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wow.. just.. wow. Find a tau player who is willing to trade sides for a game or 2. Use the riptide as this stationary turret/invincible behemoth that you guys are calling it, and see how it works for you. because i bet its your other units that do more of the work
pumaman1 wrote: Dreadknights can roll on biomancy and get FNP with eternal warrior (not that it normally matters)
and you can make riptides leave cover just run near them, and they will back away out of cover.
i am so confused that a dreadknight, which is 1 wound different (5+ invul, can get cover with good shooty weapons, can psychic a fnp (sometimes) 2+ armor, better bs, better ws) but a riptide is worse..
i am sorry, but either the person you play who has tau most often cheats, or you need to buy new dice, because you shouldn't be able to murder a dreadknight, but just flail uselessly against a riptide.
if it literally is just cover, then literally just spend the points until you have enough divination psykers to get presence and perfect timing. or telephathy and invis.
The difference is, the Dreadknight has to come to you and your army, You have to go towards the Riptide and the rest of the Tau army.
Which plays into the hands of any Tau player worth their salt.
but the dreadknight can move, shunt, and still charge. it can cover most the board just that fast. and if tau sit back and shoot, and you play with terrain, you've probably won the game on objectives
It get's a turn of sitting there useless as it can't assault after shunting, with this turn I get to dictate how it's engaged, rather than just being pelted off the board at long range from marker lights and the riptides, which forces you to close the distance or get tabled, this allows the Tau to dictate how to engage.
pumaman1 wrote: wow.. just.. wow. Find a tau player who is willing to trade sides for a game or 2. Use the riptide as this stationary turret/invincible behemoth that you guys are calling it, and see how it works for you. because i bet its your other units that do more of the work
If you army swapped with me, you'd get very annoyed very quickly. Trust me. Fyi, I have army swapped with tau and both players conceded beford turn 4. The tau are ridiculous.
pumaman1 wrote: The basilisk? i would pull that one as a hard no, with its large minimum range, and so easy to take out... and always scattering when used the designed way..
So in general, it appears that really killy units are more favored, from the 2 responses so far. I appreciate the dark shroud being added for its great utility.
and outside of the DarkShroud and eldar units, very very high durability units.
so what are some of the tactics you've used to beat/account for the units on this list? because everyone non-ork/DE have something there, even if i disagree with basilisk
You realize when it has los and fires directly, it has no minimum distance right?
Granted, the Thunderwolves are probably going to get the charge on something and maul it severely, but then they get ganged up on by absolutely everything. Even against the stuff that doesn't have S5, a 3+ with T5 takes 4 times the wounds from S4 shooting compared to T6 2+, and that's not taking FNP into account.
In short, Thunderwolves are good because they're one of the few units that can catch Riptides and Scatterbikes in CC and proceed to murder them to death.
For thirteen years I had a dog with fur the darkest black. For thirteen years he was my friend, oh how I want him back.
pumaman1 wrote: The basilisk? i would pull that one as a hard no, with its large minimum range, and so easy to take out... and always scattering when used the designed way..
So in general, it appears that really killy units are more favored, from the 2 responses so far. I appreciate the dark shroud being added for its great utility.
and outside of the DarkShroud and eldar units, very very high durability units.
so what are some of the tactics you've used to beat/account for the units on this list? because everyone non-ork/DE have something there, even if i disagree with basilisk
You realize when it has los and fires directly, it has no minimum distance right?
its still only bs3, 12-10-10 shooting ordinance, making its heavy bolter snap fire, equivalent points in wyverns do more damage to infantry on average
and as Designed to be used, shooting far end of table safely behind a building..
Is there a point to this thread other than saying the Riptide is tough when facing it with less than optimal units? Maybe it's time to switch armies then or get some allies. Imperial knights seem to work pretty well.
pumaman1 wrote: wow.. just.. wow. Find a tau player who is willing to trade sides for a game or 2. Use the riptide as this stationary turret/invincible behemoth that you guys are calling it, and see how it works for you. because i bet its your other units that do more of the work
Hard to do proper army swaps when most people wanting a swap just pack lousy armies. Completely focusing on all the wrong units.
Facing my own tau with lists of my own design though? Gladly. Got quite a few armies I want to try out but can't really afford.across multiple factions.
can neither confirm nor deny I lost track of what I've got right now.
X078 wrote: Is there a point to this thread other than saying the Riptide is tough when facing it with less than optimal units? Maybe it's time to switch armies then or get some allies. Imperial knights seem to work pretty well.
Ironically not nearly as well as a riptide. Melta actually matters to a knight. And scatbikes will hp out a knight long before they've scratched a riptide. Riptides are so crazy that they are actually poor targets for scatterbikes. But super heavy walkers that cost twice as much die like bitches.
This message was edited 1 time. Last update was at 2016/02/13 00:05:17
X078 wrote: Is there a point to this thread other than saying the Riptide is tough when facing it with less than optimal units? Maybe it's time to switch armies then or get some allies. Imperial knights seem to work pretty well.
You missed the bit about Gravcents and a riptide having a toe in cover then?
Or maybe the part where people picked a faction as they happened to like it and aren't too interested in the others?
Or feel that jumping onto the new hotness just to compete, is a bit bandwagony, and aren't the kind of people to do that?
Or feel that a codex should be able to stand on it's own feet so that it can compete?
X078 wrote: Is there a point to this thread other than saying the Riptide is tough when facing it with less than optimal units? Maybe it's time to switch armies then or get some allies. Imperial knights seem to work pretty well.
You missed the bit about Gravcents and a riptide having a toe in cover then?
Or maybe the part where people picked a faction as they happened to like it and aren't too interested in the others?
Or feel that jumping onto the new hotness just to compete, is a bit bandwagony, and aren't the kind of people to do that?
Or feel that a codex should be able to stand on it's own feet so that it can compete?
I'd feel better about fielding a knight if it wasn't a piece of junk compared to this thing. I feel like I would be getting ripped off if I fielded one.
This message was edited 1 time. Last update was at 2016/02/13 00:13:39
X078 wrote: Is there a point to this thread other than saying the Riptide is tough when facing it with less than optimal units? Maybe it's time to switch armies then or get some allies. Imperial knights seem to work pretty well.
Ironically not nearly as well as a riptide. Melta actually matters to a knight. And scatbikes will hp out a knight long before they've scratched a riptide. Riptides are so crazy that they are actually poor targets for scatterbikes. But super heavy walkers that cost twice as much die like bitches.
Most knights should be able to them pretty well once in close combat, also the Forgeworld Cerastus knights is another good option.
pumaman1 wrote: wow.. just.. wow. Find a tau player who is willing to trade sides for a game or 2. Use the riptide as this stationary turret/invincible behemoth that you guys are calling it, and see how it works for you. because i bet its your other units that do more of the work
Hard to do proper army swaps when most people wanting a swap just pack lousy armies. Completely focusing on all the wrong units.
Facing my own tau with lists of my own design though? Gladly. Got quite a few armies I want to try out but can't really afford.across multiple factions.
Imagine a reply full of tetchy sarcasm about various things. The kind of sarcasm that doesn't adhere to rule 1.
But yes, I'm focusing on the wrong units, maybe I should focus on the other things in the Chaos codex, like mutilators or warptalons, I'm sure they'll help deal with riptides.
X078 wrote: Is there a point to this thread other than saying the Riptide is tough when facing it with less than optimal units? Maybe it's time to switch armies then or get some allies. Imperial knights seem to work pretty well.
Ironically not nearly as well as a riptide. Melta actually matters to a knight. And scatbikes will hp out a knight long before they've scratched a riptide. Riptides are so crazy that they are actually poor targets for scatterbikes. But super heavy walkers that cost twice as much die like bitches.
Most knights should be able to them pretty well once in close combat, also the Forgeworld Cerastus knights is another good option.
"Once in close combat" keeps coming up in this thread over and over. It is the Tau's specialty to make sure that never, ever happens. It's the Eldar's per se, but it is in this edition. The Knight is a lot better against the Tau than the Eldar, though. The Eldar just "LOL D-weapon" the thing.
X078 wrote: Is there a point to this thread other than saying the Riptide is tough when facing it with less than optimal units? Maybe it's time to switch armies then or get some allies. Imperial knights seem to work pretty well.
You missed the bit about Gravcents and a riptide having a toe in cover then?
Or maybe the part where people picked a faction as they happened to like it and aren't too interested in the others?
Or feel that jumping onto the new hotness just to compete, is a bit bandwagony, and aren't the kind of people to do that?
Or feel that a codex should be able to stand on it's own feet so that it can compete?
Well not all match-ups are fair, you might just have to ally in other units or switch army depending on what you play.
pumaman1 wrote: wow.. just.. wow. Find a tau player who is willing to trade sides for a game or 2. Use the riptide as this stationary turret/invincible behemoth that you guys are calling it, and see how it works for you. because i bet its your other units that do more of the work
Hard to do proper army swaps when most people wanting a swap just pack lousy armies. Completely focusing on all the wrong units.
Facing my own tau with lists of my own design though? Gladly. Got quite a few armies I want to try out but can't really afford.across multiple factions.
Imagine a reply full of tetchy sarcasm about various things. The kind of sarcasm that doesn't adhere to rule 1.
But yes, I'm focusing on the wrong units, maybe I should focus on the other things in the Chaos codex, like mutilators or warptalons, I'm sure they'll help deal with riptides.
Nurgle mutilators are more suvivable/pt against Riptides than anything in my entire codex. Think about that a second.
X078 wrote: Is there a point to this thread other than saying the Riptide is tough when facing it with less than optimal units? Maybe it's time to switch armies then or get some allies. Imperial knights seem to work pretty well.
You missed the bit about Gravcents and a riptide having a toe in cover then?
Or maybe the part where people picked a faction as they happened to like it and aren't too interested in the others?
Or feel that jumping onto the new hotness just to compete, is a bit bandwagony, and aren't the kind of people to do that?
Or feel that a codex should be able to stand on it's own feet so that it can compete?
Well not all match-ups are fair, you might just have to ally in other units or switch army depending on what you play.
So I can ally in those grav centurions that STILL won't get the job done? But sure will die when pie plated twice.
This message was edited 1 time. Last update was at 2016/02/13 00:17:42
pumaman1 wrote: wow.. just.. wow. Find a tau player who is willing to trade sides for a game or 2. Use the riptide as this stationary turret/invincible behemoth that you guys are calling it, and see how it works for you. because i bet its your other units that do more of the work
Hard to do proper army swaps when most people wanting a swap just pack lousy armies. Completely focusing on all the wrong units.
Facing my own tau with lists of my own design though? Gladly. Got quite a few armies I want to try out but can't really afford.across multiple factions.
Imagine a reply full of tetchy sarcasm about various things. The kind of sarcasm that doesn't adhere to rule 1.
But yes, I'm focusing on the wrong units, maybe I should focus on the other things in the Chaos codex, like mutilators or warptalons, I'm sure they'll help deal with riptides.
Nurgle mutilators are more suvivable/pt against Riptides than anything in my entire codex. Think about that a second.
Survivability doesn't help when you can't get to your target.
pumaman1 wrote: wow.. just.. wow. Find a tau player who is willing to trade sides for a game or 2. Use the riptide as this stationary turret/invincible behemoth that you guys are calling it, and see how it works for you. because i bet its your other units that do more of the work
Hard to do proper army swaps when most people wanting a swap just pack lousy armies. Completely focusing on all the wrong units.
Facing my own tau with lists of my own design though? Gladly. Got quite a few armies I want to try out but can't really afford.across multiple factions.
Imagine a reply full of tetchy sarcasm about various things. The kind of sarcasm that doesn't adhere to rule 1.
But yes, I'm focusing on the wrong units, maybe I should focus on the other things in the Chaos codex, like mutilators or warptalons, I'm sure they'll help deal with riptides.
Nurgle mutilators are more suvivable/pt against Riptides than anything in my entire codex. Think about that a second.
Survivability doesn't help when you can't get to your target.
X078 wrote: Is there a point to this thread other than saying the Riptide is tough when facing it with less than optimal units? Maybe it's time to switch armies then or get some allies. Imperial knights seem to work pretty well.
You missed the bit about Gravcents and a riptide having a toe in cover then?
Or maybe the part where people picked a faction as they happened to like it and aren't too interested in the others?
Or feel that jumping onto the new hotness just to compete, is a bit bandwagony, and aren't the kind of people to do that?
Or feel that a codex should be able to stand on it's own feet so that it can compete?
Well not all match-ups are fair, you might just have to ally in other units or switch army depending on what you play.
AlmightyWalrus wrote: 5 Thunderwolves are just 10 Marines in toughness for a MEQ with Furious Charge.
I think this is worth pointing out.
Martel, how hard is it to kill 10 tacticals in CC?
Not hard, but Thunder Wolves can grab a 3++ and have 4-5 Rending attacks, ranging from S5 and upwards.
Oh, they're hyper dangerous. But if you pump a Sternguard squad into them, and then assault with DC, you have a shot. These events don't happen against Riptide, because your units literally kill themselves trying to get to range. Well, not literally, but you get the point. I suppose Tau are taking a minor risk hanging back if they don't complete the tabling, but who am I fooling here? They are gonna complete the tabling. #ignorescoverforthewin
This message was edited 2 times. Last update was at 2016/02/13 00:22:25
pumaman1 wrote: wow.. just.. wow. Find a tau player who is willing to trade sides for a game or 2. Use the riptide as this stationary turret/invincible behemoth that you guys are calling it, and see how it works for you. because i bet its your other units that do more of the work
Hard to do proper army swaps when most people wanting a swap just pack lousy armies. Completely focusing on all the wrong units.
Facing my own tau with lists of my own design though? Gladly. Got quite a few armies I want to try out but can't really afford.across multiple factions.
Imagine a reply full of tetchy sarcasm about various things. The kind of sarcasm that doesn't adhere to rule 1.
But yes, I'm focusing on the wrong units, maybe I should focus on the other things in the Chaos codex, like mutilators or warptalons, I'm sure they'll help deal with riptides.
Nurgle mutilators are more suvivable/pt against Riptides than anything in my entire codex. Think about that a second.
Survivability doesn't help when you can't get to your target.
I'm not saying they're awesome. I'm just sayin.
Oh for sure, but I was more raging at the Hard to do proper army swaps when most people wanting a swap just pack lousy armies. Completely focusing on all the wrong units.
Martel732 wrote: Oh, they're hyper dangerous. But if you pump a Sternguard squad into them, and then assault with DC, you have a shot. These events don't happen against Riptide, because your units literally kill themselves trying to get to range. Well, not literally, but you get the point.
If they have EWO and FNP, what's responsible for the Tau AA?
This message was edited 2 times. Last update was at 2016/02/13 00:22:53
You don't need AA in 7.5. Because most flyers are junk. I don't run AA, and of the dozens of BA losses in 7.5, that accounted for like two. And the only one the BA have is mega-junk. Expensive, very expensive per hull point, lousy shooting for 7.5 and has to start in reserve. Totally worth it, I tell you.
Actually, Riptides don't need EWO, because things that drop next to them can't shoot them to death anyway. When I swapped with Tau, I preferred to regular shoot them with my marker light support. The drone thingy wasn't out yet.
This message was edited 5 times. Last update was at 2016/02/13 00:26:18