was at 2013/06/10 21:20:21


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 DarknessEternal wrote:
Powerguy wrote:

GTKA666 wrote:
Get an Autarch on a JB with mantle, shard and phoenix gem. On one non saved wound it goes away for ever and you don't have to worry about the Riptide running away since JB are faster.


Shard only has ID in challenges and I'm pretty sure the Riptide isn't a character.

Neither is anyone with a Mantle of the Laughing God.


He's still a character, just not an independent character with the Mantle.

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Like people have been saying, lots of shurikens or any one of the plethora of other S6 or higher guns available to Eldar. Seriously, Tau players should be asking: " how do i protect my 3 Riptides from the Eldar?"

This message was edited 1 time. Last update was at 2013/06/11 01:10:51


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How do Eldar deal with 2 or more Riptides at 2000pts


Laugh at your opponent for fielding them, and proceed to apply Fire Dragons to the face? Alternately: bullets. Lots of them.

Kill them the same way you kill any monstrous creature: with the knowledge that an MC with 1 wound remaining is every bit as deadly as an an unwounded MC. No half measures. Don't even bother shooting it unless you've got what you need to erase it: if you don't, then that fire would be better spent wiping something else from the board that won't be able to shoot back next turn on account of an acute case of being dead.


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 Marsyas wrote:

Laugh at your opponent for fielding them, and proceed to apply Fire Dragons to the face?

It takes 27 Fire Dragons to kill a solitary Riptide. That's a pretty bad trade.

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That math seems a little off or are you assuming the the 3++?



10 fire dragons against Riptide with 5++
10 shots, 6.67 hits, 5.56, wounds, 4.48 unsaved wounds.

Still not a dead riptide but it wouldn't take much more

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