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Post by: Happyjew
I now agree that Riptide are broken. In a game earlier I charged a Riptide with the lone surviving Striking Scorpion Exarch (with claw) as well as 5 wraith blades with axe and shield. On top of turn 2. It took the entire game to kill it. He kept rolling nova charge and getting a 3+ invul. I lost one wraith and my exarch ran away and off the table.
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Post by: AlmightyWalrus
Put it this way: 3 Grav-centurions in a pod don't kill a Stimtide in one turn of shooting on average, doing (15*(2/3))*(35/36)*(2/3)*(2/3) or ~4,3 wounds on average. That's WITHOUT the 3++ or it being in 4+ cover, and it's from one of the most obscenely strong anti-MC units in the game.
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Post by: Wolfblade
Right which is why the upgrades are either undercosted, or the riptide has too much survivability for its current cost (again, 4+ to pass nova, 3+ armor save -1 a wound to start if we leave the stimtide at 225)
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Post by: AlmightyWalrus
With that stat line 3 Grav-centurions in a pod STILL wouldn't one-shot a Riptide on average, because they're now wounding on 3+ rather than 2+. It'd be darn close, though, and 3+ is so much easier to get wounds through on than 2+.
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Post by: Wolfblade
Should anything ever just one shot anything else without spending more points than it though? Otherwise I feel the game would be very hard to balance around that philosophy/norm for units firepower
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Post by: Mr Morden
Wolfblade wrote:Should anything ever just one shot anything else with spending more points than it though? Otherwise I feel the game would be very hard to balance around that philosophy/norm for units firepower
And thats one of the major problems with vehicle as opposed to MCs or GMCs. Lots of things can one shot them - the latter not so much.
Also pretty much any 1 W unit can one shot another.
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Post by: AlmightyWalrus
Wolfblade wrote:Should anything ever just one shot anything else with spending more points than it though? Otherwise I feel the game would be very hard to balance around that philosophy/norm for units firepower
3 Grav-turions in a pod are an ultra-hard counter to MCs and are more expensive than a Stimtide. It's essentially the worst-case scenario for the Riptide outside of formations and Deathstars, and it still lives.
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Post by: Martel732
Wolfblade wrote:Should anything ever just one shot anything else with spending more points than it though? Otherwise I feel the game would be very hard to balance around that philosophy/norm for units firepower
Hello? Vehicles.
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Post by: Wolfblade
Yes, yes I know, vehicles suck. Everyone knows that, and I DID mean to include that in what I said. Vehicles all need a points drop if they stay the way they are, or the damage chart needs serious work/be removed as it feels like a holdover from 5th. (Note, at no point did I ever say vehicles are fair/balanced/fine as they are, but that's a different discussion)
As for grav-turions with the changes purposed, they'll take on average 3.92 wounds with a 5++/5+++, which means if the riptide failed its previous nova, it's dead. (thats including the 3+ armor btw). If it had a 3++, then only 1.97 wounds go through, and assuming it fails the next nova (failing one every other turn), it's down to 2 wounds, which means weight of fire has a chance to kill it. Odds get slightly better if the centurions take MLs, inflicting another 1.11 wounds with a 5++, or .55 with a 3++ (hurricane bolters only dealing .296 at 13 inches or more,.592 in rapidfire).
So would losing 2 wounds, fail nova on a 4+ and gaining 3+ armor work then if it stays 225? Grav-turions kill in one turn assuming no nova, and they all make it past any interceptors. Otherwise I think as a start, raising the stimm price by 15 and IA by 20 would be a decent start (now costs 260)
As for 1W units, I assume you mean units of multiple models with 1W. Offhand, what completely wipes each other out while costing roughly the same or less? Units made of mostly special weapons firing at another unit?
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Post by: Martel732
3 X D-scythe wraithguard can kill far more than their point value.
" Otherwise I think as a start, raising the stimm price by 15 and IA by 20 would be a decent start (now costs 260) "
This might up end up being sufficient by squeezing Tau lists for a few more points. As the Tau can field fewer synergizing units, their effectiveness goes down.
In contrast, Eldar units usually do it alone, so WK has to go to 400 pts at least.
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Post by: Wolfblade
Thats a good point, wraith guard can pull down way more than they should be able to, assuming they get in range (tau might be able to put them down before they can fire depending on squad size)
edit: Actually a lot of eldar can do that (scatbikes i.e.), but they're the outlier really, having mostly underpriced or overpowered units.
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Post by: Traditio
Wolfblade wrote:Traditio, you just had a poll on this. Result was that more people than not thought the riptide was balanced, or at least fair.
Except, you can't claim that. Insaniak artificially ended the poll early.
The general trend of the poll was in my favor.
The most that you can claim is that, at the time at which the poll was ended, it was pretty close to an even split.
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Post by: CrownAxe
Traditio wrote: Wolfblade wrote:Traditio, you just had a poll on this. Result was that more people than not thought the riptide was balanced, or at least fair.
Except, you can't claim that. Insaniak artificially ended the poll early.
The general trend of the poll was in my favor.
The most that you can claim is that, at the time at which the poll was ended, it was pretty close to an even split.
The majority side was still that it wasn't over powered THE ENTIRE TIME THE POLL WAS UP. Even if your false notion about a trend was true (which was only derived from a very short period of time so isn't actually valid) your trend was so small that you would have run out of active Dakka members before your side of the poll over took the majority
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Post by: Traditio
CrownAxe wrote:The majority side was still that it wasn't over powered THE ENTIRE TIME THE POLL WAS UP. Even if your false notion about a trend was true (which was only derived from a very short period of time so isn't actually valid) your trend was so small that you would have run out of active Dakka members before your side of the poll over took the majority
We'll never know. Insaniak artificially ended it early.
Again, all that we can claim is that, at the time at which the poll was closed, it was close to an even split/highly contested.
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Post by: CrownAxe
Traditio wrote:CrownAxe wrote:The majority side was still that it wasn't over powered THE ENTIRE TIME THE POLL WAS UP. Even if your false notion about a trend was true (which was only derived from a very short period of time so isn't actually valid) your trend was so small that you would have run out of active Dakka members before your side of the poll over took the majority
We'll never know. Insaniak artificially ended it early.
Again, all that we can claim is that, at the time at which the poll was closed, it was close to an even split/highly contested.
Or we could look at the information we actually did get from that poll which is the majority didn't think the Riptide was overpowered
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Post by: Matt.Kingsley
And yet you still claim you won.
Why is it that we can only claim it was a draw (even though the 'it's balanced' side was winning) while you an claim you won (because of a slight trend that wasn't actually a valid reason for such a claim)?
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Post by: Traditio
CrownAxe wrote:Or we could look at the information we actually did get from that poll which is the majority didn't think the Riptide was overpowered
Accounting for margin of error, again, the result at the time of the poll's closing, statistically speaking, was a tie.
But again, Insaniak closed the poll early. We'll never know what the actual popular opinion on the matter is. Because he closed it early. Automatically Appended Next Post: Matt.Kingsley wrote:And yet you still claim you won.
Why is it that we can only claim it was a draw (even though the 'it's balanced' side was winning) while you an claim you won (because of a slight trend that wasn't actually a valid reason for such a claim)?
You can either look at:
1. Actual results
2. Trends
1. The actual result, accounting for a margin of error, is a virtual tie.
2. If you look at the progression from the beginning of the poll to the time at which it was artificially ended for no good reason, the side supporting my opinion was increasing at a faster rate than the side disagreeing with my opinion.
So either:
1. I did not lose
or
2. I won.
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Post by: CrownAxe
That's not how margin of error works. For one you don't have a margin of error in a poll because you didn't do any calculations with it. It is just adding up the number of yes's and no's there is no error to have. And second of all a margine of errorr goes both ways so it does not automatically mean its in your favor because for all you know it could make the majority even greater against your favor (meaning it could be 60% think its balanced instead of the 55% it was shown)
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Post by: Traditio
CrownAxe wrote:And second of all a margine of errorr goes both ways so it does not automatically mean its in your favor because for all you know it could make the majority even greater against your favor (meaning it could be 60% think its balanced instead of the 55% it was shown)
I never claimed otherwise. All that I said is that, assuming a margin of error, we can no more say that I lost than that I won. It was a virtual tie. It could have gone either way, given enough time and people.
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Post by: CrownAxe
Traditio wrote:CrownAxe wrote:And second of all a margine of errorr goes both ways so it does not automatically mean its in your favor because for all you know it could make the majority even greater against your favor (meaning it could be 60% think its balanced instead of the 55% it was shown) I never claimed otherwise. All that I said is that, assuming a margin of error, we can no more say that I lost than that I won. It was a virtual tie. It could have gone either way, given enough time and people.
You can't claim a virtual tie because it wasn't a tie it was 55-45%, thats not a tie. And trying to say that their could be a margin of error (which there isn't) makes it a virtual tie is wrong because thats not how margin of errors work. Margine of errors are +/-5% roughley which still averages out to 55-45% which is not a tie
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Post by: Traditio
CrownAxe wrote:You can't claim a virtual tie because it wasn't a tie it was 55-45%, thats not a tie. And trying to say that their could be a margin of error (which there isn't) makes it a virtual tie is wrong because thats not how margin of errors work. Margine of errors are +/-5% roughley which still averages out to 55-45% which is not a tie
1. If the result was 55/45 (in fact, it was actually getting a lot closer; at least at one point, I think it was at a 48/52 split), a margin of error of 5 percent could very well render a 50/50 even split.
2. You may want to look up "virtual" in the dictionary. A virtual tie =/= an actual tie.
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Post by: CrownAxe
Traditio wrote:CrownAxe wrote:You can't claim a virtual tie because it wasn't a tie it was 55-45%, thats not a tie. And trying to say that their could be a margin of error (which there isn't) makes it a virtual tie is wrong because thats not how margin of errors work. Margine of errors are +/-5% roughley which still averages out to 55-45% which is not a tie
1. If the result was 55/45 (in fact, it was actually getting a lot closer; at least at one point, I think it was at a 48/52 split), a margin of error of 5 percent could very well render a 50/50 even split.
2. You may want to look up "virtual" in the dictionary. A virtual tie =/= an actual tie.
The fact that a tie is which in a margin of error doesn't let you ignore every other possibility within the margin of error. That's why you are wrong about claiming its a virtual tie and you can;t just ignore the actual result of the poll.
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Post by: Traditio
CrownAxe wrote: Traditio wrote:CrownAxe wrote:You can't claim a virtual tie because it wasn't a tie it was 55-45%, thats not a tie. And trying to say that their could be a margin of error (which there isn't) makes it a virtual tie is wrong because thats not how margin of errors work. Margine of errors are +/-5% roughley which still averages out to 55-45% which is not a tie
1. If the result was 55/45 (in fact, it was actually getting a lot closer; at least at one point, I think it was at a 48/52 split), a margin of error of 5 percent could very well render a 50/50 even split.
2. You may want to look up "virtual" in the dictionary. A virtual tie =/= an actual tie.
The fact that a tie is which in a margin of error doesn't let you ignore every other possibility within the margin of error. That's why you are wrong about claiming its a virtual tie and you can;t just ignore the actual result of the poll.
Again, look up the word "virtual" in the dictionary.
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Post by: CrownAxe
Traditio wrote: CrownAxe wrote: Traditio wrote:CrownAxe wrote:You can't claim a virtual tie because it wasn't a tie it was 55-45%, thats not a tie. And trying to say that their could be a margin of error (which there isn't) makes it a virtual tie is wrong because thats not how margin of errors work. Margine of errors are +/-5% roughley which still averages out to 55-45% which is not a tie
1. If the result was 55/45 (in fact, it was actually getting a lot closer; at least at one point, I think it was at a 48/52 split), a margin of error of 5 percent could very well render a 50/50 even split.
2. You may want to look up "virtual" in the dictionary. A virtual tie =/= an actual tie.
The fact that a tie is which in a margin of error doesn't let you ignore every other possibility within the margin of error. That's why you are wrong about claiming its a virtual tie and you can;t just ignore the actual result of the poll.
Again, look up the word "virtual" in the dictionary.
You know virtual isn't actually applicable when trying to use statistics to prove your point
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Post by: Traditio
CrownAxe wrote:You know virtual isn't actually applicable when trying to use statistics to prove your point
I'll be waiting for you to copy/paste the definition when you find it out.
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Post by: CrownAxe
Traditio wrote:CrownAxe wrote:You know virtual isn't actually applicable when trying to use statistics to prove your point
I'll be waiting for you to copy/paste the definition when you find it out.
Virtual
"almost or nearly as described, but not completely or according to strict definition."
Which has nothing to do with math or statistics which is why i said you can't use it ignore your entire poll
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Post by: Traditio
CrownAxe wrote: Traditio wrote:CrownAxe wrote:You know virtual isn't actually applicable when trying to use statistics to prove your point
I'll be waiting for you to copy/paste the definition when you find it out.
Virtual
"almost or nearly as described, but not completely or according to strict definition."
Which has nothing to do with math or statistics which is why i said you can't use it ignore your entire poll
My initial claim was that the poll result, at the time in which Insaniak closed it early for no good reason, was a "virtual tie." Given the definition, would you disagree with me or agree with me?
If you say "but it wasn't a tie," I'll ask you to give me the definition for each of the words that you just quoted in your definition. And I'll keep asking you to do that until you figure out what the word "virtual" means.
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Post by: insaniak
This thread is for discussion on how to balance Riptides. The (fascinating as it is) discussion on whether or not a poll showed a majority or a tie can be better held elsewhere.
Or, you know, not, given that it was already discussed in the actual poll thread.
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Post by: Traditio
insaniak wrote:This thread is for discussion on how to balance Riptides. The (fascinating as it is) discussion on whether or not a poll showed a majority or a tie can be better held elsewhere.
Or, you know, not, given that it was already discussed in the actual poll thread.
"How should we balance riptides?" presupposes that Riptides are imbalanced and are publicly recognized as being imbalanced.
If riptides are balanced, or even are publicly perceived as being such, then there is no need to even ask the question of how to balance them. They already are balanced, under that hypothesis.
What people like CrownAxe, Matt.Kingsley and Wolfblade should be saying to the OP is:
"Keep riptides exactly the way that they are."
It's only under the supposition that riptides are imbalanced (and are publicly recognized as being such) that a need for a rework to make them "balanced" even appears necessary.
Note, it's not enough for riptides to be imbalanced to see a need for a rework. It's only under the supposition that there's public recognition of their imbalance that it makes sense to ask: "So how do we fix it?"
You can't have your cake and eat it too. You can't both claim that riptides are fine and also claim that they need a rework to make them fine (contra Wolfblade).
There are two initial possible answers:
1. It is the case that riptides are imbalanced and are publicly recognized as being imbalanced.
2. It is not the case that riptides, etc.
If they are not, then no fix is needed.
If they are, then we must ask why they are considered as being imbalanced:
1. They have too much fire power.
2. They are too durable.
3. They are too points efficient.
4. They should be walkers, but are MCs instead.
At which point we come to my fix recommendations:
1. Decrease their firepower.
2. Make them less durable.
3. Price them appropriately.
4. Make them walkers.
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Post by: Wolfblade
So, the only thing I want to say on the matter before dropping it is that the poll was ended 2hrs before the arbitrary time length was up. That's barely early. Also assuming we're not going by when you seemed to want to call it early.
So again, since no one has given any input back, would 3+ armor. 4+ nova, -2 wounds work if it stays 225, or loses only 1 wound but IA raises by 20pt, and stimms by 15. (bringing the total cost to 260)
You mean, except for my purposed changes. Or are you ignoring my posts and just forgetting to read them before you post? Also, in general right now Riptides are FINE, strong vs the weaker codices, and ok against the post-decurion codices. Because the level of power is so vast between the most bottom tier codex and the most top tier codex, a unit can range from super broken to nearly worthless. (i.e. the IG's AP4 russ that ignores cover is great vs orks, but worthless against any of the top 4). So yes, my feeling comparing the riptide to the game as whole is that it's ok, maybe on the strong side, but it's damage output is meh at best assuming average scatter/rolls to wound.
So yes, I'm purposing changes that are assuming everyone is being balanced to SM's level.
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Post by: Traditio
Wolfblade wrote:You mean, except for my purposed changes. Or are you ignoring my posts and just forgetting to read them before you post?
According to you, the riptide is balanced just like it's written in the codex. Why are you proposing changes to a unit that you think is just fine?
Automatically Appended Next Post:
Also, in general right now Riptides are FINE, strong vs the weaker codices, and ok against the post-decurion codices.
There's no such thing as "against an entire codex."
C: SM isn't Codex: Teleporting/drop-podded grav centurions.
C:Necrons isn't codex: decurion.
C: eldar isn't codex: Wraithknight + scatterbikes.
We shouldn't be considering Riptides vs. the most broken gak in other codices. We should be considering Riptides in comparison to the things in the other codices that are actually considered of "average" power level.
You should be weighing riptides against dreadnoughts and devastator marines with lascannons, not to teleporting grav centurions.
Saying that x is fine because other codices have cheese too isn't really much of a defense of x being fine.
No codices should have cheese. Not even a little.
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Post by: Martel732
"
C:SM isn't Codex: Teleporting/drop-podded grav centurions.
C:Necrons isn't codex: decurion.
C: eldar isn't codex: Wraithknight + scatterbikes.
"
Except they basically are. The "cheese" is what makes C:SM great and C:BA awful.
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Post by: Traditio
Martel732 wrote:The "cheese" is what makes C:SM great and C:BA awful.
And take away the cheese, and all codices would be in a much better balance-situation relative to each other. Take away grav centurions, whether teleporting or drop-podded, increase the cost of drop-pods, nerf the feth out of wraithknights, riptides, etc., nerf Necrons, etc., and 40k would be a whole lot better off.
I mean, people with cheese armies would be much worse off. They'd actually have to rely on tactics, strategy and good list-building ideas. They'd actually have to "git gud" and "learn 2 play" instead of just relying on the latest net-list.
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Post by: Wolfblade
Why should riptides be balanced against dreads? They're not even remotely comparable. The closest thing any SM has would be a dreadknight.
I also want to point out a lot of comp players massively better than you. I don't see you with any major tourney wins under your belt. I see you yelling about how you have skill, or honor, or whatever, just like in that link I posted in the other thread. What you want is to not have to change or adapt in any way. You blatantly refuse to take any counters to problem units, then whine about said problem units.
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Post by: Traditio
Wolfblade wrote:Why should riptides be balanced against dreads? They're not even remotely comparable. The closest thing any SM has would be a dreadknight.
Except, dreadknights aren't really a fair comparison. "Good" GK lists include at least two of them. When it comes to balancing, you can't compare cheese to cheese. You have to compare it to a balanced, average unit that nobody considers "auto-take."
Dreadnoughts are the iconic 40k walker. They have a "shooty" configuration.
I also want to point out a lot of comp players massively better than you.
Even if true, I fail to see how this is even remotely relevant to the conversation. I mean, it makes for a "great" personal attack. But meh?
I don't see you with any major tourney wins under your belt.
You mean, those events where everybody spams the cheesiest builds available in their codex? Those things?
I see you yelling about how you have skill, or honor, or whatever
Where?
Quote me.
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Post by: IllumiNini
Traditio wrote: Wolfblade wrote:Why should riptides be balanced against dreads? They're not even remotely comparable. The closest thing any SM has would be a dreadknight.
Except, dreadknights aren't really a fair comparison. "Good" GK lists include at least two of them. When it comes to balancing, you can't compare cheese to cheese. You have to compare it to a balanced, average unit.
Whether or not a Dreadknight is a fair comparison to make when trying to balance the Riptide, it's still a better comparison than a comparing the Riptide to a Dreadnought.
Traditio wrote:Dreadnoughts are the iconic 40k walker. They have a "shooty" configuration.
Just because the Dreadnought is Iconic doesn't in any way mean Riptides vs Dreadnoughts is a fair comparison. As for a 'Shoot-y Configuration', the "Basic" Dreadnought has a Power Fist, a Storm Bolter, and a Multi-Melta as its default configuration. I (and I'm sure many others) would say that - for a Walker - that's hardly a 'Shoot-y Configuration'.
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Post by: Traditio
IllumiNini wrote:Whether or not a Dreadknight is a fair comparison to make when trying to balance the Riptide, it's still a better comparison than a comparing the Riptide to a Dreadnought.
What would you consider a "fair" thing to compare the riptide against?
Note, the thing to which you are comparing it must:
1. Not be an auto-include or otherwise cheesy unit.
2. Must be commonly considered to be well-balanced.
Here, I repeat what I've often said before:
Balance is relative (in the sense of implying a relationship, say, of A to B).
If you want to balance a riptide, you have to balance it AGAINST something. If you balance it against cheese, you're going to get cheese.
Just because the Dreadnought is Iconic doesn't in any way mean Riptides vs Dreadnoughts is a fair comparison. As for a 'Shoot-y Configuration', the "Basic" Dreadnought has a Power Fist, a Storm Bolter, and a Multi-Melta as its default configuration. I (and I'm sure many others) would say that - for a Walker - that's hardly a 'Shoot-y Configuration'.
You can get a dreadnought that has neither a power fist nor a multimelta. See my earlier postings.
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Post by: IllumiNini
Traditio wrote:IllumiNini wrote:Whether or not a Dreadknight is a fair comparison to make when trying to balance the Riptide, it's still a better comparison than a comparing the Riptide to a Dreadnought.
What would you consider a "fair" thing to compare the riptide against?
Note, the thing to which you are comparing it must:
1. Not be an auto-include or otherwise cheesy unit.
2. Must be commonly considered to be well-balanced.
So now I have to conform to more of your conditions? No thanks, I'll pass.
Traditio wrote:Just because the Dreadnought is Iconic doesn't in any way mean Riptides vs Dreadnoughts is a fair comparison. As for a 'Shoot-y Configuration', the "Basic" Dreadnought has a Power Fist, a Storm Bolter, and a Multi-Melta as its default configuration. I (and I'm sure many others) would say that - for a Walker - that's hardly a 'Shoot-y Configuration'.
You can get a dreadnought that has neither a power fist nor a multimelta. See my earlier postings.
I am very well aware. It still doesn't at all mean that Riptides vs Dreadnoughts is a fair comparison.
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Post by: Traditio
IllumiNini wrote:So now I have to conform to more of your conditions? No thanks, I'll pass. So there is no non-cheese to which you can compare the riptide. Noted. I am very well aware. It still doesn't at all mean that Riptides vs Dreadnoughts is a fair comparison. Eheu. This is something that constantly annoys me and smacks of blatant trolling on the part of my interlocutors. It's so patent a misrepresentation of what I've said that it makes me think that it's probably intentional: I never said that we should compare riptides vs. (any and all) dreadnoughts. Clearly, ironclad dreadnought vs. riptide is just a bad comparison. Clearly, power fist + multimelta dreadnought vs. riptide is a bad comparison. It would be very silly to compare these things. If you're going to answer something that I've said, at least represent what I've said in a fair way that doesn't make me look like I'm saying something patently silly. But how about a dreadnought with missile launcher and lascannon? All of a sudden, it looks a lot more comparable, doesn't it?
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Post by: kambien
Traditio wrote:If you want to balance a riptide, you have to balance it AGAINST something. If you balance it against cheese, you're going to get cheese.
Yes so go ahead and balance it against another unit in the same slot , performs the same functions , in the same type of codex.
Traditio wrote:You can get a dreadnought that has neither a power fist nor a multimelta. See my earlier postings.
So you admit they aren't even comparable since they can be set up something different that shooty . Riptides can only ever be shooty. Grats you just proved they need to pay a premium for the ability of having a choice, so they would never be equal the way you are looking at them.
Traditio wrote:But how about a dreadnought with missile launcher and lascannon?
All of a sudden, it looks a lot more comparable, doesn't it?
No , they do not
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Post by: Traditio
kambien wrote:Yes so go ahead and balance it against another unit in the same slot , performs the same functions , in the same type of codex.
This ultimately comes out to saying:
"But riptides are in the TAU codex. Look, my codex has TAU on the front. That means I should get a discount!"
So you admit they aren't even comparable since they can be set up something different that shooty. Riptides can only ever be shooty.
So what?
Grats you just proved they need to pay a premium for the ability of having a choice
Why?
so they would never be equal the way you are looking at them.
I don't admit that at all. Options or not, what you end up with in the case of a shooty dreadnought and a riptide is very much comparable. They fill essentially the same combat role. The only difference is that the riptide does it much better. As such, it should pay a lot more for it.
No , they do not
Why not?
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Post by: IllumiNini
Traditio wrote:IllumiNini wrote:So now I have to conform to more of your conditions? No thanks, I'll pass. So there is no non-cheese to which you can compare the riptide. Noted. I didn't say that. All I said was that I was not going to do what you asked. There's a difference. Traditio wrote:If you're going to answer something that I've said, at least represent what I've said in a fair way that doesn't make me look like I'm saying something patently silly. Because you've always extended everyone that same courtesy... Traditio wrote:But how about a dreadnought with missile launcher and lascannon? All of a sudden, it looks a lot more comparable, doesn't it? If you knew how bad a (Venerable) Dreadnought with a Twin-Linked Lascannon and a Missile Launcher really is, then you'd know that even that isn't a fair comparison to a Riptide. Given that you're comparing a Riptide to a very specific set of load-outs for Dreadnoughts, it's a silly comparison anyway.
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Post by: Traditio
IllumiNini wrote:If you knew how bad a (Venerable) Dreadnought with a Twin-Linked Lascannon and a Missile Launcher really is, then you'd know that even that isn't a fair comparison to a Riptide.
They fill the same combat role. Therefore, it's a fair comparison.
Given that you're comparing a Riptide to a very specific set of load-outs for Dreadnoughts, it's a silly comparison anyway.
Why is it a silly comparison? A fair comparison is to compare one thing with a given combat role to another thing with the same combat role.
A shooty dreadnought fills the same combat role as a riptide.
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Post by: IllumiNini
Traditio wrote:IllumiNini wrote:If you knew how bad a (Venerable) Dreadnought with a Twin-Linked Lascannon and a Missile Launcher really is, then you'd know that even that isn't a fair comparison to a Riptide.
They fill the same combat role. Therefore, it's a fair comparison.
Regardless of whether or not that's true, the fact that a Dreadnought with a Twin-Linked Lascannon and Missile launcher is severely under-powered makes it an extremely poor comparison to anything that is supposed to fill this particular combat role.
Traditio wrote:Given that you're comparing a Riptide to a very specific set of load-outs for Dreadnoughts, it's a silly comparison anyway.
Why is it a silly comparison?
See Above.
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Post by: Traditio
IllumiNini wrote:Regardless of whether or not that's true, the fact that a Dreadnought with a Twin-Linked Lascannon and Missile launcher is severely under-powered makes it an extremely poor comparison to anything that is supposed to fill this particular combat role.
Underpowered in comparison to what?
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Post by: IllumiNini
Traditio wrote:IllumiNini wrote:Regardless of whether or not that's true, the fact that a Dreadnought with a Twin-Linked Lascannon and Missile launcher is severely under-powered makes it an extremely poor comparison to anything that is supposed to fill this particular combat role.
Underpowered in comparison to what?
You don't have to compare it to anything. Consider the fact that you're paying 125 Points for a basic Dreadnought with a Twin-Linked Lascannon and a Missile Launcher. You get to make two shots (one of which is Twin-Linked), so assuming you're using a Krakk Missile, you're not going to be inflicting more than 2 hits. With a Frag Missile, it's hardly much better in terms of maximum number of hits. This is before you consider the To Wound rolls.
If - for 125 Points - that's not under-powered, then at the very least it's not on the same level of "Shoot-y-ness" of a Riptide and thus hardly makes it a fair comparison.
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Post by: Traditio
IllumiNini wrote:You don't have to compare it to anything.
Yes, you do. Balance is relative. If you tell me that dreadnoughts are under-powered with a missile launcher and TL lascannon, what you are saying is that a dreadnought of this configuration is not worth the 125 points that you would otherwise have paid on something else.
onsider the fact that you're paying 125 Points for a basic Dreadnought with a Twin-Linked Lascannon and a Missile Launcher. You get to make two shots (one of which is Twin-Linked), so assuming you're using a Krakk Missile, you're not going to be inflicting more than 2 hits. With a Frag Missile, it's hardly much better in terms of maximum number of hits. This is before you consider the To Wound rolls.
So what?
If you purchase 2 obliterators in the CSM codex, you get 2 shots for 140 points. What is your point?
If - for 125 Points - that's not under-powered, then at the very least it's not on the same level of "Shoot-y-ness" of a Riptide and thus hardly makes it a fair comparison.
Non-sequitur.
The fact that it's less shooty and gets less shootiness for its points doesn't contradict the point that the shooty dreadnought and the riptide fill the same combat role. The riptide just fills it a lot better.
That's why riptides should cost a lot more.
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Post by: Peregrine
Traditio wrote:But how about a dreadnought with missile launcher and lascannon?
All of a sudden, it looks a lot more comparable, doesn't it?
No, it doesn't look comparable. The dreadnought is optimized for low-volume high-strength shooting (at least as far as a dreadnought can be), the Riptide's strength is its anti-infantry pie plate. For example, if you want to kill MCs the dreadnought is significantly better than the Riptide (two shots vs. one, and the blast doesn't help against single-model targets). But of course you'll insist they're comparable, because this is a classic Traditio argument: find some random unit, compare one of its stats to the "overpowered" unit and find it lacking, and declare that you must be right. And meanwhile any depth of analysis is completely ignored in favor of that single stat. Automatically Appended Next Post: Traditio wrote:The fact that it's less shooty and gets less shootiness for its points doesn't contradict the point that the shooty dreadnought and the riptide fill the same combat role.
Except they DON'T fill the same role. The dreadnought is a melee unit that can be armed with double guns if you stubbornly insist on it. The Riptide is a mobile shooting unit in an army full of mobile shooting units. The fact that you can make an LC/ ML dread and fail to accomplish much with it doesn't mean that the Riptide is overpowered, it just means that taking LC/ ML dreads is a bad idea.
Here's an equivalent comparison: crisis suits with no weapons are clearly a melee unit, but they're obviously worse at it than all those overpowered melee units. Therefore we need to buff the basic stat line of crisis suits to be better in melee (while of course not making any nerfs to shooty crisis suits, since those are a different combat role). Sound reasonable?
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Post by: IllumiNini
Traditio wrote:onsider the fact that you're paying 125 Points for a basic Dreadnought with a Twin-Linked Lascannon and a Missile Launcher. You get to make two shots (one of which is Twin-Linked), so assuming you're using a Krakk Missile, you're not going to be inflicting more than 2 hits. With a Frag Missile, it's hardly much better in terms of maximum number of hits. This is before you consider the To Wound rolls.
So what?
If you purchase 2 obliterators in the CSM codex, you get 2 shots for 140 points. What is your point?
But we're not comparing Riptides to Obliteraters, so what's yours?
Also, I agree with Peregrine's most recent comment here.
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Post by: Wolfblade
Traditio wrote:
I see you yelling about how you have skill, or honor, or whatever
Where?
Quote me.
By the fact you complain endlessly about "cheese", how you refuse to use it (or anything you THINK is cheese) to counter anything that beats your poor little helpless marines and:
Traditio wrote:
They'd actually have to rely on tactics, strategy and good list-building ideas. They'd actually have to "git gud" and "learn 2 play" instead of just relying on the latest net-list.
bold mine. If they don't have skill by the inverse you must right? Otherwise how would you know they have no skill?
and, as Peregrine said about dreads, giving a melee unit guns does not make them firebases, especially when all the guns they get suck (except for maybe TL autocannons).
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Post by: IllumiNini
Plus, Traditio, let's consider exactly what you said:
Traditio wrote:If you want a fair comparison, the riptide must be balanced either against:
Space marine dreadnought with TL lascannon and missile launcher: 125 points
Or
Space marine dreadnought with TL heavy bolter and TL autocannon: 120 points
Or
Space marine dreadnought with TL lascannon and TL autocannon: 130 points
That is a very specific set of load-outs for one particular unit. Even if comparing Riptides to these load-outs is fair (which is very, very arguable at best), it's still an unfair comparison because you're comparing a unit with all its load-outs (Riptide) against a small sub-set of load-outs for a unit that isn't all that similar to it (3x Load-Outs for a Dreadnought). Now, I think it's more than fair to say that the Twin-Linked Lascannon/Missile Launcher Combo on a normal Dreadnought is not comparable to the Riptide and its load-outs because at the very least the capabilities of the various load-outs are very different.
Then there's the issue of the Dreadnought's other load-outs (i.e. the one's not mentioned in the above quote). The fact that you have not so much ignored as excluded a number of other load-outs automatically means that the Dreadnought vs Riptide Comparison is not a fair one because it relies on the Dreadnought taking a specific sub-set of load-outs.
So, with the Dreadnought comparison out of the way, we can focus on the real topic which is balancing the Riptide. The biggest problem with a Riptide (at least to my mind) is that to some extent or another it is under-costed in the current system. Honestly the issue surrounding units such as Riptides could also be fixed by limitations such as 'Only on can be taken for every 1,000 Points', but that's not only outside the scope of the current rule set, but also something that is even less likely to be agreed upon relative to a points increase.
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Post by: thejughead
Just got back from the ATC, where our Marine player went 5-1. He faced a Tau player and tabled him. The army had a Riptide Wing ,storm surges and Broadsides. Sorry but Riptides are just fine in the meta.
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Post by: pm713
That's asking to derail the thread. We don't need more arguing about whether Riptides and other MC's should be Walkers or MC's.
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Post by: jade_angel
Hezmana, I even said that in the original post. There have been threads on that very topic, over and over and over. The usual consensus seems to be that it would cause as many problems as it solves, and walkers suck, anyway. (and usually degenerates into various Dreadnought-as-MC proposals, sidetracks on Dreadknights and Wraithlords and such...)
It never goes anywhere productive. Spare us yet another frakking derail.
I still stand by my suggestion to get rid of the 72" pie-plate-puker. That's the genesis of about 75% of the salt, as far as I can tell. Durability is the rest, but the durability fades fast when the Riptide has to come to you, rather than you having to QWOP your entire army up the field at it, eating S8 AP2 large blasts every turn.
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Post by: raverrn
pm713 wrote:
That's asking to derail the thread. We don't need more arguing about whether Riptides and other MC's should be Walkers or MC's.
This doesn't mean Traditio gets to make these kinds of claims without backing himself up.
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Post by: pm713
raverrn wrote:pm713 wrote:
That's asking to derail the thread. We don't need more arguing about whether Riptides and other MC's should be Walkers or MC's.
This doesn't mean Traditio gets to make these kinds of claims without backing himself up.
You know full well that he won't/ He'll spout rubbish and madness.
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Post by: Deadnight
Nor is it codex:exclusive use of las/ plas tactical spam, maybe with rhinos. Which is all you insist on playing apparently.
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Post by: Traditio
thejughead wrote:Just got back from the ATC, where our Marine player went 5-1. He faced a Tau player and tabled him. The army had a Riptide Wing ,storm surges and Broadsides. Sorry but Riptides are just fine in the meta.
Was the marine player running teleporting grav centurions? I bet he was running teleporting grav centurions.
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Post by: krodarklorr
thejughead wrote:Just got back from the ATC, where our Marine player went 5-1. He faced a Tau player and tabled him. The army had a Riptide Wing ,storm surges and Broadsides. Sorry but Riptides are just fine in the meta.
Define "marine player". If this is Codex: Space Marines, then this post is invalid. "One army that has Grav Guns and Obj Sec dirt cheap Deep striking transports can beat Tau? My god man, everyone can do it then." Automatically Appended Next Post: Traditio wrote: thejughead wrote:Just got back from the ATC, where our Marine player went 5-1. He faced a Tau player and tabled him. The army had a Riptide Wing ,storm surges and Broadsides. Sorry but Riptides are just fine in the meta.
Was the marine player running teleporting grav centurions? I bet he was running teleporting grav centurions.
Damn, somewhat ninja'd.
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Post by: Traditio
Peregrine wrote:No, it doesn't look comparable. The dreadnought is optimized for low-volume high-strength shooting (at least as far as a dreadnought can be)
You mean, just like the riptide if you equip it with the 72 inch gun?
the Riptide's strength is its anti-infantry pie plate. For example, if you want to kill MCs the dreadnought is significantly better than the Riptide (two shots vs. one, and the blast doesn't help against single-model targets).
The 72 inch gun can fire up to 3 S7, AP 2 shots. It doesn't even get hot. Again, they're pretty comparable. The difference is that the riptide has a somewhat inferior statline, benefits from marker lights and has better guns.
The dreadnought is a melee unit that can be armed with double guns if you stubbornly insist on it.
I'm going to have to disagree with you on this point. You'd be right in saying that the Ironclad dreadnought is a melee unit. The normal dreadnought, however, is as much a "melee unit" as anything else in the SM codex. The fact that it comes with a power fist makes it as much of a melee unit as it makes normal terminators a melee unit.
Yes, it can be a melee unit, but it doesn't specifically have to be for melee. Terminators can bring heavy weapons, and dreadnoughts can switch out their weapons.
The dreadnought is like just about the rest of the SM codex: it's a generalist unit that you can customize basically however you want based on your own gaming preferences.
What you are paying for when you take a dreadnought is the 12 AV, the word "walker" in the statline and the space marine dreadnought statline.
And really, shooty dreadnoughts aren't taken primarily for meta reasons. In the current meta, shooty dreadnoughts are terrible. Other things are way more durable and get way better shooting at a better points efficiency. There's too much in the game that will wreck a shooty dreadnought before it gets any real shooting in.
So why take one?
However, if you remove the cheese from the game, a shooty dreadnought becomes a pretty respectable option. Compare a shooty dreadnought to a lascannon predator (140 points). They're pretty "on par" with each other.
Here's an equivalent comparison: crisis suits with no weapons are clearly a melee unit
This is a stock Tau argument, and it just doesn't convince me. What you are paying for, in the case of a naked crisis suit, is a customizable weapons platform. You're not supposed to take them naked.
Frankly, I think it's silly that GW even gives Tau players the option to do so.
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Post by: Martel732
I can't believe this dispute has carried on this long.
Marines have nothing comparable to the Riptide, because marines don't rock MCs. It's virtually impossible to compare a walker, because said walker has a ton of extra disadvantages. I'd argue Riptides are superior to all SHW as well.
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Post by: krodarklorr
And I would argue against that. I'm not sure how you could even make such a claim.
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Post by: Martel732
krodarklorr wrote:
And I would argue against that. I'm not sure how you could even make such a claim.
Because I can do math. Superior for the points. Does that clear it up?
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Post by: Traditio
krodarklorr wrote:
And I would argue against that. I'm not sure how you could even make such a claim.
Would you rather have 400 or so points of IKs or 400 or so points of riptides?
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Post by: Martel732
The fact that I can take one of the worst codices and the game (BA) and pay for dirt cheap ASMs with melta and pods and endanger a 375+ IK's life is a joke. The same squad can't scratch MCs. And there is no melta equivalent vs MCs. Because no table. Because reasons. You might say grav, but you still need WAY more points than just some chumpos with melta to field sufficient grav.
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Post by: Traditio
As per consensus in this thread, I'm not going to do that, in order not to derail the thread. However, let the following points be noted, all of which, I think, are pretty non-controversial:
1. If you were to make a poll of it, you would find the dakka community split pretty evenly on the question. If you remove the opinions of Eldar and Tau players, you'd find a much greater consensus that riptides should be walkers. With eldar/tau players taken into account, the poll would run anywhere from 40/60 to 60/40. Just a guess, but I think it's probable. Remove the Eldar and Tau players, and at least 60% would agree with me. Again, just a guess, but it seems probable.
2. If you examine the opinions of Tau and Eldar players who disagree with me, their reasons will come down to two things:
A. Because fluff.
B. Because nerf.
For this thread, we can safely ignore A, especially since A is what would most derail the thread. Let's attend solely to B. If would nerf Riptides to make them walkers, then it's a buff for Riptides to be MCs. If it would weaken them by making them walkers, then the fact that they are MCs makes them stronger and contributes to their being OP (if, in fact, they are OP).
Thus stands my insistence: if you want them to be balanced, if you want to nerf them, then get rid of the things that contribute to their being OP and imbalanced. Their MC status is one of those things.
The fact that they get free AP 2 close combat attacks and can't get immobilized, for starters, is pretty infuriating when you compare them to dreadnoughts.
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Post by: Martel732
I dont' care if they are walkers or MCs. It's only a problem because MCs are point for point far superior.
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Post by: Happyjew
Traditio wrote: krodarklorr wrote:
And I would argue against that. I'm not sure how you could even make such a claim.
Would you rather have 400 or so points of IKs or 400 or so points of riptides?
I'd rather the Riptides. Either as or against. Sure with the IK one of the player's turns will be relatively quick, but at least the Riptides have a chance to win. Automatically Appended Next Post: Traditio wrote:
As per consensus in this thread, I'm not going to do that, in order not to derail the thread. However, let the following points be noted, all of which, I think, are pretty non-controversial:
1. If you were to make a poll of it, you would find the dakka community split pretty evenly on the question. If you remove the opinions of Eldar and Tau players, you'd find a much greater consensus that riptides should be walkers. With eldar/tau players taken into account, the poll would run anywhere from 40/60 to 60/40. Just a guess, but I think it's probable. Remove the Eldar and Tau players, and at least 60% would agree with me. Again, just a guess, but it seems probable.
2. If you examine the opinions of Tau and Eldar players who disagree with me, their reasons will come down to two things:
A. Because fluff.
B. Because nerf.
For this thread, we can safely ignore A, especially since A is what would most derail the thread. Let's attend solely to B. If would nerf Riptides to make them walkers, then it's a buff for Riptides to be MCs. If it would weaken them by making them walkers, then the fact that they are MCs makes them stronger and contributes to their being OP (if, in fact, they are OP).
Thus stands my insistence: if you want them to be balanced, if you want to nerf them, then get rid of the things that contribute to their being OP and imbalanced. Their MC status is one of those things.
The fact that they get free AP 2 close combat attacks and can't get immobilized, for starters, is pretty infuriating when you compare them to dreadnoughts.
Why remove the opinion of Eldar players? Are they not allowed an opinion on an army they have to fight? How about instead we disregard Space Marine and Tau players opinions, because the SM players are clearly going to want to nerf the Riptide.
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Post by: Martel732
We can argue fluff all day, but the reality that MC status is nothing but advantages and walkers have a couple advantages and pile of disadvantages.
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Post by: Traditio
Happyjew wrote:Why remove the opinion of Eldar players?
Because they have the same bias towards the question as Tau players do. Of course an Eldar player is never going to want a riptide or a storm surge to turn into a walker. The day that happens is the same day that wraithlords and wraithknights turn into walkers.
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Post by: krodarklorr
Happyjew wrote: Traditio wrote: krodarklorr wrote:
And I would argue against that. I'm not sure how you could even make such a claim.
Would you rather have 400 or so points of IKs or 400 or so points of riptides?
I'd rather the Riptides. Either as or against. Sure with the IK one of the player's turns will be relatively quick, but at least the Riptides have a chance to win.
Yeah, I'd rather play against Riptides. Riptides I can ignore. IKs I cannot.
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Post by: Martel732
You can kill the IKs, though. Thereby removing the need to make decisions. It's embarrassingly easy to kill IKs.
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Post by: krodarklorr
Martel732 wrote:You can kill the IKs, though. Thereby removing the need to make decisions. It's embarrassingly easy to kill IKs.
I mean, a Riptide is easier for me to deal with in general, as a Necron player. I would love to fight 2 Riptides instead.
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Post by: jade_angel
IMHO, walkers bite badly. There are only a few interesting walkers as a result. Buff walkers, and then we can talk about making Riptides, Ghostkeels, Wraithlords, etc into walkers.
In the interim I suggest making the Riptide and Ghostkeel into Infantry and the Stormsurge into an MC (instead of a GC).
Ultimately, I think vehicles with AV should go away, and all models should be handled with a durability/Toughness score, armor save and Wounds/Hull Points, with some kind of special rule to differentiate between biological and mechanical things. (Yes, that might mean that things like Crisis Suits and Necron infantry would get the 'mechanical' tag.)
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Post by: Traditio
krodarklorr wrote:Martel732 wrote:You can kill the IKs, though. Thereby removing the need to make decisions. It's embarrassingly easy to kill IKs.
I mean, a Riptide is easier for me to deal with in general, as a Necron player. I would love to fight 2 Riptides instead.
1. Most of the things in your army, I am willing to bet, glance IKs on 6s.
2. Most of the shooting in your army, I am willing to bet, resolves at 24 inches or inferior.
You'd prefer the riptides? Really?
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Post by: Martel732
krodarklorr wrote:Martel732 wrote:You can kill the IKs, though. Thereby removing the need to make decisions. It's embarrassingly easy to kill IKs.
I mean, a Riptide is easier for me to deal with in general, as a Necron player. I would love to fight 2 Riptides instead.
You're on crack. You can Gauss out the IK like a boss.
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Post by: krodarklorr
jade_angel wrote:IMHO, walkers bite badly. There are only a few interesting walkers as a result. Buff walkers, and then we can talk about making Riptides, Ghostkeels, Wraithlords, etc into walkers.
In the interim I suggest making the Riptide and Ghostkeel into Infantry and the Stormsurge into an MC (instead of a GC).
Ultimately, I think vehicles with AV should go away, and all models should be handled with a durability/Toughness score, armor save and Wounds/Hull Points, with some kind of special rule to differentiate between biological and mechanical things. (Yes, that might mean that things like Crisis Suits and Necron infantry would get the 'mechanical' tag.)
Hey, if that means mechanical things get some (fluffy) immunities to things like Poison, I'm all for it.
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Post by: Traditio
jade_angel wrote:IMHO, walkers bite badly. There are only a few interesting walkers as a result. Buff walkers, and then we can talk about making Riptides, Ghostkeels, Wraithlords, etc into walkers.
IoW:
"I am only open to the idea of riptides being walkers if they remain OP as walkers."
And this is why discussions like these never get anywhere. Eldar and Tau players aren't actually interested in "balancing" anything.
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Post by: krodarklorr
Fixed that for you. Now we can /thread.
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Post by: Traditio
1. I have to disagree with you. GW are interested in balancing...their finances. They just seem to be doing a poor job at it.
2. Presumably, JA is proposing house rules or fixes, just like Galef was doing with the WK.
The problem with these "fixes" is that they are proposing "fixes" from a position of bias. They don't actually want a fair fight. They just want to present enough of an illusion of a fair fight to make their opponents stop complaining.
Which might satisfy "competitive" opponents.
Meanwhile, the rest of us are going to see right past that. No, JA, making the riptide an infantry model isn't what I want. I don't care whether it has "infantry" or " MC" in the statline. What I do care about is its ridiculous durability and fire power and unreasonable points efficiency. Putting "infantry" in the statline won't change any of that.
You want to fix the riptide? Then fix those things.
You don't want to fix those things, but only want to "appear" to fix things?
Well let me tell you, JA, and let me tell the rest of you Eldar and Tau players:
I have the simplest "fix" of all. Players like me can simply say "no" to games with players like you. And we'll all be a whole lot better off.
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Post by: jade_angel
Traditio wrote:jade_angel wrote:IMHO, walkers bite badly. There are only a few interesting walkers as a result. Buff walkers, and then we can talk about making Riptides, Ghostkeels, Wraithlords, etc into walkers.
IoW:
"I am only open to the idea of riptides being walkers if they remain OP as walkers."
And this is why discussions like these never get anywhere. Eldar and Tau players aren't actually interested in "balancing" anything.
No, that is not what I said. Stop putting words in my mouth, stop accusing me of playing or arguing in bad faith.
What I said, is that the walker type, due to issues with vehicle rules at present, sucks. I did not say that I insist on leaving Riptides as totally OP. I'd still suggest nerfing them, even if walkers were just as good as MCs or even Infantry. But for now, walkers stink. They stink badly enough that there are almost no walkers in the game that are balanced other than maybe IG Sentinels. They either have OP levels of firepower (Eldar War Walkers) or they're too squishy to do their jobs (Dreadnoughts, Helbrutes). So, let's make vehicles not suck. That would help a lot of folks, BTW - perhaps Space Marines or Guard most of all.
We just have radically different ideas of what that nerf should be, mostly because we've got different ideas of what the Riptide's role on the battlefield should be. You see a Basilisk-equivalent, and wonder why in all hell a Basilisk has any business being as durable as a squad of Mark of Nurgle bikers. I see a giant XV8 and wonder why in all hell it has any business standing at the edge of the table barfing S8 AP2 pie-plates on things. That's how we come up with things as radically different as you thinking that a 10/10/10 2HP walker is a fair start, and me thinking that's flaming crazy (because that's a Sentinel statline, and Sentinels are dirt-cheap and not OP. They're actually about where they should be.) That's not a totally abominable idea for a mobile artillery piece sitting at the edge of the battlefield, after all. Of frigging course that's gonna die as soon as a squad of Sternguard or Dominions gets a clear look at it, and it should!
However, if you're expecting something that's supposed to go forward along with other units with short-range but strong guns and draw fire so they can do their jobs, you need something that can survive being shot at: T6 or AV12 with a save (or AV13 without), 3-4HP or 4-5W, and a gun scary enough that you can't ignore it, but it also won't just delete a unit per turn with no defense. (So, something like the cyclic ion raker or a shorter-ranged heavy burst cannon...)
For another thing, did you even freaking read my initial post? Changing the Riptide to Infantry is not the only change I made.
The 72" gun is gone. It's replaced with a gun that shoots a bunch of AP4, unless you nova-charge it. The 3++ is gone. The HBC's range was cut to 30" from 36".
I already gave a proposal for a drone turret version that is a walker, with 12/10/10 armor, whose whole trick is to sit at the back of the table and shoot, but well, I don't freaking want that. And you conceded that a Sentinel for 180 points is not reasonable. Make me a reasonable counterproposal here: you've proposed things weaker than Dreadnoughts for more points, which, considering the usual opinion on Dreadnoughts, makes no sense.
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Post by: Blacksails
The only way to salvage this discussion is to simply ignore Traditio and let people discuss reasonably without dismissing someone's opinion based on an army they play.
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Post by: Wolfblade
Traditio wrote:jade_angel wrote:IMHO, walkers bite badly. There are only a few interesting walkers as a result. Buff walkers, and then we can talk about making Riptides, Ghostkeels, Wraithlords, etc into walkers.
IoW:
"I am only open to the idea of riptides being walkers if they remain OP as walkers."
And this is why discussions like these never get anywhere. Eldar and Tau players aren't actually interested in "balancing" anything.
actually it's because you insist on bad comparisons, unwillingness to make any concessions, and putting words in other people's mouths (quote? See above). You can't tell me why the riptide should be compared to the dreadnought other than the dreadnought is "iconic", and can be equipped with very bad ranged weapons thus making it "fill the same role", despite it not doing anything like that (giving a combi weapon or special weapons to an assault squad does not make them a ranged unit i.e.). You have a random level of balance that you want, where everything basically lines up/rides in transports then lines up and just starts Revolutionary War style of fighting, and anything else is basically "shenanigans".
You also need to stop acting like every Tau/Eldar/Player who wants to play competitively is some sort of WAAC TFG and randomly discounting their opinions when it suits you because you assume they're WAAC TFGs. You need to move past 5th ed ideas. 5th ed was no more balanced than 6th, or 7th. Or whenever. And probably will never be except when players talk their lists over with each other (no, this doesn't include "Oh, you have X? Yeah, I'm never playing you, feth off WAAC TFG!").
In this case, YOU'RE that fething guy when it comes to anything that gives SM a run for their money competitively, or runs against your random "cheese" list (i.e. psykers, riptides, eldar, or tau).
Traditio wrote:
I have the simplest "fix" of all. Players like me can simply say "no" to games with players like you. And we'll all be a whole lot better off.
Ironically, I think this is the best solution as I doubt very many people would have an enjoyable game with you from this thread, but you've pretty much always been in the minority so I doubt anyone would lose very many games anyways. There's always almost always another player looking to play.
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Post by: Traditio
Blacksails wrote:The only way to salvage this discussion is to simply ignore Traditio and let people discuss reasonably without dismissing someone's opinion based on an army they play.
Except, for the most part, I'm simply echoing the commonly voiced complaints. You may disagree with the precise details of my solution, but nobody can disagree that the following are the common complaints against riptides:
1. They are too durable.
2. Their firepower is too strong.
3. They are too points efficient.
4. They aren't walkers.
You may or may not agree with the legitimacy of those complaints. But you can't disagree that those ARE the common complaints.
If you haven't addressed all 4 of those points, then you simply have NOT proposed a fix which addresses the common complaints.
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Post by: Wolfblade
I don't think I've heard the complaint about it not being a walker in a LONG time. Got any proof that's a common complaint? I can give you 1 and 3 I suppose, but they only have one S8 AP2 gets hot! large blast. Not exactly earth shattering firepower. what makes it so good is the 72" range, which allows for multiple turns of shooting on a durable platform.
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Post by: Blacksails
Then propose the details of your solution, and stop dismissing the arguments of people who happen to play a particular army. You complained about the discussion not going anywhere, but you are the problem.
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Post by: jade_angel
Ok, how about this: let's start with a blank slate and build what this thing should look like, maybe even breaking it into two units.
One, the artillery suit. This thing has a big, frak-off scary megacannon, but it dies if you look at it funny. Devastators or Predators turn it into jelly. But they better, or it'll do the same to them.
Two, the close-support suit. This thing is a linecrasher, but with guns instead of power fists or giant swords. It should be durable enough to survive a fair bit of small-arms shooting but be a bit weak against heavy weapons, with enough firepower that you can't just blithely ignore it and kill the things it's there to protect instead.
What would you have those look like? Walker, Infantry, MC, Tank, doesn't really matter. Both should be targeted at a point value somewhere in the neighborhood of 200, because that's what the existing unit costs (180, but 200 or so with the shinies that most players bolt on).
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Post by: Traditio
Wolfblade wrote:I don't think I've heard the complaint about it not being a walker in a LONG time
There was a poll on dakka about it within the past several months, IIRC. The conversation included riptides, wraithknights and wraithlords. If memory serves, the conversation was so volatile and divisive that it ended up being locked.
My earlier points addressing why it should be a walker are basically pulled directly from that thread.
Got any proof that's a common complaint? I can give you 1 and 3 I suppose, but they only have one S8 AP2 gets hot! large blast.
S9, AP 2, large blast, barrage, gets hot. 72 inches.
That's the statline, iirc.
And that's only:
1. One of the weapons it can use.
2. One of the firing modes of that weapon. That gun has two other firing modes.
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Post by: jade_angel
No barrage. And it's only s9 when nova-charged (that also makes it Ordnance, however). Most players don't do that because if they nova-charge at all with the IA (risky, kinda), they use it for the 3++ save. Which is, I fully agree, insult to injury on something that can sit 72" away.
By the way, the fluff about the damn thing in the Tau codex has it operating up close and being durable as its whole schtick. The ion accelerator's stupid-long range could be regarded as unfluffy by Tau players, even. That's why I want it to be short-range, but still be durable, not long-range but squishy.
In full, the IA's profiles:
R72 S7 AP2 Heavy 3
R72 S8 AP2 Heavy 1, Large Blast, Gets Hot!
R72 S9 AP2 Ordnance 1, Large Blast, Gets Hot!, Nova-Charge
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Post by: krodarklorr
Traditio wrote: Got any proof that's a common complaint? I can give you 1 and 3 I suppose, but they only have one S8 AP2 gets hot! large blast. S9, AP 2, large blast, barrage, gets hot. 72 inches. That's the statline, iirc. And that's only: 1. One of the weapons it can use. 2. One of the firing modes of that weapon. That gun has two other firing modes. And you picked the firing mode that no one uses. The one you're referring too is S8 AP2 72" Large Blast, Gets Hot!.
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Post by: Wolfblade
Traditio wrote: Wolfblade wrote:I don't think I've heard the complaint about it not being a walker in a LONG time
There was a poll on dakka about it within the past several months, IIRC. The conversation included riptides, wraithknights and wraithlords. If memory serves, the conversation was so volatile and divisive that it ended up being locked.
My earlier points addressing why it should be a walker are basically pulled directly from that thread.
Mind finding that?
Traditio wrote:
Got any proof that's a common complaint? I can give you 1 and 3 I suppose, but they only have one S8 AP2 gets hot! large blast.
S9, AP 2, large blast, barrage, gets hot. 72 inches.
That's the statline, iirc.
That's the nova, which is inferior to the 3++ so it pretty much never gets used.
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Post by: Traditio
Ultimately, the precise details of the solution don't matter. The point stands, however, that if you haven't addressed all of the common points of complaints, then you haven't proposed a viable fix.
1. The riptide's firepower must be diminished.
2. It's durability must be diminished significantly.
3. It must be appropriately priced.
4. It must be a walker.
What do the details of this look like? Ultimately, you can propose whatever you want, just so long as it meets all 4 conditions.
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Post by: Wolfblade
Great you haven't done anything but rehash your 4 points without providing any details or actual ideas.
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Post by: krodarklorr
You know, we still haven't really gotten back on track... This is where we were. I I I I I I I I I I ......................................................And we're over here now. As JA said, simply make Walkers relevant again and make the Riptide a walker. If you want some durability, hell make it 13/13/11 or something. Nerf the IA, and even let it keep a 5++. Price it appropriately, and we're solid.
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Post by: Blacksails
There doesn't need to be a condition that it isn't an MC.
Ultimately, the only issue is to appropriately cost its abilities, or match its abilities its points, or a combination thereof. The specifics are up to the person proposing the fix, and the merits can be weighed then.
If the Riptides durability was lowered, but firepower and price remained the same while also being an MC, it could be balanced.
Those 4 criteria are your own, and if you wish to propose a solution that addresses those, then go for it. But for the sake of the discussion, stop enforcing it on others.
There are literally a thousand ways you could balance anything. Don't pigeon-hole yourself, and especially others.
*Edit* If I'm going to propose anything, it'll be that you make every large thing that currently uses either the MC or Vehicle rules into one ruleset, using either the MC or Vehicle template as a guide. Then you add two USRs, called Biological and Mechanical, or something along those lines. Then all those special weapons we have that have specific effects for MCs or Vehicles will be re-tooled for either Mechanical or Biological constructs. Now every large gribbly is under the same comparable game mechanic which eases learning for new players, easier to remember rules during a game for all players, easier to balance because now everything is directly comparable, and better fits the fluff of every unit.
The details of such a proposal would require a whole different thread, but that's what I'd do.
If we're only talking Riptides, just knock down the durability (basically remove the FnP option, reduce the invul, maybe shave off a wound) and play test from there. Maybe hike its cost up ~20pts with those changes, but even then I don't think its overly necessary.
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Post by: Traditio
Wolfblade wrote:Mind finding that?
http://www.dakkadakka.com/dakkaforum/posts/list/120/689446.page#8629667
"Should these models be walkers?"
Want to guess what the top contenders were? Any guesses?
Automatically Appended Next Post:
krodarklorr wrote:If you want some durability, hell make it 13/13/11 or something.
This would still be a grossly unacceptable "fix." Combined with the invuln and range, this would still result in a virtually immortal model. That's unacceptable.
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Post by: jade_angel
Traditio wrote:
Ultimately, the precise details of the solution don't matter. The point stands, however, that if you haven't addressed all of the common points of complaints, then you haven't proposed a viable fix.
1. The riptide's firepower must be diminished.
2. It's durability must be diminished significantly.
3. It must be appropriately priced.
4. It must be a walker.
What do the details of this look like? Ultimately, you can propose whatever you want, just so long as it meets all 4 conditions.
Ok, fair enough. Here's one, aiming for the "close-support suit" concept:
XV104 Riptide - 195ppm
WS1 BS2 S4 AV12/12/10 4HP A1 I1, Jet Pack Walker
Wargear: two twin-linked pulse carbines, blacksun filter, point-defense targeting relay, nova reactor, Riptide shield generator
Special Rules: Move Through Cover, Large Target
Large Target: An XV104 Riptide is a very large target. All close combat attacks against it always hit.
Options: May exchange a twin-linked pulse carbine for:
Fusion blaster: 20 points / Twin-linked fusion blaster: 30 points
Burst cannon: 10 points / Twin-linked burst cannon: 20 points
Cyclic ion blaster: 20 points / Twin-linked cyclic ion blaster: 30 points
Plasma rifle: 20 points / Twin-linked plasma rifle: 30 points
Riptide Shield Generator: A vehicle with a Riptide Shield Generator has a 6+ cover save.
Nova Reactor: At the beginning of the controlling player's Movement Phase, a model equipped with a nova reactor may roll a D6. On a result of 1-3, the model loses a hull point and suffers a Weapon Destroyed result. On a roll of 4-6, the model may select exactly one of the following benefits until the beginning of its next Movement Phase.
1) Weapons: all of the model's weapons extend their range by 6".
2) Jets: When making a thrust move, the model rolls 4d6 instead of 2d6.
3) Escape: The model gains the Hit & Run special rule.
4) Shield: The model's base cover save improves to a 5+.
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Post by: Wolfblade
Alright, cool was curious, that still was a decent while ago though.
Gonna ignore the rest of the stuff though? Like cherry picking the nova profile? Or not actually providing any details to your 4 points? After all these are your points not ours. Just because you say something doesn't mean it's right or the only way to do something.
jade_angel wrote: Traditio wrote:
Ultimately, the precise details of the solution don't matter. The point stands, however, that if you haven't addressed all of the common points of complaints, then you haven't proposed a viable fix.
1. The riptide's firepower must be diminished.
2. It's durability must be diminished significantly.
3. It must be appropriately priced.
4. It must be a walker.
What do the details of this look like? Ultimately, you can propose whatever you want, just so long as it meets all 4 conditions.
Ok, fair enough. Here's one, aiming for the "close-support suit" concept:
XV104 Riptide - 195ppm
WS1 BS2 S4 AV12/12/10 4HP A1 I1, Jet Pack Walker
Wargear: two twin-linked pulse carbines, blacksun filter, point-defense targeting relay, nova reactor, Riptide shield generator
Special Rules: Move Through Cover, Large Target
Large Target: An XV104 Riptide is a very large target. All close combat attacks against it always hit.
Options: May exchange a twin-linked pulse carbine for:
Fusion blaster: 20 points
Burst cannon: 10 points
Cyclic ion blaster: 20 points
Plasma rifle: 20 points
Riptide Shield Generator: A vehicle with a Riptide Shield Generator has a 6+ cover save.
Nova Reactor: At the beginning of the controlling player's Movement Phase, a model equipped with a nova reactor may roll a D6. On a result of 1-3, the model loses a hull point and suffers a Weapon Destroyed result. On a roll of 4-6, the model may select exactly one of the following benefits until the beginning of its next Movement Phase.
1) Weapons: all of the model's weapons extend their range by 6".
2) Jets: When making a thrust move, the model rolls 4d6 instead of 2d6.
3) Escape: The model gains the Hit & Run special rule.
That seems incredibly weak honestly, even with the cyclic blaster. And why is it BS2? It's still Tau, unless you're making it a drone unit. Either way it's not an auto take. In fact, it's a never take considering the ghostkeel can bring more firepower for way less. (130pt with a cyclic instead of 215), and has way more durability (AV12 wHP3 with a 6+ COVER save is basically worthless)
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Post by: krodarklorr
Traditio wrote: krodarklorr wrote:If you want some durability, hell make it 13/13/11 or something. This would still be a grossly unacceptable "fix." 13 front and side armor would give it durability comparable to IKs. Combined with the invuln and range, this would still result in a virtually immortal model. That's unacceptable. Virtually immortal? Drop pod meltas, grav, Gauss, Scarabs, Lances, Vehicle damage chart. I fail to see how that's immortal. Is my Triarch Stalker sitting in a ruin Immortal as well? If so, I guess I missed something.
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Post by: Traditio
krodarklorr wrote:Virtually immortal?
Front AV 13 means that missile launchers glance it on 5s and lascannons glance it on 4s. It would also make them immune to krak grenades.
If they can reach it. The gun has a 72 inch range.
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Post by: NorseSig
jade_angel wrote:IMHO, walkers bite badly. There are only a few interesting walkers as a result. Buff walkers, and then we can talk about making Riptides, Ghostkeels, Wraithlords, etc into walkers.
In the interim I suggest making the Riptide and Ghostkeel into Infantry and the Stormsurge into an MC (instead of a GC).
Ultimately, I think vehicles with AV should go away, and all models should be handled with a durability/Toughness score, armor save and Wounds/Hull Points, with some kind of special rule to differentiate between biological and mechanical things. (Yes, that might mean that things like Crisis Suits and Necron infantry would get the 'mechanical' tag.)
I agree with you completely on this. I understand the vehicle mechanics was to make things more "realistic" and to make vehicles killable, but ultimately they failed. Yes, they are killable, but they are far too easy to kill. The vehicle chart doesn't work very well or add any realism either. Which is a joke reason to keep the rules as are. When things come down to it, this is a game and you will never be able to simulate the fluff or get realism into things. You can however get the feel of things, and come as close to the fluff as is REASONABLY possible. Marines obviously shouldn't be able to kill armies single handedly as they seem to do in the books ect for instance. And things like game balance should be taken into account (both internal and external) when adding fluffy elements. You can't recreate the fluff exactly, but you can recreate the FEEL of the individual fluff. At least that is my take on things.
IKs are a joke compared to Riptides and even more so compared to WK. Vehicles in general are a joke. I can't offhand think of a single vehicle at the moment (excluding drop pods with current draft faqs in which case they should probably cost double for all they do) that couldn't lose about 25% or more of it's point cost, and be considered too cheap or overpowered. At least not in the Imperium codicies.
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Post by: Wolfblade
Traditio wrote:krodarklorr wrote:Virtually immortal?
Front AV 13 means that missile launchers glance it on 5s and lascannons glance it on 4s. It would also make them immune to krak grenades.
If they can reach it. The gun has a 72 inch range.
aaaand we're back to "if my premade marine army can't kill/ MLs can't wreck in one turn/Lascannons can't auto pen/glance it, it's still too strong."
My hammerheads have AV13, and yet, they seem to die fairly easy.
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Post by: krodarklorr
Traditio wrote:krodarklorr wrote:Virtually immortal? Front AV 13 means that missile launchers glance it on 5s and lascannons glance it on 4s. It would also make them immune to krak grenades. If they can reach it. The gun has a 72 inch range. Yes, but a Lascannon can one shot it. It can also make it snapfire that large blast, oh wait, it wouldn't be able to fire it at all. And what would a missile launcher do to it as it currently stands? Wound a 2+, but has to get through a 2+ armor and FNP. Seems like reliable damage to me! Also, as a 2+ armor MC it's virtually immune to small arms fire anyway, except now my gauss would eat it alive. It's also currently immune to Krak grenades, especially with the nerf to them in the FAQ. This is all assuming that anyone would use Krak missiles or Lascannons, because most people just bring melta and grav. (Which would kill it even easier, methinks)
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Post by: Galef
Traditio wrote: Ultimately, the precise details of the solution don't matter. The point stands, however, that if you haven't addressed all of the common points of complaints, then you haven't proposed a viable fix. 1. The riptide's firepower must be diminished. 2. It's durability must be diminished significantly. 3. It must be appropriately priced. 4. It must be a walker.
If you do 1 & 2, #3 takes care of itself. Why over-nerf one of the THE centerpiece units of the Tau? #4 isn't going to happen, like ever. --
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Post by: Traditio
Wolfblade wrote:Gonna ignore the rest of the stuff though? Like cherry picking the nova profile?
It has an S9, AP 2 barrage large blast. It also has an S8, AP 2 large blast. It has multiple modes of fire.
Or not actually providing any details to your 4 points? After all these are your points not ours.
They're not just my points. Again, they are completely commonplace criticisms of the riptide. If I started 4 polls, excluded Tau and Eldar player opinions, and asked the questions:
"Should the riptide be a walker?"
"Is the riptide undercosted?"
"Does the riptide have too much fire power?"
"Is the riptide just too durable?"
I can pretty much gaurantee you that at least 40 percent of poll respondents would agree with me on every point.
Either way it's not an auto take.
If it's an optional unit and auto-take, then it is almost certainly OP.
Every unit in every book, with the exception of core troop choices, should be "take it or leave it depending upon your personal preferences."
considering the ghostkeel
Is the ghostkeel balanced?
If the ghostkeel is cheese, then saying that the "fixed" riptide is inferior to it doesn't really say much.
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Post by: jade_angel
Well, what do you think of it?
I think it's fairly balanced. If you try to kill it by raining long-range, high-S, low-AP weapons on it, it lives forever. If you get close and barrage it with tons of light weapons, it dies like a minimum squad of Plague Marines (so, takes a little doing - a squad of tac marines probably won't kill it in a single shooting phase, but the several squads in range probably will...)
It's got good firepower, but it's not point-click-and-squish.
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Post by: Matt.Kingsley
For the nth time Traditio, the Nove profile isn't Barrage.
Also Auto-take doesn't necessarily mean OP. Unless you're going to suggest Chaos Spawn are OP.
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Post by: Traditio
I think that there's any number of ways that the riptide could be fixed. Ultimately, my participation in this thread, at this point, is primarily negative.
Unless your "fix" meets these 4 criteria, it's a non-starter. Ultimately, how you meet those 4 criteria doesn't really matter a whole lot to me.
But you must meet those 4 criteria, and then, when you do, you must ask the question:
"Is this unit an auto-take, as it stands?" If the answer is "yes," then what you've come up with is unacceptable. However you "fix" it, it has to meet those 4 criteria and then end up as a "take it or leave it,depending upon your personal preferences" kind of unit. It's power level should be no better or worse than "ok for its points cost."
If you meet all of those criteria, then regardless of what it looks like, I'm pretty much fine with it.
If it doesn't, then I don't want to play against it. I'll continue to make it my policy to refuse to play against Tau players who field riptides in their army.
Ultimately, though, what you should end up with is a walker that's about as good as any other walker.
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Post by: insaniak
Traditio wrote:
Ultimately, though, what you should end up with is a walker that's about as good as any other walker.
In an edition where walkers are largely rubbish, that's not a good baseline.
What it should be, ideally, is a unit (of whatever kind) that is about as good an option good as any other unit. It doesn't have to be as good as a walker, because it's not a walker, and it doesn't have to be as good as some other army's walker, because it's a different army.
But, frankly, I think trying to de- OP this one unit is like nailing jelly to a tree. In this edition, just about every army has access to overpowered silliness in one way or another. Depowering one option from the Tau list does nothing more in that sort of environment than remove one way for Tau to compete with those other armies' overpowered silliness.
Most of the time, issues with 'overpowered' ranged units can be resolved simply by putting more LOS-blocking terrain on the table. From my experience, most tables have far too little terrain, and that's where the bulk of the complaints about overly-shooty armies come from.
In this specific case, more of the complaints would, I think, be resolved not be nerfing specific MCs, but simply by fixing walkers.
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Post by: thejughead
Great. I'll never play you. I'll make sure I scratch that of my bucket list.
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Post by: pm713
Traditio wrote:Happyjew wrote:Why remove the opinion of Eldar players?
Because they have the same bias towards the question as Tau players do. Of course an Eldar player is never going to want a riptide or a storm surge to turn into a walker. The day that happens is the same day that wraithlords and wraithknights turn into walkers.
Then we must remove your opinion.
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Post by: Galef
So how do you recommend Crisis suits become Walkers? This is a genuine question I'd be interested in, given the premise that Riptides are just an evolution of a Crisis suit (which is why they are not vehicles in the first place). I can only accept the assumption that Riptides "should" be Walkers if Crisis Suits, Broadsides, Stealth suits, etc are Walkers as well. Would a Crisis Suit be AV10 all around, 2 HPs? Or would you make something GW has never done and go below AV10, like AV9, or AV8? As different and interesting as that would be, I think if we are redesigning a how bunch of units, it might be easier just to reclassify Walkers as non-vehicles with their own special rules. Imagine a unit type with a AV and an Armour save, with Wounds instead of HPs, yet it also rolls on a "damage chart" and could potentially lose weapons or become immobile. Let's blur the line between MCs and Vehicles to create new rules for "Walkers". Then we can make the Riptide a Walker, and make Dreadnaughts better at the same time. --
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Post by: insaniak
Why do that, as opposed to just making walkers MCs?
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Post by: Blacksails
Traditio wrote:
Unless your "fix" meets these 4 criteria, it's a non-starter. Ultimately, how you meet those 4 criteria doesn't really matter a whole lot to me.
But you must meet those 4 criteria, and then, when you do, you must ask the question:
No, it doesn't.
There is nothing stating it MUST meet those criteria. It only needs be balanced. How that is achieved is up to the person proposing it. You are not the authority on the specifics of how it gets balanced.
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Post by: Galef
In a round-about way, that is what I'm getting at
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Post by: Peregrine
Traditio wrote:I can pretty much gaurantee you that at least 40 percent of poll respondents would agree with me on every point.
That's sure setting the bar pretty low, isn't it?
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Post by: Wolfblade
Traditio wrote:
Or not actually providing any details to your 4 points? After all these are your points not ours.
They're not just my points. Again, they are completely commonplace criticisms of the riptide. If I started 4 polls, excluded Tau and Eldar player opinions, and asked the questions:
"Should the riptide be a walker?"
"Is the riptide undercosted?"
"Does the riptide have too much fire power?"
"Is the riptide just too durable?"
I can pretty much gaurantee you that at least 40 percent of poll respondents would agree with me on every point.
No one cares about your polls, especially since you literally just ignore the results every time and use whatever you can to twist it into claiming your side won. Every. Single. Time. And you STILL have yet to provide ONE actual solution (i.e. raise X by Y points). You keep parroting these points without actually providing anything other than your own personal wishlist.
Also, like Peregrine said, only 40%? That leaves 60% on the other side. That's a pretty big difference. (50% more people voting against you than for you)
Traditio wrote:Wolfblade wrote:Gonna ignore the rest of the stuff though? Like cherry picking the nova profile?
It has an S9, AP 2 barrage large blast. It also has an S8, AP 2 large blast. It has multiple modes of fire.
It's not a barrage blast, and it's never used anyways. You simply picked the strongest profile to make it look stronger.
Either way it's not an auto take.
If it's an optional unit and auto-take, then it is almost certainly OP.
Every unit in every book, with the exception of core troop choices, should be "take it or leave it depending upon your personal preferences."
No, they shouldn't. You can't expect someone to run a pure cultist army and be able to deal with all targets. If you want an effective army you might have to *gasp* take units you might not want to. And, would you say helldrakes are OP? Or Chaos spawn? Chaos sorcs? Ork Warbosses? Lootas? Tankbustas? Marine transports (free or not)? Crisis suits? Markerligfht units? All are auto takes pretty much, but none of those are OP really. Helldrake might be good/strong, but it's far from OP especially now.
Traditio wrote:
considering the ghostkeel
Is the ghostkeel balanced?
If the ghostkeel is cheese, then saying that the "fixed" riptide is inferior to it doesn't really say much.
The ghostkeel is FAR from cheese. It's got a T5 W4 3+ armor save, stealth (and shrouded as long as the drones are alive, and they're only T5 W1 4+ save, no doubled cover save), and doubles its cover save so long as any attacks against it are made from more than 12" away, and a one use invisibility. However It's got an 18" or 24" gun, so getting within 12" is not hard. The ghostkeel is ok, but it really needs its formations for it to be strong.
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Post by: pm713
Ghostkeel is pretty annoying though...
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Post by: Wolfblade
It's annoying, but it's no stormsurge, especially since it has to be very close for it to deal any damage.
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Post by: pm713
Wolfblade wrote:It's annoying, but it's no stormsurge, especially since it has to be very close for it to deal any damage.
Honestly I found the Stormsurge much less annoying without the invul. Stronger perhaps but less annoying.
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Post by: Wolfblade
Yeah, but that invul is pretty much an auto take. I mean, 50pt for a constant 4++, on a T6 W8 unit. At worst, it doubles its survivability.
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Post by: Traditio
Peregrine wrote: Traditio wrote:I can pretty much gaurantee you that at least 40 percent of poll respondents would agree with me on every point.
That's sure setting the bar pretty low, isn't it?
I'm claiming that these are the common complaints. "Common" doesn't necessarily mean "majority."
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Post by: Blacksails
More to the point, you don't decide how to balance something based on a poll, regardless of what arbitrary % you set.
You decide how to balance something based on the problems it presents to the game. The issue with the Riptide is simply that its abilities don't match the points (like literally every problematic unit). The specifics of how to do that are varied and up to whoever proposes a sensible idea.
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Post by: Traditio
insaniak wrote:In an edition where walkers are largely rubbish, that's not a good baseline.
Again, my oft-quoted maxim: "Balance is relative."
Why are walkers rubbish?
Are they rubbish because of the predominance of high strength, low AP anti tank weapons?
No.
They are rubbish because of predominance of cheese, e.g., the predominance of high rate of fire, mid strength weapons.
Walkers suck because scatter bikes exist. Walkers suck because wraithknights exist. Walkers suck because storm surges exist. Walkers suck teleporting grav centurions exist.
If you take away the cheese, walkers are fine and open up perfectly legitimate tactical options. A shooty dreadnought would give you greater durability than a devastator marine, but more accurate firepower while moving than a predator, as also greater durability against close combat than a predator.
What it should be, ideally, is a unit (of whatever kind) that is about as good an option good as any other unit.
Yes.
It doesn't have to be as good as a walker, because it's not a walker
Petitio principii.
and it doesn't have to be as good as some other army's walker, because it's a different army.
So what? What is your point?
But, frankly, I think trying to de-OP this one unit is like nailing jelly to a tree. In this edition, just about every army has access to overpowered silliness in one way or another. Depowering one option from the Tau list does nothing more in that sort of environment than remove one way for Tau to compete with those other armies' overpowered silliness.
Or maybe no codex should have overpowered silliness.
And granted that every codex has overpowered silliness, perhaps we could all avoid the problems associated with the spam of overpowered silliness by simply not using those things.
Thus, to JA:
You know what's easier than toning down your riptide? Don't use your riptide. Field more crisis suits instead. Or anything else. Just no riptides, stormsurges or other overpowered silliness.
Most of the time, issues with 'overpowered' ranged units can be resolved simply by putting more LOS-blocking terrain on the table. From my experience, most tables have far too little terrain, and that's where the bulk of the complaints about overly-shooty armies come from.
That doesn't make the riptide any less durable or capable of firing high strength, low AP barrage pie plates.
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Blacksails wrote:More to the point, you don't decide how to balance something based on a poll, regardless of what arbitrary % you set.
You decide how to balance something based on the problems it presents to the game.
How are you going to determine what those problems are?
My solution is: Ask the people who play the game, have played against riptides, and see what they think actually are the main problems.
We also must understand that overwhelming agreement tends to be uncommon about things like this, so we have to look at the most common complaints. If we breach 40 percent, then that's a pretty substantial complaint.
The issue with the Riptide is simply that its abilities don't match the points (like literally every problematic unit).
That's often the case. That's not necessarily always the only problem. Invisibility is bull gak at any points level.
S9, AP 2, large blast, barrage at 72 inch range very well might be such bull gak.
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Post by: Blacksails
Do you bother reading other peoples' replies? It has been explicitly and clearly stated now several times it is not barrage.
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Post by: pm713
Define the "overpowered silliness" I can't use. Your OP is my normal.
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Post by: Traditio
Blacksails wrote:
Do you bother reading other peoples' replies? It has been explicitly and clearly stated now several times it is not barrage.
I read them. The 72 inch gun has three different modes of fire. One of them is barrage; the other two aren't.
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pm713 wrote:Define the "overpowered silliness" I can't use. Your OP is my normal.
Imagine yourself making a poll. If at least 35 percent of poll respondents would complain about it, then it's OP silliness you shouldn't use.
That said, PM, for the life of me, I don't really understand why you disagree with me about these things so often. You play an Eldar army that doesn't use farseers, scatterbikes or wraithknights.
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Post by: Blacksails
Traditio wrote:
How are you going to determine what those problems are?
My solution is: Ask the people who play the game, have played against riptides, and see what they think actually are the main problems.
We also must understand that overwhelming agreement tends to be uncommon about things like this, so we have to look at the most common complaints. If we breach 40 percent, then that's a pretty substantial complaint.
I'd determine the problem by simply looking at the unit and its performance on the table. Simple stuff really.
Asking a forum at large that hasn't been selected to test a game/unit and that likely doesn't have much or any experience with game design and balance (or just a poor understanding) will lead to skewed results. There's a reason game developers don't do mass polls to make changes to individual units. They have small teams of testers who provide detailed and in depth analysis and data from dozens of games. The average forum denizen will complain because the model they played against wasn't painted to their liking.
Look at yourself even. You don't even know the rules for this unit or how its typically used. Why would anyone trust a common poll knowing a significant portion of the player base here will also have a flawed understanding of some portion of the unit or the rules it works with.
That's often the case. That's not necessarily always the only problem. Invisibility is bull gak at any points level.
Yes, there are exceptions. Unfun game mechanics being one of those exceptions.
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Post by: Matt.Kingsley
None of the 3 modes are barrage for the billionth time...
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Post by: Peregrine
QFT. Seriously Traditio, if you're not even going to bother to read the rules for the unit you're trying to "balance" then why should we listen to your opinions on it?
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Post by: Blacksails
To modify a Traditio quote;
If you don't know the rules, your opinion doesn't matter.
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Post by: pm713
Traditio wrote: Blacksails wrote:
Do you bother reading other peoples' replies? It has been explicitly and clearly stated now several times it is not barrage.
I read them. The 72 inch gun has three different modes of fire. One of them is barrage; the other two aren't.
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pm713 wrote:Define the "overpowered silliness" I can't use. Your OP is my normal.
Imagine yourself making a poll. If at least 35 percent of poll respondents would complain about it, then it's OP silliness you shouldn't use.
That said, PM, for the life of me, I don't really understand why you disagree with me about these things so often. You play an Eldar army that doesn't use farseers, scatterbikes or wraithknights.
Most of what you say is absolute rubbish. That's why I disagree.
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Post by: Peregrine
Traditio wrote:Imagine yourself making a poll. If at least 35 percent of poll respondents would complain about it, then it's OP silliness you shouldn't use.
And there you go again, setting such a low bar for "victory" that you're almost guaranteed to "win". If you exclude everything that can get 35% on an "overpowered?" poll you don't have much of a game left. 35% is not far off from the level of people who will complain about any unit, whether or not it is actually overpowered. So what you're left with is a squad of basic tactical marines with bolters facing a squad of boyz with their standard weapons, and nothing else is allowed because it's " OP silliness". Maybe you enjoy that game but the rest of us don't.
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Post by: insaniak
Traditio wrote:
Why are walkers rubbish?
Are they rubbish because of the predominance of high strength, low AP anti tank weapons?
No.
They are rubbish because of predominance of cheese, e.g., the predominance of high rate of fire, mid strength weapons.
Uh, no, they're rubbish because they can be killed with a single shot, which was bad enough, and then 6th Ed added in wounds without giving them a corresponding saving throw to balance it out.
Or maybe no codex should have overpowered silliness.
And while that might be nice, it's simply not the game that 40k is currently designed to be.
If you don't want to accept the post-5th ed game, maybe you would be better off sticking with a previous edition, rather than spending your time railing against change.
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Post by: Martel732
Quit using your half-baked polls and use math. If you're not using math, your balance arguments are trash.
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Post by: Traditio
I have just checked the rule, and you appear to be correct.
For some reason, I could have sworn it had barrage. I distinctly remember playing a game against a tau player and we had a dispute about whether or not his riptide had line of sight. Determining it did not, he rolled the scatter dice and did not subtract BS.
He apparently was playing it wrong.
Consider my comments about the barrage weapon retracted.
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insaniak wrote:Uh, no, they're rubbish because they can be killed with a single shot
Lots of things can be killed with one shot. Why is this inherently a bad thing?
In order to kill a dreadnought with one shot, you have to use either AP 1 or AP 2 weaponry and you have to roll a 5 or better. Even if a dreadnought takes a direct hit from an orbital strike and suffers a penetrating hit, it only has a 1/3 chance of kaboom-ing.
which was bad enough, and then 6th Ed added in wounds without giving them a corresponding saving throw to balance it out.
Again, this is only a problem because of bull gak like scatter lasers, gauss, etc. What you are paying for when you purchase AV is immunity to things like poison, fleshbane and much small arms fire.
A walker is undeniably more durable, against a lot of things, than a comparable power-armored infantry model with a similar number of wounds.
If things like scatter laser spam and flyrants with twin-linked devourers didn't exist, vehicles would be much better off.
And while that might be nice, it's simply not the game that 40k is currently designed to be.
And with that, you do away with the legitimacy of any house rules proposals for the sake of "balance" at all. At that point, this entire thread becomes pointless.
You cannot have your cake and eat it too.
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Martel732 wrote:Quit using your half-baked polls and use math. If you're not using math, your balance arguments are trash.
I'll leave the math to you, Martel.
So, I raised four points:
1. Riptides are undercosted.
2. Riptides should be walkers.
3. Riptides are too durable.
4. Riptides have too much fire power.
Would you say that mathematics agrees or disagrees with each of these points?
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Post by: Peregrine
Traditio wrote:Lots of things can be killed with one shot. Why is this inherently a bad thing?
Because the whole point of vehicle vs. MC durability, in previous editions, was that vehicles could be killed in one shot but could also survive lots of shots without permanent damage, while MCs would fight at full effectiveness until their last wound was gone but would have a ticking clock of wounds remaining before they were dead. Adding HP to vehicles took away their durability advantage that was supposed to offset the one-shot issue and made them bad MCs.
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Post by: Traditio
Peregrine wrote:Because the whole point of vehicle vs. MC durability, in previous editions, was that vehicles could be killed in one shot but could also survive lots of shots without permanent damage, while MCs would fight at full effectiveness until their last wound was gone but would have a ticking clock of wounds remaining before they were dead. Adding HP to vehicles took away their durability advantage that was supposed to offset the one-shot issue and made them bad MCs.
And in 5th edition, vehicles were commonly admitted to be OP because too durable for their points cost. Perhaps hull points were a good thing and vehicles are just fine in terms of durability, and it's MCs that are too durable and should also be similarly nerfed.
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Post by: pm713
Peregrine wrote: Traditio wrote:Lots of things can be killed with one shot. Why is this inherently a bad thing?
Because the whole point of vehicle vs. MC durability, in previous editions, was that vehicles could be killed in one shot but could also survive lots of shots without permanent damage, while MCs would fight at full effectiveness until their last wound was gone but would have a ticking clock of wounds remaining before they were dead. Adding HP to vehicles took away their durability advantage that was supposed to offset the one-shot issue and made them bad MCs.
There's also the difference between my 9 point Guardian dying in one shot and my 145 point Dreadnought dying in one shot. One matters and one does not.
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Traditio wrote:Peregrine wrote:Because the whole point of vehicle vs. MC durability, in previous editions, was that vehicles could be killed in one shot but could also survive lots of shots without permanent damage, while MCs would fight at full effectiveness until their last wound was gone but would have a ticking clock of wounds remaining before they were dead. Adding HP to vehicles took away their durability advantage that was supposed to offset the one-shot issue and made them bad MCs.
And in 5th edition, vehicles were commonly admitted to be OP because too durable for their points cost. Perhaps hull points were a good thing and vehicles are just fine in terms of durability, and it's MCs that are too durable and should also be similarly nerfed.
Hull points are a good idea done badly.
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Post by: Traditio
pm713 wrote:There's also the difference between my 9 point Guardian dying in one shot and my 145 point Dreadnought dying in one shot. One matters and one does not.
It's a difference in kind, though. I can one shot your guardian with a single boltgun round. A dreadnought can take an infinite number of boltgun rounds to the face and still not go down.
To one shot a dreadnought, you have to use very specific kinds of weapons.
I mean, sure, you technically can kill a dreadnought with S4 weapons...if you somehow manage to be shooting against its rear armor facing (or if you are playing Necrons, because why the feth not, right?).
But there's simply no question that the 100 point dreadnought is way more durable than your 9 point guardian.
Sure, it's not immortal. Far from it. And I'm fine with that.
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Post by: pm713
Traditio wrote:pm713 wrote:There's also the difference between my 9 point Guardian dying in one shot and my 145 point Dreadnought dying in one shot. One matters and one does not.
It's a difference in kind, though. I can one shot your guardian with a single boltgun round. A dreadnought can take an infinite number of boltgun rounds to the face and still not go down.
To one shot a dreadnought, you have to use very specific kinds of weapons.
I mean, sure, you technically can kill a dreadnought with S4 weapons...if you somehow manage to be shooting against its rear armor facing (or if you are playing Necrons, because why the feth not, right?).
But there's simply no question that the 100 point dreadnought is way more durable than your 9 point guardian.
Sure, it's not immortal. Far from it. And I'm fine with that.
It's also too easy to kill considering how fast some things are and the rear armour is terrible.
I like how the Space Marine player complains about Gauss.
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Post by: Traditio
pm713 wrote:It's also too easy to kill considering how fast some things are and the rear armour is terrible.
Again, this goes back to my previous point about balance being relative. Yes, given the fact that scatter bikes exist, dreadnoughts can't compete.
But if we remove the cheese from the game, dreadnoughts are fine.
Sure, they still have a rear AV of 10 and it's possible to outmaneuver them, say, with a bike or something.
But that's something that provides occasions for good in-game tactical decisions. You have a dreadnought and your opponent is fielding meltagun bikes? Then play accordingly.
[In fact, I have a suspicion that this is why "competitive" players insist on spamming win buttons. They don't want to actually have to (possibly because they can't) use good tactics. They want their armies to win their games for them instead of having to make good in-game decisions.]
I like how the Space Marine player complains about Gauss.
If you're alluding to grav, I think that grav is also pure silliness that shouldn't exist in the game.
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Post by: pm713
Traditio wrote:pm713 wrote:It's also too easy to kill considering how fast some things are and the rear armour is terrible.
Again, this goes back to my previous point about balance being relative. Yes, given the fact that scatter bikes exist, dreadnoughts can't compete.
But if we remove the cheese from the game, dreadnoughts are fine.
Sure, they still have a rear AV of 10 and it's possible to outmaneuver them, say, with a bike or something.
But that's something that provides occasions for good in-game tactical decisions. You have a dreadnought and your opponent is fielding meltagun bikes? Then play accordingly.
I like how the Space Marine player complains about Gauss.
If you're alluding to grav, I think that grav is also pure silliness that shouldn't exist in the game.
I meant pretty much anything that's a Bike, Deepstriking, Jump Infantry or just has long range but okay then. I guess all those things are cheese.
No I meant how Space Marines get to ignore a key part of the Assault Phase and Morale for no reason. Grav is dumb too though.
As for your theory about competitive players I can tell you right now that cheese won't make up for how bad they are if they can't/won't use any tactic.
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Post by: Traditio
pm713 wrote:I meant pretty much anything that's a Bike, Deepstriking, Jump Infantry or just has long range but okay then.
Again, yes, walkers aren't immortal. They will go down, even against a balanced army list, if you make bad in game decisions.
But again, so what?
Your opponent is using bikes? Then position your stuff accordingly.
Your opponent is deep-striking? Then position your stuff accordingly.
Your opponent has jump troops? Position your stuff accordingly.
Your opponent has lascannons? Then position your stuff...
If my lascannons and missile launchers all have line of sight to your dreadnought, then that's your fault. You need to learn how to use the terrain to your advantage.
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Post by: pm713
Traditio wrote:pm713 wrote:I meant pretty much anything that's a Bike, Deepstriking, Jump Infantry or just has long range but okay then.
Again, yes, walkers aren't immortal. They will go down, even against a balanced army list, if you make bad in game decisions.
But again, so what?
Your opponent is using bikes? Then position your stuff accordingly.
Your opponent is deep-striking? Then position your stuff accordingly.
Your opponent has jump troops? Position your stuff accordingly.
Your opponent has lascannons? Then position your stuff...
If my lascannons and missile launchers all have line of sight to your dreadnought, then that's your fault. You need to learn how to use the terrain to your advantage.
Ah L2P lovely.
Right I'll just position the terrain that I don't have that way then. You realise not everyone has all this LOS blocking terrain to hand? Setting that up will cut the game in half where I am.
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Post by: Traditio
pm713 wrote:Ah L2P lovely.
Right I'll just position the terrain that I don't have that way then. You realise not everyone has all this LOS blocking terrain to hand? Setting that up will cut the game in half where I am.
Get some red solo cups. Less than 5 USD and you'll have all the LOS blocking terrain you'll need.
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Post by: pm713
Traditio wrote:pm713 wrote:Ah L2P lovely.
Right I'll just position the terrain that I don't have that way then. You realise not everyone has all this LOS blocking terrain to hand? Setting that up will cut the game in half where I am.
Get some red solo cups. Less than 5 USD and you'll have all the LOS blocking terrain you'll need.
Also probably not allowed in the store. Plus I'm not bringing those due to the fact I'm not completely changing how I transport things for cups.
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Post by: TheCustomLime
No, Dreadnoughts are not fine even if you remove Scatterbikes. They are easily shut down by common anti-tank weapons if not killed outright from the front. Dreadnoughts can be stun-locked into making both their CCWs and guns completely worthless. Not to mention that they only can take three hits before being destroyed. What MC costs as much, only has 3 wounds and no saves at all.
And it's also incredibly easy to get rear shots on them since they are such slow walkers. 6" movements and you go forgo shooting for D6" additional movement? Whoopee.
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Post by: Traditio
TheCustomLime wrote:No, Dreadnoughts are not fine even if you remove Scatterbikes. They are easily shut down by common anti-tank weapons
Why is this a bad thing? Dreadnoughts are vehicles. They are supposed to be shut down by anti-tank weapons.
Dreadnoughts can be stun-locked into making both their CCWs and guns completely worthless.
You have to get a result of exactly 4 to get that to happen. No more, no less.
Not to mention that they only can take three hits before being destroyed. What MC costs as much, only has 3 wounds and no saves at all.
Again, why is this evidence that there's something wrong with walkers? Again, isn't it perhaps the case that MCs in general need to be nerfed because too durable?
And it's also incredibly easy to get rear shots on them since they are such slow walkers.
What can you think of besides deep-strikers, fast vehicles and bikes that can reliably get rear AV on a walker, assuming the person controlling that walker is even halfway decent?
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Post by: pm713
You can also immobilise a Dreadnought with a single shot rendering it worthless. This also happens as it walks through fences.
Anything in a Transport can. Move 6" disembark 6" and kill.
Generally you don't get complaints about the survivability of MC's outside the problem ones. You do get complaints about vehicle weakness.
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Post by: NorseSig
I think the overall issue is the vehicle rules are garbage and certain problematic MCs need to be bashed in the face with a nerfbat until they are effective and worthwhile but no longer op. I honestly think a vehicle fix should come first, because that would let everyone know how much of a fix the problem units need.
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Post by: Traditio
pm713 wrote:You can also immobilise a Dreadnought with a single shot rendering it worthless.
That really depends upon how you have the dreadnought configured. If you're dropping a heavy flamer/multi-melta dreadnought in via drop pod, then by the time it gets immobilized (of which, again, there is, at best, a 1/6 chance of happening, presupposing an unsaved penetrating hit), it's already done its job.
If you've made a shooty dreadnought, so what if it gets immobilized? It should still be within range to shoot.
And again, positioning is everything.
If you drop a walker such that you turn its rear AV to one of my lascannons, then that's on you, buddy.
This also happens as it walks through fences.
Then don't walk it through fences.
Anything in a Transport can. Move 6" disembark 6" and kill.
Have difficulty planning ahead a turn?
What is your win-loss ratio when it comes to chess?
Generally you don't get complaints about the survivability of MC's outside the problem ones. You do get complaints about vehicle weakness.
If things like grav, scatter bikes, the tau, etc. didn't exist, you'd hear a lot more complaints about average MC durability.
In fact, Martel complains about tyrranid MC durability all the time.
And when you think about it, something like a 6 wound tyrannocite for 75 points is pretty ridiculous.
At any rate, PM, this is what I'm hearing from the "vehicles are garbage" crowd:
"My vehicles have weaknesses! They aren't completely invulnerable!"
To which I answer:
"Yes. That's a good thing."
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Post by: pm713
Traditio wrote:pm713 wrote:You can also immobilise a Dreadnought with a single shot rendering it worthless.
That really depends upon how you have the dreadnought configured. If you're dropping a heavy flamer/multi-melta dreadnought in via dro pod, then by the time it gets immobilized, it's already done its job.
If you've made a shooty dreadnought, so what if it gets immobilized? It should still be within range to shoot.
This also happens as it walks through fences.
Then don't walk it through fences.
Anything in a Transport can. Move 6" disembark 6" and kill.
Have difficulty planning ahead a turn?
What is your win-loss ratio when it comes to chess?
Generally you don't get complaints about the survivability of MC's outside the problem ones. You do get complaints about vehicle weakness.
If things like grav, scatter bikes, the tau, etc. didn't exist, you'd hear a lot more complaints about average MC durability.
In fact, Martel complains about tyrranid MC durability all the time.
And when you think about it, something like a 6 wound tyrannocite for 75 points is pretty ridiculous.
Or my cc dreadnought gets stuck halfway to a combat which is embarassing.
Don't walk through terrain. Never thought of that. I'll take the long way around the whole board instead. It'll make a great Turn 5 charge!
Surprisingly I don't play chess as a hobby seeing as I don't enjoy it that much.
Assuming competent players you can have multiple transports near the dreadnought to do that idea plus you have the idea of people making mistakes.
Is he complaining about their durability or about his heavy weapons? With Martel I always bet it's his stuff that's an issue.
Remember me saying that there are some problems MC's? I can also get a Wraithlord that'll die pretty damn fast to decent anti tank for a lot of points.
I'm hearing "Blah, blah I'm right you're wrong here as well."
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Post by: TheCustomLime
Traditio wrote: TheCustomLime wrote:No, Dreadnoughts are not fine even if you remove Scatterbikes. They are easily shut down by common anti-tank weapons
Why is this a bad thing? Dreadnoughts are vehicles. They are supposed to be shut down by anti-tank weapons.
No one is asking for immortal units. The problem is how easy it is to do. Just a few Lascannons can make Dreadnoughts useless. Hell, with some not so extraordinary rolling a single Lascannon can render them totally worthless by stun locking them, removing their weapons or killing them outrhight.
Dreadnoughts can be stun-locked into making both their CCWs and guns completely worthless.
You have to get a result of exactly 4 to get that to happen. No more, no less.
1-3 will also make their guns totally useless especially if it's taking a blast weapon. And yes, this is an issue unique to vehicles.
Not to mention that they only can take three hits before being destroyed. What MC costs as much, only has 3 wounds and no saves at all.
Again, why is this evidence that there's something wrong with walkers? Again, isn't it perhaps the case that MCs in general need to be nerfed because too durable?
Because most MCs are reasonable for their points/durability?
And it's also incredibly easy to get rear shots on them since they are such slow walkers.
What can you think of besides deep-strikers, fast vehicles and bikes that can reliably get rear AV on a walker, assuming the person controlling that walker is even halfway decent?
Oh, okay, so let's just remove an abitrary list of regular units just to make you right. Jump Infantry, units with fleet, Jump MCs, units mounted in transports, most vehicles actually, SHWs (ex. Knights), Pskyers, cavalry and probably a few more I'm not able to recall atm.
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Post by: Happyjew
Traditio wrote:Happyjew wrote:Why remove the opinion of Eldar players?
Because they have the same bias towards the question as Tau players do. Of course an Eldar player is never going to want a riptide or a storm surge to turn into a walker. The day that happens is the same day that wraithlords and wraithknights turn into walkers.
I couldn't care less if Riptides were Walkers. Hell, they would be even easier for me to take out. Starcannons, Haywire, Starshot Missiles, Bright Lances, Assured Destruction with Meltaguns, Pulse Lasers. And let's not forget how easy it is to spam Scatter Lasers and D weapons.
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Post by: Peregrine
Traditio wrote:And in 5th edition, vehicles were commonly admitted to be OP because too durable for their points cost.
No, spammable transports with guns were often considered to be overpowered (correctly or not). Tanks, dreads, etc, were fine.
Traditio wrote:What can you think of besides deep-strikers, fast vehicles and bikes that can reliably get rear AV on a walker, assuming the person controlling that walker is even halfway decent?
IOW, "other than fast units that are designed to get a superior position and exploit it what can get into rear arc?". Could you please stop dodging questions by ruling out so many units that you can win by default?
Traditio wrote:Get some red solo cups. Less than 5 USD and you'll have all the LOS blocking terrain you'll need.
You do realize that some people enjoy the aesthetics of the game and only use proper terrain, right? I'd think that this would be a fact that you'd understand very well, given your previous comments about how it's the "spectacle" of the game that matters.
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Post by: Happyjew
insaniak wrote: Traditio wrote:
Why are walkers rubbish?
Are they rubbish because of the predominance of high strength, low AP anti tank weapons?
No.
They are rubbish because of predominance of cheese, e.g., the predominance of high rate of fire, mid strength weapons.
Uh, no, they're rubbish because they can be killed with a single shot, which was bad enough, and then 6th Ed added in wounds without giving them a corresponding saving throw to balance it out.
Correct me if I'm wrong, but wasn't this before scat bikes and D-strength D weapons? In fact IIRC for the beginning of 6th edition, Eldar were using a 4th edition codex, and walkers were still rubbish.
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Post by: Blacksails
Peregrine wrote:
No, spammable transports with guns were often considered to be overpowered (correctly or not). Tanks, dreads, etc, were fine.
I want to drive this home. There were few complaints about Leman Russes, or Hammerheads, or Predators being overpowered. The main battle tanks and equivalents were largely considered acceptable. It was Razorback, Chimera, and Ghost Ark spam that made people ornery. Cheap, decently gunned, mobile platforms to shuttle around scoring troops reliably while doing respectable damage.
But, then again, you'd know this Traditio if you had a grasp of what good game design and balance is.
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Post by: Trasvi
Traditio wrote:pm713 wrote:You can also immobilise a Dreadnought with a single shot rendering it worthless.
That really depends upon how you have the dreadnought configured. If you're dropping a heavy flamer/multi-melta dreadnought in via drop pod, then by the time it gets immobilized (of which, again, there is, at best, a 1/6 chance of happening, presupposing an unsaved penetrating hit), it's already done its job.
If you've made a shooty dreadnought, so what if it gets immobilized? It should still be within range to shoot.
And again, positioning is everything.
If you've made a shooty deadnought it can get immobilized (or stunned) and rooted in place, restricting its fire too 45* forward, and thus can be ignored by most units for the rest of the game. If it gets shaken or stunned it may as well not have shooty weapons; if it gets weapon destroyed it no longer has shooty weapons; and then of course it can get blown up. And if a single heavy flamer / melta deep striking has 'done its job'... I have no idea what kind of opponents you're facing but its been a long time since I've seen that be considered a threat.
All of these things MCs don't have to deal with. They fight at full effectiveness to their last wound with not even a 1/6 chance of being rendered useless; they have more wounds than a dread; and an armor or invulnerable save.
Generally you don't get complaints about the survivability of MC's outside the problem ones. You do get complaints about vehicle weakness.
If things like grav, scatter bikes, the tau, etc. didn't exist, you'd hear a lot more complaints about average MC durability.
In fact, Martel complains about tyrranid MC durability all the time.
What MC's are there in the game?
Daemon Princes.
Various Tyranid things.
Dreadknights.
Riptides, Ghostkeels and Stormsurges
Wraithlords and Wraithknights.
The 'not a problem' ones are the Tyranid ones that suffer from the same primary shortcoming as Dreads - combat MC's with 6" movement. T6 SV3 isn't terrible to deal with when you have 4 turns to do so. With shooting as powerful as it is, your durability is directly proportional to your ability to cross the table and get in to combat.
You're right that all balance is relative. But you seem to be choosing a completely arbitrary point to consider balanced, and judging from there. Why don't you say that Riptides are balanced and Dreads need to be bought up, rather than Dreads are balanced and Riptides need to be brought down?
Balance between two units also needs to be considered in comparison to everything else that is available in the game. Terminators seem overpowered compared to Boyz when the only weapon in consideration is a Slugga - but when Plasma guns and Ion Accelerators are considered then its a very different assessment. So if you want to consider that Dreads are balanced and Riptides need to be brought down, what you're really saying is EVERYTHING in the game needs to be brought down to whatever arbitrary level you decide. The thread title should be "Balancing the entire game", not "Balancing Riptides".
And you're right, it is difficult or impossible to balance the game one unit at a time when such huge power swings exist - when Dreads and Riptides, Assault marines and Grav Cents, Kroot and Scatterbikes all exist in the same game, its difficult to say what is the arbitrary "correct" level of balance. You might nerf riptides to the same level as dreads, but in doing so you take Tau out of contention everyone else who uses anything considered remotely 'good'. If you want to balance to that level.... you basically need to come up with an entirely redesigned game, because its impossible to assess how good a Riptide would be when we have no idea what kind of weaponry it would commonly face in this new game.
As for whether Riptides are 'balanced' in the current game... Riptides with proper marker support in a riptide wing are a force to be feared and can go toe-to-toe with the top lists from other factions. A single Riptide on its own with no markers is alright, and probably still the best choice for an Elites slot for Tau, but it's putting out equivalent firepower to units that cost significantly less. Its real asset is durability - the effectiveness of your guns is directly proportional to the amount of turns you get to fire them, and riptides can be confident to last well in to the game.
If you want to nerf riptides, the best bet would be
- a points increase or
- drop wounds by 1 or
- make its invulnerable save less attractive (make it take up a hardpoint? or novacharge only brings it to 3++?) or
- make it so you can't use the same Nova profile two turns in a row
and
- add some kind of penalty or tax to the riptide wing (or just get rid of it entirely)
99
Post by: insaniak
Traditio wrote:
If you've made a shooty dreadnought, so what if it gets immobilized? It should still be within range to shoot.
With a 45 degree fire arc, an immobilised dreadnought isn't shooting anything owned by a halfway competent opponent.
Automatically Appended Next Post: Traditio wrote:
At any rate, PM, this is what I'm hearing from the "vehicles are garbage" crowd:
"My vehicles have weaknesses! They aren't completely invulnerable!"
Then you're not unstanding what they're saying.
The issue isn't that Vehicles have weaknesses. They should. The issue is that Vehicles that are supposed to be durable and scary are instead glass cannons under the current rules.
95877
Post by: jade_angel
Trasvi wrote:<snip>
As for whether Riptides are 'balanced' in the current game... Riptides with proper marker support in a riptide wing are a force to be feared and can go toe-to-toe with the top lists from other factions. A single Riptide on its own with no markers is alright, and probably still the best choice for an Elites slot for Tau, but it's putting out equivalent firepower to units that cost significantly less. Its real asset is durability - the effectiveness of your guns is directly proportional to the amount of turns you get to fire them, and riptides can be confident to last well in to the game.
If you want to nerf riptides, the best bet would be
- a points increase or
- drop wounds by 1 or
- make its invulnerable save less attractive (make it take up a hardpoint? or novacharge only brings it to 3++?) or
- make it so you can't use the same Nova profile two turns in a row
and
- add some kind of penalty or tax to the riptide wing (or just get rid of it entirely)
First off, absolutely the Riptide Wing formation should die in every single fire, then the ashes should be dumped into Eta Carinae.
Second, this is pretty much what I've been saying for the whole blasted thread, belike: the entire point of the Riptide as a unit is to be durable, not to be ultra-killy. The problem stems from the combination of the following:
1) 72" gun - it can sit out of range of almost everything, needing only LOS.
2) Interceptor - It can shoot you before you're even really in play.
3) AP2 + Interceptor Markerlights + S8 - Power armor won't save you; Feel No Pain won't save you; cover probably won't save you. (The markerlights are, admittedly, a second unit.)
4) Don't need to nova-charge for that fire mode, don't really need to use the risky nova reactor at all when you have the IA.
5) When you do risk nova-charging, it's only for the shield (or maybe, maybe the jets to stay out of range).
6) And now you're in the corner, with T6/W5/2+/3++, out of range of almost everything, effectively immortal.
7) To add insult to injury, if you do somehow manage to get in melee with it, it still gets S6 AP2 attacks against you. And you might even be scared of it!
That's why my proposed nerfs do the following:
1) Knock the 72" gun down to 24". Now it has to get close, and Interceptor is a lot less scary.
2) Overcharge mode is now AP3 - though I'm rethinking this, and it should probably be AP4.
3) Shield nova-charge is gone.
4) It's Infantry - no more Smash, no more Fear. (I special-ruled MTC back in, because MTC makes sense on something like that.)
Where I goofed, I think:
1) Nova reactor isn't risky enough.
2) AP3 Overcharge mode is still a little too mean - should probably need to nova-charge if you want to delete MEQ squads.
3) Heavy Burst Cannon should probably just be Heavy 10 in both modes: don't need to nova to be somewhat effective, do need to nova to be scary by adding Rending and maybe Pinning.
4) Interceptor is still everywhere in the Tau book. There's too damn much of it. This isn't a Riptide-specific problem: Stormsurges are terrifying with it, and Broadsides can be obnoxious.
5) Maybe need to differentiate the main weapons a little more?
6) Maybe the nova-charged ion mode should be S10? Specifically a countermeasure for bike/wolf deathstars, or at least something to worry them a little, but is this too deadly to tanks and Daemon Princes?
Automatically Appended Next Post:
insaniak wrote:
<snip>
Traditio wrote:
At any rate, PM, this is what I'm hearing from the "vehicles are garbage" crowd:
"My vehicles have weaknesses! They aren't completely invulnerable!"
Then you're not unstanding what they're saying.
The issue isn't that Vehicles have weaknesses. They should. The issue is that Vehicles that are supposed to be durable and scary are instead glass cannons under the current rules.
And this, about 3^^^3 times.
61519
Post by: thejughead
So Basically, let's strip Tau of any advantage they have in the game (range, and mid strength shooting) and leave them extremely vulnerable to what they can't do (close combat).
How about we nerf grav and remove AtsknF from Marines to make it even?
Its easy to see the hate Tau gets just because they are a Marine counter. More Marine players, more haters.
jade_angel wrote:Trasvi wrote:<snip>
As for whether Riptides are 'balanced' in the current game... Riptides with proper marker support in a riptide wing are a force to be feared and can go toe-to-toe with the top lists from other factions. A single Riptide on its own with no markers is alright, and probably still the best choice for an Elites slot for Tau, but it's putting out equivalent firepower to units that cost significantly less. Its real asset is durability - the effectiveness of your guns is directly proportional to the amount of turns you get to fire them, and riptides can be confident to last well in to the game.
If you want to nerf riptides, the best bet would be
- a points increase or
- drop wounds by 1 or
- make its invulnerable save less attractive (make it take up a hardpoint? or novacharge only brings it to 3++?) or
- make it so you can't use the same Nova profile two turns in a row
and
- add some kind of penalty or tax to the riptide wing (or just get rid of it entirely)
First off, absolutely the Riptide Wing formation should die in every single fire, then the ashes should be dumped into Eta Carinae.
Second, this is pretty much what I've been saying for the whole blasted thread, belike: the entire point of the Riptide as a unit is to be durable, not to be ultra-killy. The problem stems from the combination of the following:
1) 72" gun - it can sit out of range of almost everything, needing only LOS.
2) Interceptor - It can shoot you before you're even really in play.
3) AP2 + Interceptor Markerlights + S8 - Power armor won't save you; Feel No Pain won't save you; cover probably won't save you. (The markerlights are, admittedly, a second unit.)
4) Don't need to nova-charge for that fire mode, don't really need to use the risky nova reactor at all when you have the IA.
5) When you do risk nova-charging, it's only for the shield (or maybe, maybe the jets to stay out of range).
6) And now you're in the corner, with T6/W5/2+/3++, out of range of almost everything, effectively immortal.
7) To add insult to injury, if you do somehow manage to get in melee with it, it still gets S6 AP2 attacks against you. And you might even be scared of it!
That's why my proposed nerfs do the following:
1) Knock the 72" gun down to 24". Now it has to get close, and Interceptor is a lot less scary.
2) Overcharge mode is now AP3 - though I'm rethinking this, and it should probably be AP4.
3) Shield nova-charge is gone.
4) It's Infantry - no more Smash, no more Fear. (I special-ruled MTC back in, because MTC makes sense on something like that.)
Where I goofed, I think:
1) Nova reactor isn't risky enough.
2) AP3 Overcharge mode is still a little too mean - should probably need to nova-charge if you want to delete MEQ squads.
3) Heavy Burst Cannon should probably just be Heavy 10 in both modes: don't need to nova to be somewhat effective, do need to nova to be scary by adding Rending and maybe Pinning.
4) Interceptor is still everywhere in the Tau book. There's too damn much of it. This isn't a Riptide-specific problem: Stormsurges are terrifying with it, and Broadsides can be obnoxious.
5) Maybe need to differentiate the main weapons a little more?
6) Maybe the nova-charged ion mode should be S10? Specifically a countermeasure for bike/wolf deathstars, or at least something to worry them a little, but is this too deadly to tanks and Daemon Princes?
Automatically Appended Next Post:
insaniak wrote:
<snip>
Traditio wrote:
At any rate, PM, this is what I'm hearing from the "vehicles are garbage" crowd:
"My vehicles have weaknesses! They aren't completely invulnerable!"
Then you're not unstanding what they're saying.
The issue isn't that Vehicles have weaknesses. They should. The issue is that Vehicles that are supposed to be durable and scary are instead glass cannons under the current rules.
And this, about 3^^^3 times.
84364
Post by: pm713
Removing ATSKNF is too much. Get rid of the cc bit.
61519
Post by: thejughead
6) Maybe the nova-charged ion mode should be S10? Specifically a countermeasure for bike/wolf deathstars, or at least something to worry them a little, but is this too deadly to tanks and Daemon Princes?
When bike/wolf stars are charged up, Tau has no counter except jump around and try to stretch them out. Stormsurge already have a S10 template and bike/wolf stars already shrug it off like nothing. Automatically Appended Next Post: 1) Nova reactor isn't risky enough.
LOL, yeah because Tau players never get angry about it.
Really, guys what you want is to ban the riptide. Essentially this is what you are driving at. Make it so crappy that no one will take it.
95877
Post by: jade_angel
Um, no.
I play Tau, and I use Riptides - though most of the time, only one.
That might be what some people want, but it's not what I'm going for.
Read my initial post. Seriously. That's where the actual suggestion is. Folks like Traditio call that suggestion asininely OP, you call it so crappy that nobody would use it?
I don't want to ban the Riptide. If I wanted that, I'd have just feckin' said so, belike.
Take a look at my proposal, and tell me what you do and don't like about it. Bear in mind the major role disagreement that's cropped up throughout the thread, here - I don't blame you for not slogging through the whole thing. Some people think the Riptide is meant to be a long-range artillery piece that drops AP2 pie-plates from afar, and complain that it's too durable for something that does that. Others - and I'm in this camp - think it's meant to be a close-support fire magnet that soaks up a ton of fire so the short-range shooters (that is, XV8s, XV25s and XV9s) can do their jobs.
I think that if you build a suit that can do both, you end up with a unit that has the problems I enumerated above, and that draws a crapton of salt. One or the other is fine - but I think the Stormsurge is the backfield pie-plate-puker, and it's not the unit I'm addressing in this post.
ETA: Once the ion weapon no longer has 72" range and the 3++ shield option doesn't exist, possibly the nova reactor is fine and doesn't need to be any more risky.
84364
Post by: pm713
3+ armour. I'd be happier with 3+ armour. Perhaps make the generator 4+ to activate.
93856
Post by: Galef
pm713 wrote:3+ armour. I'd be happier with 3+ armour. Perhaps make the generator 4+ to activate.
Me too. Really the Riptide never should have had a 2+ armour since it "should" be lighter to allow the Jet-pack to function. This is the whole reason Broadside do not have Jet-packs.
3+ armour, 4+ Nova, Ion Accelerator only 36" range (at 10pts to swap, instead of only 5). These 3 easy changes make the Riptide a good choice, without being an OP choice.
At that point, I might also incorporate Stims into the cost of the Riptide, thereby making it cost more and prevent min-maxing Riptides for Riptide-Wings. But that might be a mute point since lowering the save AND making the Nova harder might actually force players to buy the Stims every time anyway.
--
61519
Post by: thejughead
I read it all. Your suggestions while well meant completely nerf Tau competitively.
Sorry, I'm not giving an inch on this. There are many problems in the game. You can't isolate one unit and say thats it. Collectively MCs > Vehicles > Walkers. The true issue lies 1) MC rules versus Walkers 2) in the stat profile of Dreadnaughts not the riptide. Tell all your friends to buy the new 13/13/12 dreadnaught and see what happens to a Tau player when you drop pod in.
In a friendly game I would never bring my competitive build, but big tourneys you have to.
jade_angel wrote:Um, no.
I play Tau, and I use Riptides - though most of the time, only one.
That might be what some people want, but it's not what I'm going for.
Read my initial post. Seriously. That's where the actual suggestion is. Folks like Traditio call that suggestion asininely OP, you call it so crappy that nobody would use it?
I don't want to ban the Riptide. If I wanted that, I'd have just feckin' said so, belike.
Take a look at my proposal, and tell me what you do and don't like about it. Bear in mind the major role disagreement that's cropped up throughout the thread, here - I don't blame you for not slogging through the whole thing. Some people think the Riptide is meant to be a long-range artillery piece that drops AP2 pie-plates from afar, and complain that it's too durable for something that does that. Others - and I'm in this camp - think it's meant to be a close-support fire magnet that soaks up a ton of fire so the short-range shooters (that is, XV8s, XV25s and XV9s) can do their jobs.
I think that if you build a suit that can do both, you end up with a unit that has the problems I enumerated above, and that draws a crapton of salt. One or the other is fine - but I think the Stormsurge is the backfield pie-plate-puker, and it's not the unit I'm addressing in this post.
ETA: Once the ion weapon no longer has 72" range and the 3++ shield option doesn't exist, possibly the nova reactor is fine and doesn't need to be any more risky.
84364
Post by: pm713
What 13/13/12 Dreadnought do I have? Answer: None.
So even though we have identified a problem unit we can't attempt to fix it?
61519
Post by: thejughead
I play Tau, and I use Riptides - though most of the time, only one.
The same people that advocate the "NERFS" would bring 4 Runepriests , 3 Librarians in a Conclave, Ezekiel, Azrael, and Thunderwolves.
Marines
1) Turn off Marine USR if the unit has mixed marines
2) Remove AtsknF from the game or make them pass leadership to turn it on.
3) Make Grav 12" range
4) Keep grenades to one per CC
84364
Post by: pm713
thejughead wrote: I play Tau, and I use Riptides - though most of the time, only one.
The same people that advocate the "NERFS" would bring 4 Runepriests , 3 Librarians in a Conclave, Ezekiel, Azrael, and Thunderwolves.
Marines
1) Turn off Marine USR if the unit has mixed marines
2) Remove AtsknF from the game or make them pass leadership to turn it on.
3) Make Grav 12" range
4) Keep grenades to one per CC
That's just plain false although I'm not sure why you'd complain about Azrael.
How is 2) meant to work?
61519
Post by: thejughead
pm713 wrote:What 13/13/12 Dreadnought do I have? Answer: None.
So even though we have identified a problem unit we can't attempt to fix it?
The new FW Leviathan.
84364
Post by: pm713
thejughead wrote:pm713 wrote:What 13/13/12 Dreadnought do I have? Answer: None.
So even though we have identified a problem unit we can't attempt to fix it?
The new FW Leviathan.
You will of course buy me and everyone else the book for the rules seeing as we have to use it now apparently.
95877
Post by: jade_angel
thejughead wrote:I read it all. Your suggestions while well meant completely nerf Tau competitively.
Sorry, I'm not giving an inch on this. There are many problems in the game. You can't isolate one unit and say thats it. Collectively MCs > Vehicles > Walkers. The true issue lies 1) MC rules versus Walkers 2) in the stat profile of Dreadnaughts not the riptide. Tell all your friends to buy the new 13/13/12 dreadnaught and see what happens to a Tau player when you drop pod in.
In a friendly game I would never bring my competitive build, but big tourneys you have to.
<snip>
Wait, it does? You're talking about the Jet Pack Infantry version, not the Walker version, correct? That was mostly throwing spitwads at the wall, trying to satisfy the unsatisfiable - I should have made that clearer.
And yes, you are absolutely correct that there are many things wrong with 40k. This thread was *not* intended to be the omnibus "everything wrong with 40k, fixed by nerfing one unit" thread. I started it out talking specifically about how to correct the imbalances specific to the Riptide, not every problem in the game. There've been a hell of a lot of derails since then - which is why the initial post talked about not wanting to go down the "it should be a walker" rabbit-hole, and I screwed up by even beginning to entertain that line of thought. As for the issues with vehicles, yeah, no kidding - that's why I said that walkers bite, and not, as Traditio asserted, because I just want to auto-win. (FFS, if I wanted to auto-win, we all know how Scatbike/Spider/Wraithknight builds work, and I've got the models for it... But I don't, because it's an asshat move in most games and kinda boring, besides!)
I'd be willing to entertain a discussion on buffing vehicles or even revamping the whole system, but elsewhere. It's not the topic of the current thread, derails aside.
Which part of the current Riptide is critical to competitive play, in your estimation? The 72" S8 AP2 Large Blast in an Elite slot (instead of LoW)? Or is it the T6/W5/Sv2+ part? I kept the latter, BTW, including the ability to buy FNP. The only thing I nerfed durability-wise is the nova-charged shield - my thinking is that the Ghostkeel is the suit you want, if you want to be able to mostly ignore heavy weapons outright, while the Riptide is the one you want to walk through a hail of bolter fire.
I could be persuaded that I've got the intended use cases wrong, and that Tau need both a long-ranged artillery suit (Riptide) and a short-range linebreaker suit (Ghostkeel) available in the Elite slot. Though in that case, I would contend that the Riptide is too durable and probably too fast for an artillery suit.
61519
Post by: thejughead
The rules are posted for free!
pm713 wrote: thejughead wrote:pm713 wrote:What 13/13/12 Dreadnought do I have? Answer: None.
So even though we have identified a problem unit we can't attempt to fix it?
The new FW Leviathan.
You will of course buy me and everyone else the book for the rules seeing as we have to use it now apparently.
84364
Post by: pm713
thejughead wrote:The rules are posted for free!
pm713 wrote: thejughead wrote:pm713 wrote:What 13/13/12 Dreadnought do I have? Answer: None.
So even though we have identified a problem unit we can't attempt to fix it?
The new FW Leviathan.
You will of course buy me and everyone else the book for the rules seeing as we have to use it now apparently.
Well that has undermined my point completely.
61519
Post by: thejughead
LOL, the Leviathan's 4++ and this rule alone make it crazy good:
Severing Cut: Each time a non-vehicle model suffers an unsaved wound from this weapon, roll a D6. On a 4+, the model suffers an additional D3 wounds which must be saved separately using the weapon’s pro le (note that these wounds do not themselves generate more additional wounds).
Dropping that into Tau lines would induce a panic.
Automatically Appended Next Post:
jade_angel wrote:
Which part of the current Riptide is critical to competitive play, in your estimation? The 72" S8 AP2 Large Blast in an Elite slot (instead of LoW)? Or is it the T6/W5/Sv2+ part? I kept the latter, BTW, including the ability to buy FNP. The only thing I nerfed durability-wise is the nova-charged shield - my thinking is that the Ghostkeel is the suit you want, if you want to be able to mostly ignore heavy weapons outright, while the Riptide is the one you want to walk through a hail of bolter fire.
Its all about T6/W5/Sv2+ ! The template you see less of unless its Marines. The BurstCannon is always preferred for RoF.
95877
Post by: jade_angel
thejughead wrote:<snip>
jade_angel wrote:
Which part of the current Riptide is critical to competitive play, in your estimation? The 72" S8 AP2 Large Blast in an Elite slot (instead of LoW)? Or is it the T6/W5/Sv2+ part? I kept the latter, BTW, including the ability to buy FNP. The only thing I nerfed durability-wise is the nova-charged shield - my thinking is that the Ghostkeel is the suit you want, if you want to be able to mostly ignore heavy weapons outright, while the Riptide is the one you want to walk through a hail of bolter fire.
Its all about T6/W5/Sv2+ ! The template you see less of unless its Marines. The BurstCannon is always preferred for RoF.
Ok, that's what I kept, and I actually buffed the HBC. (Heavy 10/Heavy 15 now instead of 8/12, and lost Gets Hot when nova-charged). I did charge 10 points for the SMS, simply because of how much salt that draws - and because most people I know of are probably using the fusion blaster anyway, because it's a nice reserve capability.
Again, ignore the relatively stupid walker suggestion I made - that was to make a point, but the point was missed. The initial post's Jet Pack Infantry version is the fully serious suggestion.
61519
Post by: thejughead
My hope is this: All (non super heavy) Vehicles get 3+ armor in the next iteration of the rules. That will mitigate the saltiness in the OP post.
A single unit might be the cause of Marine players tears, but its not the pariah of the game.
95877
Post by: jade_angel
I'll second the "vehicles get a 3+" suggestion. Outside of sending AV the way of target priority rules and giving everything a T/W/Sv setup, Bolt Action-style, I think that's the simplest patch for vehicles that will actually help.
I've been saying that most walkers are UP for a while now, and most tanks, much the same though somewhat less so.
11860
Post by: Martel732
thejughead wrote:I read it all. Your suggestions while well meant completely nerf Tau competitively.
Sorry, I'm not giving an inch on this. There are many problems in the game. You can't isolate one unit and say thats it. Collectively MCs > Vehicles > Walkers. The true issue lies 1) MC rules versus Walkers 2) in the stat profile of Dreadnaughts not the riptide. Tell all your friends to buy the new 13/13/12 dreadnaught and see what happens to a Tau player when you drop pod in.
In a friendly game I would never bring my competitive build, but big tourneys you have to.
jade_angel wrote:Um, no.
I play Tau, and I use Riptides - though most of the time, only one.
That might be what some people want, but it's not what I'm going for.
Read my initial post. Seriously. That's where the actual suggestion is. Folks like Traditio call that suggestion asininely OP, you call it so crappy that nobody would use it?
I don't want to ban the Riptide. If I wanted that, I'd have just feckin' said so, belike.
Take a look at my proposal, and tell me what you do and don't like about it. Bear in mind the major role disagreement that's cropped up throughout the thread, here - I don't blame you for not slogging through the whole thing. Some people think the Riptide is meant to be a long-range artillery piece that drops AP2 pie-plates from afar, and complain that it's too durable for something that does that. Others - and I'm in this camp - think it's meant to be a close-support fire magnet that soaks up a ton of fire so the short-range shooters (that is, XV8s, XV25s and XV9s) can do their jobs.
I think that if you build a suit that can do both, you end up with a unit that has the problems I enumerated above, and that draws a crapton of salt. One or the other is fine - but I think the Stormsurge is the backfield pie-plate-puker, and it's not the unit I'm addressing in this post.
ETA: Once the ion weapon no longer has 72" range and the 3++ shield option doesn't exist, possibly the nova reactor is fine and doesn't need to be any more risky.
The Tau massacre the 13/13/12 dread because vehicles suck balls in 7th ed.
Automatically Appended Next Post:
thejughead wrote:My hope is this: All (non super heavy) Vehicles get 3+ armor in the next iteration of the rules. That will mitigate the saltiness in the OP post.
A single unit might be the cause of Marine players tears, but its not the pariah of the game.
It's functionally immortal. That's a big problem for more than marines. Hell, in Tau vs Tau, you guys can't kill your own damn Riptides.
"Its all about T6/W5/Sv2+ !"
Yes, because that's WAY too good for the cost. And you know it.
Automatically Appended Next Post:
" LOL, the Leviathan's 4++ and this rule alone make it crazy good:
Severing Cut: Each time a non-vehicle model suffers an unsaved wound from this weapon, roll a D6. On a 4+, the model suffers an additional D3 wounds which must be saved separately using the weapon’s pro le (note that these wounds do not themselves generate more additional wounds).
Dropping that into Tau lines would induce a panic. "
OMG. A weapon that actually kinda pretends to hurt MCs! Whatever wil the immortal Riptide do? Keep being immortal, that's what. See, the unsaved wound part is where your panic falls apart. You can't clear wounds against the Riptide to begin with, so that text is never relevant. Automatically Appended Next Post: Tau have a lot of advantages that Tau players take for granted. They have non-useless troops that are cheaper than tac marines but cause twice as many wounds vs T6 MCs (very important) from a longer range.
And then there's just being shooty in a shooty edition.
100083
Post by: pumaman1
Martel732 wrote:
" LOL, the Leviathan's 4++ and this rule alone make it crazy good:
Severing Cut: Each time a non-vehicle model suffers an unsaved wound from this weapon, roll a D6. On a 4+, the model suffers an additional D3 wounds which must be saved separately using the weapon’s pro le (note that these wounds do not themselves generate more additional wounds).
Dropping that into Tau lines would induce a panic. "
OMG. A weapon that actually kinda pretends to hurt MCs! Whatever wil the immortal Riptide do? Keep being immortal, that's what. See, the unsaved wound part is where your panic falls apart. You can't clear wounds against the Riptide to begin with, so that text is never relevant.
Don't you find that a bit disingenuous? It doesn't pretend to hurt mcs, it does. and 1/2 the time it hurts double. and its save is consistently better than the riptides at 4++, not "sometimes 3++ sometimes 5++"
https://www.forgeworld.co.uk/resources/PDF/Datasheets/LeviathanSiegeDreadnoughtRules.pdf
As far as any vehicle walker stuff.. its the IoM tax, you can bring legal battle brother super friends, the tau can bring.. more tau, neat. "Can't" add a cheap allied guard detachment for basilisks for cheap s9ap3 no LOS templates, cant bring librarian conclave, its your tax. And the xenos largely get MC, because their allies are very limited.
And firewarriors, yeah they have a neat gun, but bs3 t3 4+, I 2, LD 7 8 with sergeant, not exactly difficult to kill, route, pin, sweeping advance, psychically dominate, and their dedicated transport is the most expensive in the game i am aware of, for a 12-11-10 non-fast, transport. the gun is good, the troop is mediocre at best.
27797
Post by: Wolfblade
Tau troops are crap still unless you're farsight enclaves. Their guns are ok, but they're still on a T3 4+ save model. Not exactly hard to remove, but I assume you'll ignore that or dismiss it by claiming to be tabled by the end of turn 2.
It's still got a 4++ and has 4HP, making it somewhat durable, especially since S7 spam only hurts it on 6s, and melta is stopped by the ceramite plating. Plus, it wounds on S10 (base S8) at AP2, and can take a droppod. It's a decent unit, especially for a walker. Total weapons are 2x heavy flamers (dead fire warriors), and 2 of the following in any combo:
Heavy 18" 3 S9 AP1 melta
Heavy 6 24" S7 AP3 sunder
Power fist w/ severing cut and a meltagun
Powerfist w/ armorbane and a meltagun
pumaman1 wrote:
Don't you find that a bit disingenuous? It doesn't pretend to hurt mcs, it does. and 1/2 the time it hurts double. and its save is consistently better than the riptides at 4++, not "sometimes 3++ sometimes 5++"
Don't forget that failed nova that gives it a 5++ instead removes a wound allowing only FNP as a way to prevent the wound IIRC.
92798
Post by: Traditio
Several points:
1. It occurs to me that one of JA's initial proposals would probably fix things. I was under the impression that the 72 inch gun has barrage. Given that it doesn't:
Switch out "MC" for "infantry," change the 2+ to a 3+ and remove the ability for the riptide to get a 3+ invuln (keep it at a 5+ which can't be improved), and you've got an OK unit.
The problem with this is that the model doesn't look like an infantry model. The model only really allows two options: 1. walker or 2. monstrous creature.
2. The people who complain about ATSFKNF not only likely don't know what it does, but they are also likely sore winners. And if you're a tau player complaining about the fact that marines don't get swept, shame on you. You are literally adding insult to injury at this point. What did you assault a marine unit with which both won the fight AND would have performed a sweeping advance, but for ATSKNF?
And you know it's not fearless, right? It won't prevent my units from running off the table. It won't prevent my units from getting pinned. All it gives me is a free regroup (which rarely comes into play for me) and immunity to sweeping advances...which I'd rather not even have. I'd much prefer to have a marine unit get swept so that I can shoot whatever it was that attacked them off the table on my turn.
3. Vehicles don't need an armor save. Spammable mid strength, high rate of fire weapons need to die in a fire.
And granted that vehicles have a save, it should be no better than a 4+. Krak grenades are AP 4.
61519
Post by: thejughead
Martel732 wrote:
The Tau massacre the 13/13/12 dread because vehicles suck balls in 7th ed.
False. Tau predominantly have problems with 13 AV and add a 4++ and it doubles the problem. If this were true Tau would counter Imperial Knights not the other way around.
It's functionally immortal. That's a big problem for more than marines. Hell, in Tau vs Tau, you guys can't kill your own damn Riptides.
False. Focus fire eliminates plenty of Riptides.
OMG. A weapon that actually kinda pretends to hurt MCs! Whatever wil the immortal Riptide do? Keep being immortal, that's what. See, the unsaved wound part is where your panic falls apart. You can't clear wounds against the Riptide to begin with, so that text is never relevant.
False. Did you even read the rules. AP2 cause severe problems for Riptides. Having to Nova a 3++ turns off rending which is a problem for the burst cannons.
Tau have a lot of advantages that Tau players take for granted. They have non-useless troops that are cheaper than tac marines but cause twice as many wounds vs T6 MCs (very important) from a longer range.
And then there's just being shooty in a shooty edition.
Negative. In the competitive scene no one uses Walking MCs. Automatically Appended Next Post: Traditio wrote:
2. The people who complain about ATSFKNF not only likely don't know what it does, but they are also likely sore winners. And if you're a tau player complaining about the fact that marines don't get swept, shame on you. You are literally adding insult to injury at this point. What did you assault a marine unit with which both won the fight AND would have performed a sweeping advance, but for ATSKNF?
And you know it's not fearless, right? It won't prevent my units from running off the table. It won't prevent my units from getting pinned. All it gives me is a free regroup (which rarely comes into play for me) and immunity to sweeping advances...which I'd rather not even have. I'd much prefer to have a marine unit get swept so that I can shoot whatever it was that attacked them off the table on my turn.
CSM Players would give their left arm for this rule. This entire thread is because you can't beat your local Tau players? Puuuuleeeze, last major tournaments have seen MEQ in the top 10. Tau power level is a tier below.
27797
Post by: Wolfblade
Traditio wrote:
2. The people who complain about ATSFKNF not only likely don't know what it does, but they are also likely sore winners. And if you're a tau player complaining about the fact that marines don't get swept, shame on you. You are literally adding insult to injury at this point. What did you assault a marine unit with which both won the fight AND would have performed a sweeping advance, but for ATSKNF?
Yeah, because ONLY tau complain about ATSKNF. ONLY Tau care that they can't sweep marines, or make them consistently run off. Don't pretend otherwise, especially as ATSKNF is a very powerful rule. In case you forgot, it allows you to regroup and move, shoot and assault as normal in addition to ignoring the fear USR (which makes sense, but given how many marine armies there are makes fear nearly worthless before you factor in the prevalence of high LD, fearless, etc).
Traditio wrote:
3. Vehicles don't need an armor save. Spammable mid strength, high rate of fire weapons need to die in a fire.
And granted that vehicles have a save, it should be no better than a 4+. Krak grenades are AP 4.
Vehicles need a save if they want to compete with MCs, especially as they already have a chart that cripples them anytime they get a pen inflicted. Plus, most of the good weapons being fired at vehicles ARE AP4 (auto cannons, HYMPs, MPs, grav, even your beloved MLs and Lascannons) Exception is eldar really with scatbikes. As an invul save? Maybe.
61519
Post by: thejughead
The flippant attitude regarding AtsknF takes this from "let's make the game better" to "let's make Marines better, especially against Tau because I enjoyed 5th Edition".
92798
Post by: Traditio
Wolfblade wrote:Yeah, because ONLY tau complain about ATSKNF. ONLY Tau care that they can't sweep marines
The person making the complaint was a Tau player. What did he try making a sweeping advance with?
If it's a riptide, I shall be filled with raeg.
Don't pretend otherwise, especially as ATSKNF is a very powerful rule.
It's an OK rule for which SM players pay a premium and which SM players have had for decades. Space marine players get ATSKNF, necron players get reanimation, eldar players get battle focus, etc. That's how it works.
In case you forgot, it allows you to regroup and move, shoot and assault as normal in addition to ignoring the fear USR (which makes sense, but given how many marine armies there are makes fear nearly worthless before you factor in the prevalence of high LD, fearless, etc).
Yes. For that rule even to come into play, you've had to have deal heavy casualties to my forces AND forced a retreat on your turn. As I said, the people who complain about this rule are sore winners.
Vehicles need a save if they want to compete with MCs
Again, why do vehicles need a buff? Why don't MCs need a nerf?
Plus, most of the good weapons being fired at vehicles ARE AP4 (auto cannons, HYMPs, MPs, grav, even your beloved MLs and Lascannons)
Missile launchers are AP3 (assuming krak) and lascannons are AP 2.
Vehicles shouldn't get a save against anti-tank weapons. This shouldn't even need to be said.
Exception is eldar really with scatbikes.
This. This is what's putting the screws to vehicles right now. Spammable mid strength weapons like scatter lasers and twin-linked devourers. Those things need to die.
11860
Post by: Martel732
thejughead wrote:The flippant attitude regarding AtsknF takes this from "let's make the game better" to "let's make Marines better, especially against Tau because I enjoyed 5th Edition".
ATSKNF doesn't matter because you just shoot all the marines to death. No morale checks necessary.
"
False. Focus fire eliminates plenty of Riptides. "
Except it doesn't. When you have to shoot 1800 pts to kill 200 pts, that's not a viable answer.
"AP2 cause severe problems for Riptides. Having to Nova a 3++ turns off rending which is a problem for the burst cannons. "
Riptides bounce AP 2 all day every day with the stim injector. It's cute that you think a wound leaking through after 800 pts o f stuff fires at you is a severe problem.
"Negative. In the competitive scene no one uses Walking MCs."
Except Riptides, right?
I also wouldn't say that IKs counter Tau. They are too fragile to be considered the counter to anything really. 6 HP for 350+ pts is a damn joke compared to Riptide.
100083
Post by: pumaman1
Traditio wrote:
Don't pretend otherwise, especially as ATSKNF is a very powerful rule.
It's an OK rule for which SM players pay a premium and which SM players have had for decades. Space marine players get ATSKNF, necron players get reanimation, eldar players get battle focus, etc. That's how it works.
In case you forgot, it allows you to regroup and move, shoot and assault as normal in addition to ignoring the fear USR (which makes sense, but given how many marine armies there are makes fear nearly worthless before you factor in the prevalence of high LD, fearless, etc).
Yes. For that rule even to come into play, you've had to have deal heavy casualties to my forces AND forced a retreat on your turn. As I said, the people who complain about this rule are sore winners.
so what special rule does the riptide have/the tau have that is like battle focus or ATSKNF or reanimation protocol? Supporting fire? wow, but that never comes into play because it's immortal across the board right? And are snap shots so the deadly template cannot fire so.. it doesn't have anything
And "heavy casualties" or 25% of units start of phase strength, so 2-3 models in most units. that's not really that crazy.
11860
Post by: Martel732
pumaman1 wrote:Martel732 wrote:
" LOL, the Leviathan's 4++ and this rule alone make it crazy good:
Severing Cut: Each time a non-vehicle model suffers an unsaved wound from this weapon, roll a D6. On a 4+, the model suffers an additional D3 wounds which must be saved separately using the weapon’s pro le (note that these wounds do not themselves generate more additional wounds).
Dropping that into Tau lines would induce a panic. "
OMG. A weapon that actually kinda pretends to hurt MCs! Whatever wil the immortal Riptide do? Keep being immortal, that's what. See, the unsaved wound part is where your panic falls apart. You can't clear wounds against the Riptide to begin with, so that text is never relevant.
Don't you find that a bit disingenuous? It doesn't pretend to hurt mcs, it does. and 1/2 the time it hurts double. and its save is consistently better than the riptides at 4++, not "sometimes 3++ sometimes 5++"
https://www.forgeworld.co.uk/resources/PDF/Datasheets/LeviathanSiegeDreadnoughtRules.pdf
As far as any vehicle walker stuff.. its the IoM tax, you can bring legal battle brother super friends, the tau can bring.. more tau, neat. "Can't" add a cheap allied guard detachment for basilisks for cheap s9ap3 no LOS templates, cant bring librarian conclave, its your tax. And the xenos largely get MC, because their allies are very limited.
And firewarriors, yeah they have a neat gun, but bs3 t3 4+, I 2, LD 7 8 with sergeant, not exactly difficult to kill, route, pin, sweeping advance, psychically dominate, and their dedicated transport is the most expensive in the game i am aware of, for a 12-11-10 non-fast, transport. the gun is good, the troop is mediocre at best.
Firewarriors would be much worse off if IoM had ranged weapons worth a damn other than grav. But they don't.
61519
Post by: thejughead
Martel732 wrote: thejughead wrote:The flippant attitude regarding AtsknF takes this from "let's make the game better" to "let's make Marines better, especially against Tau because I enjoyed 5th Edition".
ATSKNF doesn't matter because you just shoot all the marines to death. No morale checks necessary.
"
False. Focus fire eliminates plenty of Riptides. "
Except it doesn't. When you have to shoot 1800 pts to kill 200 pts, that's not a viable answer.
"AP2 cause severe problems for Riptides. Having to Nova a 3++ turns off rending which is a problem for the burst cannons. "
Riptides bounce AP 2 all day every day with the stim injector. It's cute that you think a wound leaking through after 800 pts o f stuff fires at you is a severe problem.
"Negative. In the competitive scene no one uses Walking MCs."
Except Riptides, right?
Riptides are JumpJet not infantry. Very susceptible to Psy Scream/Screetch D/Weapons that wound on 2+ and Str 6 shooting. Charge it and sweep it. Tool your Marines for the job.
" ATSKNF doesn't matter because you just shoot all the marines to death. No morale checks necessary. "
Man you love to live the lie. Tool you Marines for the job.
99
Post by: insaniak
Traditio wrote:Again, why do vehicles need a buff? Why don't MCs need a nerf?
Because currently vehicles largely aren't worth their points.
With the addition of Hull Points to the game, damaging vehicles effectively follows the same process as everything else - roll to hit, roll to 'wound', remove a wound on a successful roll... except that everything else gets a saving throw, and vehicles don't. And then on top of losing a wound, you still have your Damage roll making the vehicle less effective after it takes damage. So vehicles went from having an alternate damage system that made them potentially durable or potentially die to one shot, to being ridiculously easy to kill. As it currently stands, most vehicles in the game can potentially be killed by a single round of fire from a Space Marine Combat Squad armed with nothing but bolters... and that's absurd.
Monstrous Creatures are supposed to be big and scary. Nerfing them down to the same level as vehicles are currently at would be disappointing, to say the least.
Vehicles shouldn't get a save against anti-tank weapons. This shouldn't even need to be said.
Why not? Infantry get a save against anti-infantry weapons.
61519
Post by: thejughead
At this point, this thread is a Tau Troll thread.
11860
Post by: Martel732
"Man you love to live the lie."
I've had it happen way too many times. It's not a lie.
It's basically impossible to get enough marines close enough to a Riptide with the right equipment without using invis/Wolfstar/etc.
Automatically Appended Next Post:
Because you made it that way. We (except traditio) were discussing legitimate fixes to the Riptide.
"Weapons that wound on 2+ and Str 6 shooting."
2+ armor makes it immune to those things. Poison is worthless, even scatterlasers can't really hurt them. Math trumps your claims. I can work it out for you if you like. Very few weapons significantly threaten riptides, and even fewer are economical.
61519
Post by: thejughead
Martel732 wrote:"Man you love to live the lie."
I've had it happen way too many times. It's not a lie.
It's basically impossible to get enough marines close enough to a Riptide with the right equipment without using invis/Wolfstar/etc.
Automatically Appended Next Post:
Because you made it that way. We (except traditio) were discussing legitimate fixes to the Riptide.
"Weapons that wound on 2+ and Str 6 shooting."
2+ armor makes it immune to those things. Poison is worthless, even scatterlasers can't really hurt them. Math trumps your claims. I can work it out for you if you like. Very few weapons significantly threaten riptides, and even fewer are economical.
I suggest you and traditio discuss Marine tactics instead of whining about the Tau Riptide.
Here's one for you:
Whites Scars Gladius:
You get free dedicated vehicles. Equip each unit with Heavy weapons (Grav, Plasma, melt).
I'm not going to spell the tactics out for you. I will tell you this. My teammate for ATC destroyed a Tau player with exactly this. First turn. Riptide wing, drone net, and 1 Broadside unit was GONE. How do I know this? I was at the table right next to him.
The Space Marine codex and its supplement has the tools to deal with Tau as a whole much less one unit.
11860
Post by: Martel732
I'm rocking BA, not marines. He's marines. I'm well aware of how to beat Tau with vanilla marines. It has to do with units I don't have access to. And it has nothing to do with ATSKNF, might I add. BA are Traditio's perfect list. Nothing is any good lol.
Still doesn't change the fact that the Riptide is far, far too durable for its points.
95877
Post by: jade_angel
As long as it can hang back and shoot from way off in BFE, yes, it is. If it has to get close, it does die, though it takes a lot to bring it down, and getting shot up as you're crossing the field to get to it is less of an issue because it has to come to you (or else hang back guarding something and not contribute, but then you can ignore it).
Is the version I proposed in my initial post (as modified) still too durable for the points?
Also, a question for folks asking for a 3+ armor save: is this mainly so that AP3 weapons will bypass it, or mainly so it's more likely to fail saves against weapons that don't pierce the armor?
93856
Post by: Galef
jade_angel wrote:
Also, a question for folks asking for a 3+ armor save: is this mainly so that AP3 weapons will bypass it, or mainly so it's more likely to fail saves against weapons that don't pierce the armor?
Kinda both, but more so that it is more likely to fail saves from Ap4 or worse. The biggest complaint most have is that it's immortal to small arms fire, yet has a 3++/5+ FNP against anit-tank weapons.
If it had a 3+ armour, small arms fire would have a chance to hurt it through weight of fire.
It also makes more sense from a fluff standpoint, since every other Jet-Pack suit and even the Storm Surge have 3+ armour saves. Broadsides have a 2+ because they sacrifice mobility.
It's like the last edition Nid codex. Tyrants could either have a 2+ armour -OR- Wings, never both. I personally would rather see the Riptide keep its mobility, hence give it a 3+ armour
People are also suggesting the Nova Charge is only on a 4+ as that makes it much more of a tactical choice to use it. 50% chance to take a wound makes it a harder choice. It also isn't that big a change since the Riptide-Wing give re-rolls to Novas anyway. I suggest 3-4 small changes like this so that the Functionality of the Riptide stays the same, but the statistical ability for the opponent to affect it increases.
BTW, I do like you idea about the IA. 24" might be a bit too short though. You could make it 36" (or whatever the range of the Heavy Burst Cannon is), but make it only have 2 profiles: S7 heavy4 AP3 or Nova-Charge S8 large blast Ap2 Ordinance. Basically, make the Riptide have to Nova Charge in order to get the blast version. If you do this, Nova could probably stay 3+, since now the Tau player has to choose between getting the blast or the 3++, and if they choose the 3++, they can't intercept with the blast.
--
84364
Post by: pm713
jade_angel wrote:As long as it can hang back and shoot from way off in BFE, yes, it is. If it has to get close, it does die, though it takes a lot to bring it down, and getting shot up as you're crossing the field to get to it is less of an issue because it has to come to you (or else hang back guarding something and not contribute, but then you can ignore it).
Is the version I proposed in my initial post (as modified) still too durable for the points?
Also, a question for folks asking for a 3+ armor save: is this mainly so that AP3 weapons will bypass it, or mainly so it's more likely to fail saves against weapons that don't pierce the armor?
Both. 3+ armour lets you have half a chance with mass small arms fire and ap3 lets more anti tanky weapons kill it.
100083
Post by: pumaman1
Galef wrote:
People are also suggesting the Nova Charge is only on a 4+ as that makes it much more of a tactical choice to use it. 50% chance to take a wound makes it a harder choice. It also isn't that big a change since the Riptide-Wing give re-rolls to Novas anyway. I suggest 3-4 small changes like this so that the Functionality of the Riptide stays the same, but the statistical ability for the opponent to affect it increases.
--
So you would have it nova charge, and on a 1-2-3 it takes an unsavable wound? not perhaps a 1-2 wound, 3 no effect (reactor didn't go super-critical, but also didn't partially melt down?) because believe or not, some of us don't spend the 35 points on the stims on all riptides. A bit heavier flyer meta, and you might do EWO+Velocity tracker to try and knock vendettas out of the sky etc. you only get 2
95877
Post by: jade_angel
Ok, fair enough. Now, if the armor save dropped to 3+, would you want to keep the 3++ nova-charged shield? My changed version dropped that but kept the 2+ save, with the idea being to give it a weakness to anti-tank weapons. (Since the Ghostkeel has major cover protection, but with T5/3+, it is weaker to small arms by far)
11860
Post by: Martel732
With 3+ armor, 3++ nova is fine, because it can still soak a max of 78% of incoming fire, not 89%.
93856
Post by: Galef
pumaman1 wrote: Galef wrote: People are also suggesting the Nova Charge is only on a 4+ as that makes it much more of a tactical choice to use it. 50% chance to take a wound makes it a harder choice. It also isn't that big a change since the Riptide-Wing give re-rolls to Novas anyway. I suggest 3-4 small changes like this so that the Functionality of the Riptide stays the same, but the statistical ability for the opponent to affect it increases. -- So you would have it nova charge, and on a 1-2-3 it takes an unsavable wound? not perhaps a 1-2 wound, 3 no effect (reactor didn't go super-critical, but also didn't partially melt down?) because believe or not, some of us don't spend the 35 points on the stims on all riptides. A bit heavier flyer meta, and you might do EWO+Velocity tracker to try and knock vendettas out of the sky etc. you only get 2 Exactly. If the Riptide now has only a 3+ armour and might take a wound 50% of the time it Novas, you have to make a hard choice when list building. Tactics Alternatively, I would be fine with Stims being built into the base Riptide (with the point increase) then allowing it to buy 2 other systems. This would lower it's spammability by making it more expensive, and you don't have to note a different cost for the Stims in the wargear section, since they are already in it's base cost Overall, I think 2 of these 3 changes would be acceptable (but maybe not all 3 changes) - 3+ armour save - 4+ Nova - Ion Accelerator only 36" with only 2 profiles (1 with shots, 1 Nova profile with large blast) --
95877
Post by: jade_angel
Well, you still would, because the Ghostkeel also pays 35 points for it, but that could be taken care of in the process of tweaking that, too.
27797
Post by: Wolfblade
Traditio wrote:Wolfblade wrote:Yeah, because ONLY tau complain about ATSKNF. ONLY Tau care that they can't sweep marines
The person making the complaint was a Tau player. What did he try making a sweeping advance with?
If it's a riptide, I shall be filled with raeg.
Nobody cares. You complain and are filled with raeg at the thought of people not lining up their models and playing a game of WW1 style combat. Or people using anything from your long list of "shenanigans" which includes everything that is WW1 style combat of charging across no man's land.
Don't pretend otherwise, especially as ATSKNF is a very powerful rule.
It's an OK rule for which SM players pay a premium and which SM players have had for decades. Space marine players get ATSKNF, necron players get reanimation, eldar players get battle focus, etc. That's how it works.
And tau get...? Oh right supporting fire, a meh rule at best. (See? I can make stuff up too and under value rules also!)
ATSKNF is a great rule. It removes morale as a problem for marines, while providing a bunch of other immunities (i.e. being swept, fear)
Traditio wrote:Wolfblade wrote:
In case you forgot, it allows you to regroup and move, shoot and assault as normal in addition to ignoring the fear USR (which makes sense, but given how many marine armies there are makes fear nearly worthless before you factor in the prevalence of high LD, fearless, etc).
Yes. For that rule even to come into play, you've had to have deal heavy casualties to my forces AND forced a retreat on your turn. As I said, the people who complain about this rule are sore winners.
You don't even have to deal heavy casualties. Fighting something with fear? Ignored. Lose combat by 1 and break, then lose the sweeping advance? Ignored. Something forces you to fall back? Meh, auto regroup next turn and continue as normal.
Also, you're starting down the "All X players are TFG/ WAACs". Why am I a sore winner? You literally don't know how ANYONE is on these forums. Going by your (lack of) logic/standards, can I call anyone who whines about grav, or psykers, or whatever a "sore winner"?
Traditio wrote:
Vehicles need a save if they want to compete with MCs
Again, why do vehicles need a buff? Why don't MCs need a nerf?
The easiest way to balance MCs and Vehicles is to buff the underperforming vehicles away from the holdovers from 5th ed (i.e. the damage chart), rather than add one for MCs
Traditio wrote:Plus, most of the good weapons being fired at vehicles ARE AP4 (auto cannons, HYMPs, MPs, grav, even your beloved MLs and Lascannons)
Missile launchers are AP3 (assuming krak) and lascannons are AP 2.
Vehicles shouldn't get a save against anti-tank weapons. This shouldn't even need to be said.
And you ignored the AP4 weapons... Like insaniak said, infantry get their saves vs anti-infantry weapons, and it's not even anti tank weapons kill vehicles, unless you count anything AP as anti tank now.
Traditio wrote:
Exception is eldar really with scatbikes.
This. This is what's putting the screws to vehicles right now. Spammable mid strength weapons like scatter lasers and twin-linked devourers. Those things need to die.
Yeah, those OP nids, how dare they have ONE build to fight your marines with. Curse them!
92798
Post by: Traditio
JA:
I've given the matter some further consideration. A simple fix occurred to me. Understand in advance that I'm presupposing that the fair cost for a wraithknight is no less than 395 points. That said:
1. Make feel no pain part of the base model's special rules set.
2. Make the ion accelerator a free upgrade.
3. Remove the riptide's ability to upgrade its invuln (not even the wraithknight can do that).
3. Increase the cost of a riptide to no less than 325 points.
4. Move the riptide to the LoW FOC slot.
5. Abolish formations.
No other changes from the status quo are recommended.
Here are the facts:
The riptide has more wounds than a landraider.
It is way more durable than a landraider.
It has better firepower than a landraider.
Therefore:
It should cost more than a landraider.
If you answer me that a riptide now costs as much as an IK and that this is unfair, then I'll ask you:
"Fine. Then I'll let you proxy your riptide as an IK. We got a deal?"
If you tell me "no," then you admit that my solution is perfectly fair.
Automatically Appended Next Post:
insaniak wrote:Because currently vehicles largely aren't worth their points.
Relative to what?
A rhino, for all intents and purposes, is essentially a 3 wound, T7 creature which:
1. has a stormbolter
2. can't fight in close combat.
3. can carry 10 dudes.
4. suffers from the vehicle damage chart.
5. Can get a 5+ cover one round per game in lieu of shooting, but otherwise doesn't get an armor or invuln save.
6. Potentially can crash into terrain and get immobilized.
7. Can ram and tank-shock.
Is it worth 35 points? Well, consider the fact that 35 points is 2 1/2 marines with bolters.
For a 35 point model, I don't think that rhinos are underpowered.
Again, you only think that vehicles are underpowered because of all of the OP bull gak in the game that make vehicles look underpowered in comparison. Had the addition of hullpoints and changes to the vehicle damage table been the ONLY things that changed from 5th to 7th edition, nobody would be complaining that vehicles are underpowered. NOBODY would be claiming that a landraider isn't worth its points cost.
Vs. the traditional anti-tank weapons, vehicles most certainly are worth their points. Vs. lascannons and missile launchers, landraiders are fantastic.
Addendum:
Insaniak, what army do you play? You play IG? I tell you what. If you think that x vehicle isn't worth its points, then I'll say: "Fine. Then take its points equivalence in guardsmen or tactical marines." If you refuse, then you admit that x vehicle is worth its points.
With the addition of Hull Points to the game, damaging vehicles effectively follows the same process as everything else - roll to hit, roll to 'wound', remove a wound on a successful roll... except that everything else gets a saving throw, and vehicles don't. And then on top of losing a wound, you still have your Damage roll making the vehicle less effective after it takes damage. So vehicles went from having an alternate damage system that made them potentially durable or potentially die to one shot, to being ridiculously easy to kill.
At this point, you are simply describing the changes from 5th to 7th edition. My question, as always, is "so what?" Even with all of that considered, why is a rhino not worth 2 and a half marines?
As it currently stands, most vehicles in the game can potentially be killed by a single round of fire from a Space Marine Combat Squad armed with nothing but bolters... and that's absurd.
Sure. An AV 10 model (the weakest armor value in the game) potentially can be glanced to death by a single combat squad of tactical marines armed with nothing but bolters, assuming very lucky rolls.
Why is that absurd?
All vehicles are still completely immune to lasguns and equivalents.
Monstrous Creatures are supposed to be big and scary. Nerfing them down to the same level as vehicles are currently at would be disappointing, to say the least.
Either of two solutions is acceptable:
1. Nerf MCs
2. Appropriately price them for their current table-top strategic value.
Why not? Infantry get a save against anti-infantry weapons.
Guardsmen don't get a save against bolters. Dire avengers don't get a save against heavy bolters. And a rhino shouldn't get a save against a lascannon, missile launcher or krak grenade.
93856
Post by: Galef
Yes, a Riptide should definitely cost more than a Land Raider, but since a Land Raider is criminally overcosted, as better statement would be "A Land Raider should cost less than a Riptide". Tradito, your points 1-3 are great and I think most would agree with them, but points 4-6 are ....meh. 4- because you cannot nerf something hard AND give it over a 100pt increase. If you take away the 3++, make the Riptide have only a 3+ armour, rasie the cost to incorporate the FNP, then you really don't need a points increase. Points increases like you are suggesting imply the model stays AS-IS. 5- Making a Riptide a LoW is a bad idea because it not only would complete with the StormSurge, but is creates a precedent for other units to be forced into LoW slots. Dread Knights, Centurians, Wriaithlords, etc would all be candidates to LoW slots. LoW are supposed to be rare, something that the Tau fluff does not suggest about the Riptide. 6- While many would be on board with this, it pretty much gives the middle finger to armies like Harlequins & Skitarii, who do not have HQ choices and rely on Formations to field their army. It'd be like banning all Marines because Grav Centurians exist. Formations are a good idea, but GW doesn't put enough "tax units" in some of them and puts too many bonuses in others. I might amend your suggestion to allow Formations, but not allow their bonuses. ----- Edit: Quick side note, Traditio: With your suggestion that the Riptide become a Walker, are you suggesting that it be AV10 without an Amour save? Cuz that would be horrible. I get that Av10 is equal to T6 in terms of dice rolls needed, but let's look at the reverse. Dreadnaughts are AV12, lets make them T8 with 3 wounds, NO save. That sucks worse than they are now. I'd be on board if vehicles could get armour saves. If a Riptide was a Walker with AV11/11/10, 5HPs, 3+ armour, 5++, it wouldn't be total crap. --
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Post by: Wolfblade
Land raiders also suffer from bring vehicles. And are immune to S7 spam. And LRs are generally agreed upon as sucking massively. Instead, the LR could be dropped ~50pt or so and still be overcosted as it's NOT a firepower unit. It's primarily a transport from point to point b, with some added guns just in case, so they don't even fill the same role and shouldn't be balanced against each other. Otherwise we have to also compare it to an assault marine squad, kroot squad, eldar vypers, DE warriors, and 'nid gaunts (both types) to make sure it's balanced!
And if we move the riptide to the LoW slot, and make it 325pt, people will find a way to save roughly 100pts and upgrade to a stormsurge. Between the stimms and IA, you've increased the cost by 50 points on the stimms (85pt total), and 45 on the IA (45pt total), which is a bit crazy to say the least. FnP is good, especially with a 3++, bujt with a 5++ only it's not THAT good. A 245pt marine unit can still wipe it out in one turn (drop grav devs with a combi grav)
Means marines must be OP right?
Also, what if I tell you "no" because of the allies chart? Or because I WANT to use the riptide, and not an IK? Or because I don't agree with your poor idea of balance? Or because thje Gallant isn't what I wanted (I1 melee only knight minus a heavy stubber)? I still don't agree .
(you also forgot the 3rd option of buffing vehicles so they're not trash, instead of nerfing MCs.)
And guardsmen and Tac marines are pretty much never worth their points. It's why IG is so weak. Overcosted tanks, crap infantry, terrible formations.
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Post by: raverrn
Traditio wrote:JA:
1. Make feel no pain part of the base model's special rules set.
Why not make it a GC?
2. Make the ion accelerator a free upgrade.
Seeing as it costs 5 as-is and the HBC is the better gun option, this seems pointless.
3. Remove the riptide's ability to upgrade its invuln (not even the wraithknight can do that).
Both Imperial Knights and the FW big Daemon Engines an do this. Seeing as they're giant robots like the Riptide, the Riptide should be able to.
3. Increase the cost of a riptide to no less than 325 points.
Where did you get this point value?
4. Move the riptide to the LoW FOC slot.
What does this accomplish? If the Riptide is balanced with your changes, then how many you take should make no difference.
5. Abolish formations.
This is a different bitching thread.
The riptide has more wounds than a landraider.
The Land Raider has more Hull Points than the Riptide.
It is way more durable than a landraider.
Situational. The Land Raider is way more durable than the Riptide.
It has better firepower than a landraider.
Situational.
It should cost more than a landraider.
It cannot move as fast as the LR, cannot Tank Shock, and cannot carry troops and allow them to assault. It should cost less than a Land Raider. As we all know the LR is massively overpriced, it should cost significantly less.
If you answer me that a riptide now costs as much as an IK and that this is unfair, then I'll ask you:
"Fine. Then I'll let you proxy your riptide as an IK. We got a deal?"
If you tell me "no," then you admit that my solution is perfectly fair.
This doesn't follow.
I give your post a 9/10 for fury and a 3/10 for logic.
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Post by: Martel732
"And are immune to S7 spam."
So are riptides, unfortunately. Automatically Appended Next Post: Wolfblade wrote:Land raiders also suffer from bring vehicles. And are immune to S7 spam. And LRs are generally agreed upon as sucking massively. Instead, the LR could be dropped ~50pt or so and still be overcosted as it's NOT a firepower unit. It's primarily a transport from point to point b, with some added guns just in case, so they don't even fill the same role and shouldn't be balanced against each other. Otherwise we have to also compare it to an assault marine squad, kroot squad, eldar vypers, DE warriors, and 'nid gaunts (both types) to make sure it's balanced!
And if we move the riptide to the LoW slot, and make it 325pt, people will find a way to save roughly 100pts and upgrade to a stormsurge. Between the stimms and IA, you've increased the cost by 50 points on the stimms (85pt total), and 45 on the IA (45pt total), which is a bit crazy to say the least. FnP is good, especially with a 3++, bujt with a 5++ only it's not THAT good. A 245pt marine unit can still wipe it out in one turn (drop grav devs with a combi grav)
Means marines must be OP right?
Also, what if I tell you "no" because of the allies chart? Or because I WANT to use the riptide, and not an IK? Or because I don't agree with your poor idea of balance? Or because thje Gallant isn't what I wanted (I1 melee only knight minus a heavy stubber)? I still don't agree .
(you also forgot the 3rd option of buffing vehicles so they're not trash, instead of nerfing MCs.)
And guardsmen and Tac marines are pretty much never worth their points. It's why IG is so weak. Overcosted tanks, crap infantry, terrible formations.
There is no buff we could apply to vehicles that would make them remotely as good as a Riptide. That's the problem.
Also, I would pay no more than 160 for a land raider as currently implemented. Maybe not even then. That's how terrible they are.
92798
Post by: Traditio
Galef wrote:Yes, a Riptide should definitely cost more than a Land Raider, but since a Land Raider is criminally overcosted
I hear this all the time. I don't buy it. A landraider is criminally undercosted compared to what?
4- because you cannot nerf something hard AND give it over a 100pt increase. If you take away the 3++, make the Riptide have only a 3+ armour
I'm assuming a 2+ armor save. Again, let me be clear: the changes I proposed in that posting are the only changes I am recommending for the riptide from what is currently in the Tau codex.
5- Making a Riptide a LoW is a bad idea because it not only would complete with the StormSurge
I'm well aware of this. I think that this is perfectly fine.
but is creates a precedent for other units to be forced into LoW slots.
Imho, the LoW is essentially "heavy heavy support." Does a riptide in its current incarnation, plus the rules I am suggesting,essentially fit that role?
Yes. I wish to remind you that Marneus Calgar is currently in the LoW FOC slot. If big papa smurf is a LoW, then the riptide should be too.
Dread Knights
In its current incarnation? I would be fine with this. Not only does the DK need a points increase (for the same reasons as the riptide), but it should also probably have LoW status.
LoW are supposed to be rare, something that the Tau fluff does not suggest about the Riptide.
LoW is a table-top rules classification. It should be applied when it makes sense, in terms of table top balance, to apply it. It essentially translates to: "One per CAD." Should riptides be "one per CAD"? You betcha.
While many would be on board with this, it pretty much gives the middle finger to armies like Harlequins & Skitarii
Harlequins could easily be integrated into the Eldar and Dark Eldar main armies. Skitarii could easily be integrated into the Ad Mech book.
Quick side note, Traditio: With your suggestion that the Riptide become a Walker
My current proposal assumes that the riptide remains an MC.
are you suggesting that it be AV10 without an Amour save?
No other walker gets an armor save. Assuming the riptide were a walker, why should it be some snowflake exception?
100083
Post by: pumaman1
riptides aren't immune from s3 spam, as it wounds on 6's, unlikely is not the same as immune.
How about this, the riptide as a MC with multi-tracker can fire 3 weapons a turn, barring ordinance. It can choose give up its riptide shield gen and bring weapons on both arms, for a cost (40 pts whatever)? 2 hbc, 2 IA, 1 of each, but then it has no invul at all.
Could even make a way to say it gives up the nova profile, but that over-hits the HBC. unless that profile changes to a over-charge for the gets hot.
92798
Post by: Traditio
raverrn wrote:Why not make it a GC?
The size of the model doesn't support it. In terms of balance, I'd personally be happy just to call it a GC and make it a 400+ point model (assuming my changes 1-3).
However, the model doesn't look like a GC, especially when you put it next to a storm surge or a wraithknight.
Both Imperial Knights and the FW big Daemon Engines an do this. Seeing as they're giant robots like the Riptide, the Riptide should be able to.
IKs have 4+ invulns, no? Which IK are you thinking of which can get a 3+ invuln?
Where did you get this point value?
That's how much a cheap IK costs.
What does this accomplish? If the Riptide is balanced with your changes, then how many you take should make no difference.
Non sequitur. It's my understanding that LoWs are considered well balanced in HH, but there is still a points restriction to how many you can take. And this is considered well balanced in terms of the overall game.
The Land Raider has more Hull Points than the Riptide.
You understand that what you just said is completely asinine, right? This is a stupid quibble that completely misses the point of what I intended. A landraider has 4 hull points. A riptide has 5 wounds. In terms of overall durability, the riptide is way more durable.
Situational. The Land Raider is way more durable than the Riptide.
Lolno.
11860
Post by: Martel732
pumaman1 wrote:
riptides aren't immune from s3 spam, as it wounds on 6's, unlikely is not the same as immune.
How about this, the riptide as a MC with multi-tracker can fire 3 weapons a turn, barring ordinance. It can choose give up its riptide shield gen and bring weapons on both arms, for a cost (40 pts whatever)? 2 hbc, 2 IA, 1 of each, but then it has no invul at all.
Could even make a way to say it gives up the nova profile, but that over-hits the HBC. unless that profile changes to a over-charge for the gets hot.
It's unlikely to the point of practical immunity. In fact, in some ways, it's better, because players who think "It could happen!" are fooled into making a false choice.
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Post by: Wolfblade
Not like the Land raider is. Clearly it's the better unit.
Traditio wrote:
Situational. The Land Raider is way more durable than the Riptide.
Lolno.
AV 14 is the equiv of T11 though, being immune to S7 and below fire. Riptide is only T6 as far as I can tell.
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Post by: Martel732
I just explained how the riptide situation is still better. Giving people false hope is very powerful.
39480
Post by: raverrn
The size of the model doesn't support it. In terms of balance, I'd personally be happy just to call it a GC and make it a 400 point model.
It's larger than all the Primarch models.
IKs have 4+ invulns, no? Which IK are you thinking of which can get a 3+ invuln?
+1 to invuln saves is one of the most common IK formation benefits.
That's how much a cheap IK costs.
So you're comparing an AV melee-only SHV Walker with a ranged MC on the basis of what? They both have invuln saves?
Non sequitur. It's my understanding that LoWs are considered well balanced in HH, but there is still a points restriction to how many you can take. And this is considered well balanced in terms of the overall game.
I eagerly await your 30k Tau codex: featuring Riptides!
You understand that what you just said is completely asinine, right? This is a stupid quibble that completely misses the point of what I intended. A landraider has 4 hull points. A riptide has 6 wounds. In terms of overall durability, the landraider is way more durable.
5 wounds, to start. I'll chalk that up to ignorance instead of malice. Against any weapon of S7 or lower the Land Raider is infinitely more durable. That's a vast swathe of the game - including the vast majority of melee attacks! The Land Raider is also much more durable against any weapons that cause instant death, against weapons or powers that target leadership...
7/10 4/10. Getting better.
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Post by: pumaman1
Martel732 wrote: pumaman1 wrote:
riptides aren't immune from s3 spam, as it wounds on 6's, unlikely is not the same as immune.
How about this, the riptide as a MC with multi-tracker can fire 3 weapons a turn, barring ordinance. It can choose give up its riptide shield gen and bring weapons on both arms, for a cost (40 pts whatever)? 2 hbc, 2 IA, 1 of each, but then it has no invul at all.
Could even make a way to say it gives up the nova profile, but that over-hits the HBC. unless that profile changes to a over-charge for the gets hot.
It's unlikely to the point of practical immunity. In fact, in some ways, it's better, because players who think "It could happen!" are fooled into making a false choice.
well would you rather get a vaccination that carries practically no chance of getting polio, or the one with no chance of getting polio. it is an important difference. a 50 man guard blob of conscripts shoot 100 times, hit 33, wound 5-6, unsaved 1-2. first rank fire second rank fire make it 50 hits, 8 wounds more probable 1-2 unsaved. and that's generally a throw away unit.
92798
Post by: Traditio
Wolfblade wrote:AV 14 is the equiv of T11 though, being immune to S7 and below fire. Riptide is only T6 as far as I can tell.
What you are engaging in right now is sophistic, purely rhetorical points-scoring. I highly doubt that you are typing all of this with a straight face.
For what it's worth, though:
Actual table-top experience and play-testing by any riptide player ever and any landraider player ever (at least in this or last edition) begs to differ.
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Post by: Wolfblade
Martel732 wrote:
I just explained how the riptide situation is still better. Giving people false hope is very powerful.
Land raiders will take exactly 0 HP damage from 1000 S7 AP4 BS3 shots. Riptide takes 37.037... wounds. Far from immune.
(Yes, I'm being facetious about this because LRs still suck despite being more durable vs S7 or less)
Traditio wrote:
Actual table-top experience and play-testing by any riptide player ever and any landraider player ever (at least in this or last edition) begs to differ.
And that's because *drum roll* vehicles suck! Most are overcosted for what they do, or have confused roles (i.e. the LR is a transport gunship, but sucks at being a gunship)
Again, you're comparing units with different roles and trying to balance them vs each other. Next, I demand you balance LRs vs cultists, because cultists can't even begin to hurt it! Same with gaunts or dakka tyrants.
See how dumb that is?
11860
Post by: Martel732
pumaman1 wrote:Martel732 wrote: pumaman1 wrote:
riptides aren't immune from s3 spam, as it wounds on 6's, unlikely is not the same as immune.
How about this, the riptide as a MC with multi-tracker can fire 3 weapons a turn, barring ordinance. It can choose give up its riptide shield gen and bring weapons on both arms, for a cost (40 pts whatever)? 2 hbc, 2 IA, 1 of each, but then it has no invul at all.
Could even make a way to say it gives up the nova profile, but that over-hits the HBC. unless that profile changes to a over-charge for the gets hot.
It's unlikely to the point of practical immunity. In fact, in some ways, it's better, because players who think "It could happen!" are fooled into making a false choice.
well would you rather get a vaccination that carries practically no chance of getting polio, or the one with no chance of getting polio. it is an important difference. a 50 man guard blob of conscripts shoot 100 times, hit 33, wound 5-6, unsaved 1-2. first rank fire second rank fire make it 50 hits, 8 wounds more probable 1-2 unsaved. and that's generally a throw away unit.
Stimtides soak 89% of all non AP-2 wounds. 5-6 wounds statistically clears less than one.
Automatically Appended Next Post:
Wolfblade wrote:Martel732 wrote:
I just explained how the riptide situation is still better. Giving people false hope is very powerful.
Land raiders will take exactly 0 HP damage from 1000 S7 AP4 BS3 shots. Riptide takes 37.037... wounds. Far from immune.
(Yes, I'm being facetious about this because LRs still suck despite being more durable vs S7 or less)
No, it's still immune because no list has 1000 S7 shots. I think you're being willfully ignorant of the Riptide's insane durability. You can shoot entire lists at a Riptide and accomplish nothing pretty easily.
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Post by: raverrn
It's almost like it's near-impossible to compare a vehicle and MC because they're vastly different. Maybe the Riptide should be priced depending on it's own impact on the battlefield and not on the impact a tank that hasn't been repriced in a decade has.
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Post by: Martel732
raverrn wrote:It's almost like it's near-impossible to compare a vehicle and MC because they're vastly different. Maybe the Riptide should be priced depending on it's own impact on the battlefield and not on the impact a tank that hasn't been repriced in a decade has.
Agreed.
27797
Post by: Wolfblade
Martel732 wrote:
No, it's still immune because no list has 1000 S7 shots. I think you're being willfully ignorant of the Riptide's insane durability. You can shoot entire lists at a Riptide and accomplish nothing pretty easily.
Did you miss the last line I put in there? It's a dumb idea to try and compare a riptide vs a LR as not only do they have massively different roles (and thus impact on the game), but comparing vehicles to MCs is a bad idea because vehicles are terrible, and MCs are generally not. (unless they're nids)
92798
Post by: Traditio
raverrn wrote:It's larger than all the Primarch models.
Are primarchs GMCs?
If not, then what's your point?
+1 to invuln saves is one of the most common IK formation benefits.
That's a formation benefit. It's not built into the model.
So you're comparing an AV melee-only SHV Walker with a ranged MC on the basis of what? They both have invuln saves?
A shooty IK is 375. I'm assuming any unbiased person will admit that a riptide is better than a landraider but not as good as a shooty IK.
325 points.
5 wounds, to start. I'll chalk that up to ignorance instead of malice.
See edited version of my posting.
Against any weapon of S7 or lower the Land Raider is infinitely more durable.
I'll leave this to Martel.
In principle? Sure.
In actual point of fact? Not really. It's "can't happen" vs. "not going to happen."
The Land Raider is also much more durable against any weapons that cause instant death, against weapons or powers that target leadership...
And riptides get a 2+ armor, a 5+ invuln (at least) and (normally) a 5+ feel no pain. In addition to this, they also can't explode and aren't impeded in terms of their table top usefulness as they take damage.
325 points. Automatically Appended Next Post: Martel732 wrote: raverrn wrote:It's almost like it's near-impossible to compare a vehicle and MC because they're vastly different. Maybe the Riptide should be priced depending on it's own impact on the battlefield and not on the impact a tank that hasn't been repriced in a decade has.
Agreed.
Martel, do you agree or disagree with my most recent suggestion?
1. Free feel no pain
2. No improvements possible to the 5+ invuln
3. Free ion accelerator
4. 325 points.
11860
Post by: Martel732
Wolfblade wrote:Martel732 wrote:
No, it's still immune because no list has 1000 S7 shots. I think you're being willfully ignorant of the Riptide's insane durability. You can shoot entire lists at a Riptide and accomplish nothing pretty easily.
Did you miss the last line I put in there? It's a dumb idea to try and compare a riptide vs a LR as not only do they have massively different roles (and thus impact on the game), but comparing vehicles to MCs is a bad idea because vehicles are terrible, and MCs are generally not. (unless they're nids)
Yeah, I read too fast. sorry.
92798
Post by: Traditio
Wolfblade wrote:And that's because *drum roll* vehicles suck! Most are overcosted for what they do, or have confused roles (i.e. the LR is a transport gunship, but sucks at being a gunship)
And again I repeat my question, which nobody can seem to answer:
Vehicles suck compared to what? Under the assumption of what metas?
Again, against lascannons and missile launchers, landraiders are just fine.
Again, you're comparing units with different roles and trying to balance them vs each other. Next, I demand you balance LRs vs cultists, because cultists can't even begin to hurt it! Same with gaunts or dakka tyrants.
See how dumb that is?
In principle, everything in the game should be balanced against everything else in the game. That's why points costs exist.
And again, it's really not so different. What you are paying for when you pay for a landraider is the 14 AV. You are paying for durability. Riptides are much more durable and have better firepower to boot.
100083
Post by: pumaman1
Martel732 wrote:
No, it's still immune because no list has 1000 S7 shots. I think you're being willfully ignorant of the Riptide's insane durability. You can shoot entire lists at a Riptide and accomplish nothing pretty easily.
It is called hyperbole, it was exaggerated to show a point. no army can shoot 1000 s7 shots in a turn, but it clearly shows that even if it were true, the landraider doesn't have chipped paint, and 6 riptides are dead. IT shows it is still durable, but distinctly not immune. And claiming that it is immune detracts from the validity of the arguments you make, to me at least. Because a pigeon is a feathered flying creature in the the same kingdom and genus is almost a falcon, therefore it is a falcon, is false.
11860
Post by: Martel732
Actually, I truly don't want to disrupt Tau builds that much. Also, simple is good. Make the Riptide 3+ instead of 2+ and see how it shakes out.
Automatically Appended Next Post:
pumaman1 wrote:Martel732 wrote:
No, it's still immune because no list has 1000 S7 shots. I think you're being willfully ignorant of the Riptide's insane durability. You can shoot entire lists at a Riptide and accomplish nothing pretty easily.
It is called hyperbole, it was exaggerated to show a point. no army can shoot 1000 s7 shots in a turn, but it clearly shows that even if it were true, the landraider doesn't have chipped paint, and 6 riptides are dead. IT shows it is still durable, but distinctly not immune. And claiming that it is immune detracts from the validity of the arguments you make, to me at least. Because a pigeon is a feathered flying creature in the the same kingdom and genus is almost a falcon, therefore it is a falcon, is false.
I'm saying functionally/practically immune. Which is better than absolute immunity, because players will try to get lucky and fail.
"Again, against lascannons and missile launchers, landraiders are just fine. "
No. They're bad even against lists that can't hurt them. You're paying 250 pts to do nothing.
92798
Post by: Traditio
pumaman1 wrote:It is called hyperbole, it was exaggerated to show a point. no army can shoot 1000 s7 shots in a turn, but it clearly shows that even if it were true, the landraider doesn't have chipped paint, and 6 riptides are dead.
Again, so what? This is abstract math-hammering that will literally never apply to the table top. Practically speaking, the results are the same. In the course of 5-7 turns, neither the riptide nor the landraider is going to go down to comparable firepower.
The landraider, however, can explode if shot with lascannons or melta.
The riptide won't, assuming those shots even get past its invuln and FNP.
100083
Post by: pumaman1
Martel732 wrote:Actually, I truly don't want to disrupt Tau builds that much. Also, simple is good. Make the Riptide 3+ instead of 2+ and see how it shakes out.
Automatically Appended Next Post:
pumaman1 wrote:Martel732 wrote:
No, it's still immune because no list has 1000 S7 shots. I think you're being willfully ignorant of the Riptide's insane durability. You can shoot entire lists at a Riptide and accomplish nothing pretty easily.
It is called hyperbole, it was exaggerated to show a point. no army can shoot 1000 s7 shots in a turn, but it clearly shows that even if it were true, the landraider doesn't have chipped paint, and 6 riptides are dead. IT shows it is still durable, but distinctly not immune. And claiming that it is immune detracts from the validity of the arguments you make, to me at least. Because a pigeon is a feathered flying creature in the the same kingdom and genus is almost a falcon, therefore it is a falcon, is false.
I'm saying functionally/practically immune. Which is better than absolute immunity, because players will try to get lucky and fail.
or get lucky and succeed. luck goes both ways. heck the nova charge might kill the riptide for you in the course of the game. no better odds than 1/3 to save a failed roll.
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Post by: raverrn
That's a formation benefit. It's not built into the model.
As the formations are in the IK codex, the model was most certainly priced with them in mind.
A shooty IK is 375. I'm assuming any unbiased person will admit that a riptide is better than a landraider but not as good as a shooty IK. 325 points.
This is not how pricing units works.
And riptides get a 2+ armor, a 5+ invuln (at least) and (normally) a 5+ feel no pain. In addition to this, they also can't explode and aren't impeded in terms of their table top usefulness as they take damage.
I agree, the way a Riptide resolves enemy attacks is vastly different than the way a Land Raider or Imperial Knight does.
11860
Post by: Martel732
pumaman1 wrote:Martel732 wrote:Actually, I truly don't want to disrupt Tau builds that much. Also, simple is good. Make the Riptide 3+ instead of 2+ and see how it shakes out.
Automatically Appended Next Post:
pumaman1 wrote:Martel732 wrote:
No, it's still immune because no list has 1000 S7 shots. I think you're being willfully ignorant of the Riptide's insane durability. You can shoot entire lists at a Riptide and accomplish nothing pretty easily.
It is called hyperbole, it was exaggerated to show a point. no army can shoot 1000 s7 shots in a turn, but it clearly shows that even if it were true, the landraider doesn't have chipped paint, and 6 riptides are dead. IT shows it is still durable, but distinctly not immune. And claiming that it is immune detracts from the validity of the arguments you make, to me at least. Because a pigeon is a feathered flying creature in the the same kingdom and genus is almost a falcon, therefore it is a falcon, is false.
I'm saying functionally/practically immune. Which is better than absolute immunity, because players will try to get lucky and fail.
or get lucky and succeed. luck goes both ways. heck the nova charge might kill the riptide for you in the course of the game. no better odds than 1/3 to save a failed roll.
You won't succeed. It takes 81 BS 4 boltgun shots to cause a SINGLE WOUND. Those same boltgun shots would be better used vs even Broadsides. Creating the illusion of choice is much better than just being outright immune.
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Post by: Traditio
raverrn wrote:As the formations are in the IK codex, the model was most certainly priced with them in mind.
What reason do I have to assume this?
An IK costs the same whether you take the formation or not.
And the cost of a tactical marine didn't change in 7th edition when formations were added.
This is not how pricing units works.
Points costs are measures of table-top utility. If x costs 25, y costs 50 and z costs 75, what that means is that y is supposed to be better than x, but not as good as z.
Everything in the game has a points cost. As such, everything in the game can be compared to every other thing in the game.
Wolfblade will appeal to cultists vs. landraiders but I'll answer that it's a legitimate comparison.
Would you rather have 60 or so cultists or 1 landraider?
If that's even a legitimate question, then they are comparable.
I agree, the way a Riptide resolves enemy attacks is vastly different than the way a Land Raider or Imperial Knight does.
This is pure obfuscation/smoke and mirrors.
Everyone but Tau players know that riptides, practically speaking, are more durable than landraiders.
And tau players actually know it too. They just don't want people to complain about it.
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Post by: pumaman1
Martel732 wrote: pumaman1 wrote:Martel732 wrote:Actually, I truly don't want to disrupt Tau builds that much. Also, simple is good. Make the Riptide 3+ instead of 2+ and see how it shakes out.
Automatically Appended Next Post:
pumaman1 wrote:Martel732 wrote:
No, it's still immune because no list has 1000 S7 shots. I think you're being willfully ignorant of the Riptide's insane durability. You can shoot entire lists at a Riptide and accomplish nothing pretty easily.
It is called hyperbole, it was exaggerated to show a point. no army can shoot 1000 s7 shots in a turn, but it clearly shows that even if it were true, the landraider doesn't have chipped paint, and 6 riptides are dead. IT shows it is still durable, but distinctly not immune. And claiming that it is immune detracts from the validity of the arguments you make, to me at least. Because a pigeon is a feathered flying creature in the the same kingdom and genus is almost a falcon, therefore it is a falcon, is false.
I'm saying functionally/practically immune. Which is better than absolute immunity, because players will try to get lucky and fail.
or get lucky and succeed. luck goes both ways. heck the nova charge might kill the riptide for you in the course of the game. no better odds than 1/3 to save a failed roll.
You won't succeed. It takes 81 BS 4 boltgun shots to cause a SINGLE WOUND. Those same boltgun shots would be better used vs even Broadsides. Creating the illusion of choice is much better than just being outright immune.
False, you are unlikely to, not impossible to. dice roll "randomly." everyone can do the math
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Post by: Traditio
pumaman wrote:False, you are unlikely to, not impossible to. dice roll "randomly." everyone can do the math
When's the last time one of your riptides went down to boltgun fire?
If your answer is "never, lol; I've never even seen that happen," then you have no leg to stand on.
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Post by: pumaman1
Traditio wrote:
Everyone but Tau players know that riptides, practically speaking, are more durable than landraiders.
And tau players actually know it too. They just don't want people to complain about it.
that's because every tau player has had a riptide swept in CC from cultists/guard etc. overconfidence/overstating its durability leads to bad plays.
I've lost riptides to 1turn, nova fail, wound, ovrcharge (i want that template) gets hot, roll 1 wound, no shot. their turn 1, 2 las cannon shots, 1 wound, 3/5 wounds before anything. Turn 2, move up to get angle to fire, nova-fail so 4 wounds. Do about 60 points in damage, fall to tac squad shooting bolt guns, with 4 1's rolled.
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Post by: raverrn
All right, all right. I'm tired of trolling Traditio, so I suppose I'll add something to this discussion. There's a core issue with the Riptide that none of these threads seem to bring up, and that's the difference between casual and competitive play.
In a competitive environment, matched against Libby Conclaves, Wraithknights, IC GravCents and the like, the Riptide is absolutely fine. Yes it's got a 2+ 3++ 5+++, but that's simply what it takes to survive in that kind of game.
In a casual game the ability to kill a Riptide comes down to matchup. Certain armies can do it - Eldar, AdMech and the like - and others can ignore it, but I'd go so far as to say more lists can't handle it than can.
So, unifying those two aspects is quite a bit harder than *hurf durf make it cost 300 points*. The durability and price probably can't flex much - maybe making the stims more expensive, or even making them a signature system could be doable. Nerfs to the IA are also possible, as most competitive players go for the HBC. Maybe make the overcharge a small blast and the nova a large?
Edit: Another random thought - nerfs to Blacksun Filters?
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Post by: pumaman1
SO I take it no-one liked my option to get rip of its invul saves/possibly its nova reactor for the option to take a 2nd armament? even charging a large amount for it?
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Post by: Wolfblade
Traditio wrote:Wolfblade wrote:And that's because *drum roll* vehicles suck! Most are overcosted for what they do, or have confused roles (i.e. the LR is a transport gunship, but sucks at being a gunship)
And again I repeat my question, which nobody can seem to answer:
Vehicles suck compared to what? Under the assumption of what metas?
Again, against lascannons and missile launchers, landraiders are just fine.
Like... everything pretty much. Infantry can get ICs to soak up wounds (smashfether i.e.), bikes move just as fast but can jink. Jump infantry can deepstrike, MCs get smash/etc.
Vehicles just suck.
Traditio wrote:
In principle, everything in the game should be balanced against everything else in the game. That's why points costs exist.
And again, it's really not so different. What you are paying for when you pay for a landraider is the 14 AV. You are paying for durability. Riptides are much more durable and have better firepower to boot.
Balance cultists vs a land raider.
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Post by: pumaman1
Culists get new special rule: "Witness me!" every 5 cultists that have chrome painted on their faces can choose to sacrifice themselves and do 1 hp to any land vehicle. If disembarking from an open topped transport to do so, then only need 3 cultists"
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Post by: Wolfblade
pumaman1 wrote:
Culists get new special rule: "Witness me!" every 5 cultists that have chrome painted on their faces can choose to sacrifice themselves and do 1 hp to any land vehicle. If disembarking from an open topped transport to do so, then only need 3 cultists"
Love it! But we still need to balance bolters and lasguns vs land raiders!
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Post by: Traditio
raverrn wrote:and that's the difference between casual and competitive play.
Ruleswise, why should there even be such a difference?
In a competitive environment, matched against Libby Conclaves, Wraithknights, IC GravCents and the like, the Riptide is absolutely fine. Yes it's got a 2+ 3++ 5+++, but that's simply what it takes to survive in that kind of game.
Or perhaps all of those things are completely OP and need to be nerfed just as much as riptides.
So, unifying those two aspects is quite a bit harder than *hurf durf make it cost 300 points*. The durability and price probably can't flex much
Why to any of this? What is your reasoning for this beyond "I want to win tournaments"?
Everything should be appropriately priced. Everything should be balanced against each other. Nothing should be OP or undercosted.
It's that simple.
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Post by: pm713
Are we going to launch into a crusade to nerf everything Traditio considers OP now? It feels like we're heading that way.
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Post by: Wolfblade
Again, it's not just dumb/massively time consuming to attempt to balance each unit vs every other unit, but literally impossible.
Balance cultists, gaunts and fire warriors vs each other, land raiders, and a stormhawk. Then against every dread variant and daemons princes with every variation of equipment it can have.
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Post by: Traditio
Wolfblade wrote:Like... everything pretty much. Infantry can get ICs to soak up wounds (smashfether i.e.)
This is commonly complained about. Smashfether is commonly described as "cheese," " OP" and in need of a nerf.
bikes move just as fast but can jink
Bikes are ridiculously points efficient for the rules they get. They need severe nerfing.
Jump infantry can deepstrike
Would you prefer a landraider or the points equivalence in assault marines?
MCs get smash/etc.
Literally this entire thread is a laundry list of complaints against MCs.
Basically, what your answer boils down to is this:
"Vehicles suck compared to the OP cheesy nonsense in this game. It's difficult to do OP, cheesetastic things with vehicles. Therefore, they suck."
I beg to differ: we need less OP, cheesetastic things in this game, not more of them.
Balance cultists vs a land raider.
Either they can be balanced against each other or they cannot. If they cannot, then they shouldn't have a common measure of comparison (namely, points costs).
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Post by: Blacksails
There's always the option the thread stops engaging with Traditio and absurd comparisons between cultists and land raiders.
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Post by: pm713
The issue is people talk about buffing vehicles to a balanced level. This is perfectly fine.
Bikes don't really need nerfing. They are hardly monstrosities.
Land Raider vs Assault Marine question is stupid. What am I doing with them?
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Post by: Blacksails
If you fix the disparity between vehicles and MCs as a mechanic (basically one getting a save while the other doesn't), and tweak all the special/heavy weapons to match the new changes, you fix a whole lot of the game.
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Post by: Traditio
pm713 wrote:Bikes don't really need nerfing.
The result of a previous poll I did on this showed that at least half of respondents agreed with me that bikes should cost more. That's a nerf.
Land Raider vs Assault Marine question is stupid. What am I doing with them?
Exactly.
Assault marines aren't obviously better than landraiders simply because assault marines can deep strike. The fact that an assault marine can deepstrike doesn't in and of itself mean that a landraider sucks because it can't.
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Post by: Wolfblade
Traditio wrote:
Balance cultists vs a land raider.
Either they can be balanced against each other or they cannot. If they cannot, then they shouldn't have a common measure of comparison (namely, points costs).
Cool, so you admit your idea to balance everything against everything is stupid then? Or are you going to keep trying to parrot that line over and over.
As for LRs vs assault marines, neither. Both suck very hard.
And again, vehicles suck when compared to ANYTHING. Name a unit type and vehicles are worse than it in general. They die too easy and lack fire power, especially once they start rolling on the damage chart.
Traditio wrote:
Land Raider vs Assault Marine question is stupid. What am I doing with them?
Exactly.
Assault marines aren't obviously better than landraiders simply because assault marines can deep strike. The fact that an assault marine can deepstrike doesn't in and of itself mean that a landraider sucks because it can't.
I think pm713 means "what role am I trying to fill with them", not whatever you think PM713 was saying.
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Post by: pm713
Traditio wrote:pm713 wrote:Bikes don't really need nerfing.
The result of a previous poll I did on this showed that at least half of respondents agreed with me that bikes should cost more. That's a nerf.
Land Raider vs Assault Marine question is stupid. What am I doing with them?
Exactly.
Assault marines aren't obviously better than landraiders simply because assault marines can deep strike. The fact that an assault marine can deepstrike doesn't in and of itself mean that a landraider sucks because it can't.
The poll was tainted by trolls and therefore we have to ignore it. Plus half didn't agree.
The Land Raider is still overpriced though. Pretending other people are being irrational doesn't change that.
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Post by: Traditio
Wolfblade wrote:Cool, so you admit your idea to balance everything against everything is stupid then?
Reading comprehension. It's a thing. Look into it.
I said nothing of the sort.
What I offered was a dichotomy:
Either:
1. They can be balanced against each other
or
2. They shouldn't have a common measure of comparison.
A reasonable, unbiased observer would have gone on to think to himself:
"But they should have a common measure of comparison. They should both have a points cost. After all, if they can't both be given a points cost, then they don't belong in the same game. But they clearly both do belong in the same game. Therefore, by disjunctive syllogism, they can be balanced against each other."
As for LRs vs assault marines, neither. Both suck very hard.
Again, compared to what?
And again, vehicles suck when compared to ANYTHING.
Are rhinos worse than tactical marines? Are leeman russes inferior to devastator marines?
Name a unit type and vehicles are worse than it in general. They die too easy and lack fire power, especially once they start rolling on the damage chart.
Again, compared to what? Automatically Appended Next Post: pm713 wrote:The Land Raider is still overpriced though.
I've asked this question, I am willing to bet, no fewer than half a dozen times in the last couple of pages in this thread, and nobody has given any kind of real answer to it.
Why is it overpriced?
In comparison to what is it overpriced?
Was it overpriced in 5th edition?
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Post by: pumaman1
Tau Riptide. Ws 2 BS 3 S5 T6 W5 LD9 3+ 150 points, TL SMS/PR/FB standard
50 points- offensive weapons suite: The riptide can take 2 main weapons, of either the IA with only normal and overcharge profile, and the HBC
60 Points- Balanced suite: Riptide gains the riptide shield generator, and can take 1 main weapon. Gains the ability to nova charge.
70 points- Defensive suite: Riptide armor improves to 2+ gains the riptide shield generator, access to nova charge, a 2nd SMS/PR/FB, and stimulant injectors
how about that? actually on topic!
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Post by: Wolfblade
Traditio wrote:Wolfblade wrote:Cool, so you admit your idea to balance everything against everything is stupid then?
Reading comprehension. It's a thing. Look into it.
I said nothing of the sort.
What I offered was a dichotomy:
Either:
1. They can be balanced against each other
or
2. They shouldn't have a common measure of comparison.
A reasonable, unbiased observer would have gone on to think to himself:
"But they should have a common measure of comparison. They should both have a points cost. After all, if they can't both be given a points cost, then they don't belong in the same game. But they clearly both do belong in the same game. Therefore, by disjunctive syllogism, they can be balanced against each other."
So should what should exist then? LRs or anything with S7 or less? LRs invalidate anything that cannot hurt it after all.
Traditio wrote:
As for LRs vs assault marines, neither. Both suck very hard.
Again, compared to what?
Compared to anything that fills the same role as either pretty much.
Traditio wrote:
And again, vehicles suck when compared to ANYTHING.
Are rhinos worse than tactical marines? Are leeman russes inferior to devastator marines?
Generally yes. As long as it can cause 3 glances reliably the vehicle is worthless. Or one pen if said pen prevents it from shooting (or forces snap shots), or prevents it from moving if it's a transport.
Traditio wrote:
Name a unit type and vehicles are worse than it in general. They die too easy and lack fire power, especially once they start rolling on the damage chart.
Again, compared to what?
Compared to anything in the same role.
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Post by: Martel732
Russes are still better than dev marines because they can move and shoot. And can't be suppress by S6/7 spam. The problem is that the Russ doesn't dish out enough hurt for the cost.
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Post by: pumaman1
Martel732 wrote:Russes are still better than dev marines because they can move and shoot. And can't be suppress by S6/7 spam. The problem is that the Russ doesn't dish out enough hurt for the cost.
stock russ yes, because ordinance makes all other shots snap shots, despite its heavy profile. but the punisher russ or underestimated eradicator, or even the long reaching s9ap 2 armorbane vanquisher are not that much, and can take full advantage of other weapons
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Post by: Martel732
I just can't get over the fact that an "assault" chapter like BA has not a single unit that's actually favored against this thing in CC. Even Mephiston or Dante can't beat it. It's got too many saves.
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Post by: AlmightyWalrus
Martel732 wrote:I just can't get over the fact that an "assault" chapter like BA has not a single unit that's actually favored against this thing in CC. Even Mephiston or Dante can't beat it. It's got too many saves.
And that's assuming us melee Chapters get there in the first place! I guess a Librarian/Ironclad/Furioso Dreadnought or a Contemptor could eventually kill a Riptide, but it'd take forever, and you'd have to get the Dreadnought into combat, which isn't ever happening.
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Post by: raverrn
That's awful and true, but it's more a commentary on how much this edition favors ranged combat over melee, and more importantly how godawful the BA codex is.
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Post by: Martel732
Can Black Templars kill this thing in assault? Can anyone other than Space Wolves?
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Post by: Matt.Kingsley
Necrons probably could with Scythe Lycheguard if the Tau player rolled some bad assault jet moves and somehow doesn't shoot them off the board.
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Post by: AlmightyWalrus
Martel732 wrote:Can Black Templars kill this thing in assault? Can anyone other than Space Wolves?
Get me Honour Guard with the Emperor's Champion in CC with it and I'll kill it... eventually, and that's not taking into account how my 400+ point unit gets there in the first place. TH/ SS Terminators might fare better since they wound on 2+, but there's still the FNP and how to get there to solve.
An Invisible D-Thirster courtesy of Be'lakor will murder a Riptide in CC, Imperial Knights can kill them and a Wraithknight would munch it (although it'd be easier to just D it in the face). Other than that Space Wolves are the only feasible melee option I can think of.
Other than Wulfen, Thunderwolves, and Imperial Knights I cannot think of an Imperial melee unit that can feasibly get to and kill a Riptide. Possibly Smashfether with friends, since they move 12", but that'll still take forever to kill the darn thing. I don't want to have to take Grav-cannons, but it's the only option I have that feasibly threatens Riptides. On a game-wide level the Riptides probably aren't OP, it's just that they're partially responsible for why playing a melee army that isn't SW or Daemonkin is an exercise in frustration in 7th. The fact that they require Grav-spam to deal with also means there's more Grav-weapons being spammed, which is in itself another reason why melee MEQ is in a bad spot.
I called out the Tau 6th edition Codex as a deatblow to the viability of assault armies when it was first released (thread's still in the underbowels of Dakka somewhere). Here we are. Scatterbikes, Riptides, Wraithknights, Imperial Knights, and Grav-centurions galore and as usual the Space Wolves are the only ones getting viable melee units.
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Post by: Martel732
Invisible libby conclave swinging a force axe charged up.
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Post by: AlmightyWalrus
Aye, that'd work if you got into CC with the thing (which you won't). No witches for Templars though. We're stuck with the fact that we're almost as bad off as BA while getting no sympathy since Codex: White Scars is winning tournaments.
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Post by: Martel732
Ironically, BA are vaguely annoying for White Scars. Anything they didn't invis has a tendency to get its face ripped off.
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Post by: Happyjew
5 Wraithblades with axe and shield. About 150 points. Better WS, higher Strength and Toughness, with AP2 and 4++. 150 points. Might take a while especially if the Riptide manages to nova charge the shield and has stimms, but eh.
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Post by: Martel732
Notice the theme? Lots of stuff can theoretically win in CC, but only after the game is over and it has done its damage to you.
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Post by: kambien
Martel732 wrote:Notice the theme? Lots of stuff can theoretically win in CC, but only after the game is over and it has done its damage to you.
I noticed a theme , you guys don't realize your winning every turn its in CC even though its not dead
Having the Riptide in CC is already a win for you. If i have a riptide in CC , its dead to me. Its not going to fulfill its role and what i brought for. It can't shoot ap3 pie plates and vaporise marines. It can't use the HBC against hordes or fliers. Even if it wins in 3 turns its still a total loss for those 3 turns. People are too obsessed with killing it.
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Post by: raverrn
How exactly do you propose to get your 6" move, no Assault Transport unit into combat with a 7"+ move unit?
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Post by: AlmightyWalrus
kambien wrote:Martel732 wrote:Notice the theme? Lots of stuff can theoretically win in CC, but only after the game is over and it has done its damage to you.
I noticed a theme , you guys don't realize your winning every turn its in CC even though its not dead
Having the Riptide in CC is already a win for you. If i have a riptide in CC , its dead to me. Its not going to fulfill its role and what i brought for. It can't shoot ap3 pie plates and vaporise marines. It can't use the HBC against hordes or fliers. Even if it wins in 3 turns its still a total loss for those 3 turns. People are too obsessed with killing it.
Please explain how having a more expensive unit tied down in combat with a Riptide for the rest of the game is somehow "a win"?
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Post by: Wolfblade
Iirc 5 wraith blades are 150pts, far less than an IA riptide. Lobby depends on what squad he runs with, and what he rolls.
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Post by: pm713
Five Wraithblades aren't going to do much either.
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Post by: Martel732
kambien wrote:Martel732 wrote:Notice the theme? Lots of stuff can theoretically win in CC, but only after the game is over and it has done its damage to you.
I noticed a theme , you guys don't realize your winning every turn its in CC even though its not dead
Having the Riptide in CC is already a win for you. If i have a riptide in CC , its dead to me. Its not going to fulfill its role and what i brought for. It can't shoot ap3 pie plates and vaporise marines. It can't use the HBC against hordes or fliers. Even if it wins in 3 turns its still a total loss for those 3 turns. People are too obsessed with killing it.
No, I want my unit to be able to do something else. And CC is SUPPOSED to be a weakness of the Tau. Tau aren't supposed to be an infinite tarpit.
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Post by: Wolfblade
pm713 wrote:Five Wraithblades aren't going to do much either.
Sure, I wasn't saying they were, simply replying to:
AlmightyWalrus wrote:
Please explain how having a more expensive unit tied down in combat with a Riptide for the rest of the game is somehow "a win"?
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Post by: krodarklorr
Martel732 wrote:kambien wrote:Martel732 wrote:Notice the theme? Lots of stuff can theoretically win in CC, but only after the game is over and it has done its damage to you.
I noticed a theme , you guys don't realize your winning every turn its in CC even though its not dead
Having the Riptide in CC is already a win for you. If i have a riptide in CC , its dead to me. Its not going to fulfill its role and what i brought for. It can't shoot ap3 pie plates and vaporise marines. It can't use the HBC against hordes or fliers. Even if it wins in 3 turns its still a total loss for those 3 turns. People are too obsessed with killing it.
No, I want my unit to be able to do something else. And CC is SUPPOSED to be a weakness of the Tau. Tau aren't supposed to be an infinite tarpit.
From my experiences, if I'm playing against Riptides, I almost always sweep them in CC. Like, that's just a common occurrence. Hell, last night I made my friends Riptide run off the table without inflicting a single wound just because he put his drones out front.
CC is still a weakness of Tau.
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Post by: Martel732
You must play against the unluckiest Tau players ever.
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Post by: krodarklorr
A. Luck is a small part of the game.
B. I've played against multiple different Tau players. The typical strategy is to ignore/tarpit the Riptides. And the tarpit usually ends up sweeping the Riptide. Ask JA, I've done that to him numerous times.
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Post by: Martel732
I've tried ignoring the Riptides, but the rest of the Tau aren't exactly fragile to Imperial shooting unless you are list tailoring.
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Post by: krodarklorr
Martel732 wrote:I've tried ignoring the Riptides, but the rest of the Tau aren't exactly fragile to Imperial shooting unless you are list tailoring.
They're fragile to Necron shooting. Which for me is usually Gauss Flayers and Tesla Carbines, with maybe some Deathmarks thrown in. Are you saying Imperial shooting can't top that?
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Post by: Martel732
krodarklorr wrote:Martel732 wrote:I've tried ignoring the Riptides, but the rest of the Tau aren't exactly fragile to Imperial shooting unless you are list tailoring.
They're fragile to Necron shooting. Which for me is usually Gauss Flayers and Tesla Carbines, with maybe some Deathmarks thrown in. Are you saying Imperial shooting can't top that?
Maybe with list tailoring. But I've given up on shooting with BA, because they are awful at it. Bolters, heavy bolters, lascannons, multi-meltas, missile launchers are all poor weapons in 7th ed. Also, firewarriors will likely have cover, and most Imperial ignore cover weapons can't penetrate their armor. I;ve got heavy flamers in my tac squads, but they never reach their destination vs Tau.
Something like a Baal pred would be useful, except that it sucks so hard against lots of other lists. Baal preds can't hurt the Broadsides, can't hurt the Riptides, and can't hurt MCs in general b/c of the 3+ armor. So I can't take them.
The markerlights are supposed to be fragile, but thanks the magic of ruins, they're pretty hard to kill.
Imperials are slinging back so many fewer shots that Tau in practice are more durable in that particular matchup.
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Post by: pm713
T3 4+ is hard to kill?
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Post by: thejughead
Martel732 wrote:I've tried ignoring the Riptides, but the rest of the Tau aren't exactly fragile to Imperial shooting unless you are list tailoring.
BA have libby dreadnaughts, force kills riptides dead. BA can roll to get Veil of time, taking Cattaphrati Termies gives you a re roll of a 4++ against AP2.
You have the tools.
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Post by: Martel732
Dug into cover using Imperial weapons, yes. We can't ignore cover without getting lucky with a psyker roll or using AP 5 weapons.
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Post by: thejughead
Having a hard time killing pathfinders? BA have access to ignore cover powers, heavy flamers etc.
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Post by: Martel732
thejughead wrote:Martel732 wrote:I've tried ignoring the Riptides, but the rest of the Tau aren't exactly fragile to Imperial shooting unless you are list tailoring.
BA have libby dreadnaughts, force kills riptides dead. BA can roll to get Veil of time, taking Cattaphrati Termies gives you a re roll of a 4++ against AP2.
You have the tools.
Again, list tailoring. I would never use a libby dreadnought for anything other than tailoring against Tau. Cattapharcti terminators? I don't think BA get those, but being terminators, I'm sure they suck.
Automatically Appended Next Post:
thejughead wrote:Having a hard time killing pathfinders? BA have access to ignore cover powers, heavy flamers etc.
Heavy flamers are all wiped out before they can fire. Randomly rolling on the divination tree doesn't work, and the Tau will just murder that libby first.
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Post by: Blacksails
Hey, Martel, remember when this thread was about balancing Riptides, and not a BA whine/tactics thread?
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Post by: Martel732
Blacksails wrote:Hey, Martel, remember when this thread was about balancing Riptides, and not a BA whine/tactics thread?
True. Got derailed.
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Post by: Blacksails
Happens to the best of us. You have valuable input, you just sometimes go off on the BA tangent too far.
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Post by: Martel732
Blacksails wrote:Happens to the best of us. You have valuable input, you just sometimes go off on the BA tangent too far.
I get tired of being told to ignore the Riptides. It doesn't work.
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Post by: thejughead
Blacksails wrote:Hey, Martel, remember when this thread was about balancing Riptides, and not a BA whine/tactics thread?
Which boils down to Space Marine whine thread about Tau.
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Post by: Martel732
thejughead wrote: Blacksails wrote:Hey, Martel, remember when this thread was about balancing Riptides, and not a BA whine/tactics thread?
Which boils down to Space Marine whine thread about Tau.
All I can tell you is to army swap with me and see how fun your game is. I hope you brought a croupier stick.
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Post by: thejughead
Martel732 wrote: thejughead wrote: Blacksails wrote:Hey, Martel, remember when this thread was about balancing Riptides, and not a BA whine/tactics thread?
Which boils down to Space Marine whine thread about Tau.
All I can tell you is to army swap with me and see how fun your game is. I hope you brought a croupier stick.
All I can tell you is my friend plays strictly BA. He's never complained. He's beaten me as much as I beat him. These are tournament lists that are very all comer so it wasn't list tailoring.
So I say again, you have the tools.
Automatically Appended Next Post: Martel,
The part I don't understand is the obsession with killing them. You don't need to kill them. You just need to turn off their shooting for a couple of turns. If a riptide is killing 3 marine a turn then you've won. You have more obsec units that can survive in cover. You have to play the mission (ITC or otherwise).
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Post by: Martel732
There is no cover vs Tau. I've learned this the hard way. Tau KNOW I'm going for the marker lights, so they protect them with tougher units and Tide Walls.
Because if the Riptide doesn't die, my unit is effectively removed as well. Tau come ahead, because they have more units. And their numbers advantage only grows as they shoot my list to pieces. That's why I want mortal Riptides. Otherwise, they kill, kill, kill at range, then kill one more unit in the one that has to charge them. You can't win giving three units for one, especially with marines, and especially on a unit that costs less than 250.
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Post by: Blacksails
thejughead wrote: Blacksails wrote:Hey, Martel, remember when this thread was about balancing Riptides, and not a BA whine/tactics thread?
Which boils down to Space Marine whine thread about Tau.
Which you're perpetuating.
If you don't like it, then get back to the OP about actually balancing Tau. What other people play doesn't matter; the content of their posts is the only thing worth discussing.
The Riptide compared to the other top codices isn't particularly overpowered. Certainly a great unit with excellent buffs that lets it compete with the likes of certain deathstars and Eldar and Gladius armies. Compared to mid and low tiers armies, it is pretty fairly seen as overpowered, especially when all the buffs are considered. This thread is a discussion about how to balance the Riptide. If you feel it doesn't need any work, feel free to say so and let other people work on a solution for their group. Additionally, and tangentially related is the general disparity of MCs to vehicles, as the Riptide (and other Tau MCs) are universally superior to Tau vehicles. Balancing the Riptide and/or all MCs has the side effect of making more of the Tau codex worth taking.
But really, stating in various ways that other factions (namely Marines) have to stop whining and L2P, deal with it, or generally told to sod off isn't helping anyone.
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Post by: thejughead
How can this be? Your strengths are MSU, Force, scoring. You should be out numbering Tau 2:1, especially if they have multiple riptides.
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Post by: raverrn
Blacksails wrote:
The Riptide compared to the other top codices isn't particularly overpowered. Certainly a great unit with excellent buffs that lets it compete with the likes of certain deathstars and Eldar and Gladius armies. Compared to mid and low tiers armies, it is pretty fairly seen as overpowered, especially when all the buffs are considered. This thread is a discussion about how to balance the Riptide.
Seriously, this. This is not the thread to discuss how trash-tier BA are (spoilers: very) or how hard Firewarriors are to kill (what even). Is there or is there not a way to soften the Riptide played into casual armies and players without removing the durability tournament players rely on?
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Post by: thejughead
Blacksails wrote: thejughead wrote: Blacksails wrote:Hey, Martel, remember when this thread was about balancing Riptides, and not a BA whine/tactics thread?
Which boils down to Space Marine whine thread about Tau.
Which you're perpetuating.
If you don't like it, then get back to the OP about actually balancing Tau. What other people play doesn't matter; the content of their posts is the only thing worth discussing.
The Riptide compared to the other top codices isn't particularly overpowered. Certainly a great unit with excellent buffs that lets it compete with the likes of certain deathstars and Eldar and Gladius armies. Compared to mid and low tiers armies, it is pretty fairly seen as overpowered, especially when all the buffs are considered. This thread is a discussion about how to balance the Riptide. If you feel it doesn't need any work, feel free to say so and let other people work on a solution for their group. Additionally, and tangentially related is the general disparity of MCs to vehicles, as the Riptide (and other Tau MCs) are universally superior to Tau vehicles. Balancing the Riptide and/or all MCs has the side effect of making more of the Tau codex worth taking.
But really, stating in various ways that other factions (namely Marines) have to stop whining and L2P, deal with it, or generally told to sod off isn't helping anyone.
It doesn't need balancing. You need to have a conversation with the Tau player to lower their count. If I'm playing for fun and I bring more than 2 then shame one me.
If the case is for fun then take more points than the Tau player. That is how you balance the riptide. This is not the impression I get from this thread. Its more of how can we tone it down so I can beat it in a tournament. Correct me if I'm wrong?
Its a folly trying to redesign units from a codex. I would never agree to it being a vehicle, because that not what was intended in the codex.
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