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Made in ca
Shas'la with Pulse Carbine




Just a reference image to show what a riptide with both main guns modeled on it looks like.
Not mine - google images

9000
8000
Knights / Assassins 800  
   
Made in us
Trustworthy Shas'vre





Cobleskill

Naaris wrote:
Just a reference image to show what a riptide with both main guns modeled on it looks like.
Not mine - google images


meh. I prefer the HBC shoulder mounted.

'No plan survives contact with the enemy. Who are we?'
'THE ENEMY!!!'
Racerguy180 wrote:
rules come and go, models are forever...like herpes.
 
   
Made in ca
Journeyman Inquisitor with Visions of the Warp




Martel732 wrote:
Well at least they can't shake off the D chainsaw with a stim injector.

Exactly. Riptides chew through infantry but are mediocre against a big target like a IK. So your problem will then become knocking out the Tau antitank, because in isolation 2x IK will clean up a Riptide Wing. Want to brainstorm?

- 2x Techmarines (Auspex, 3x Servitors)
- 3x Furiosos (Frag Cannon/HF, Drop Pod)
- 2x IK (Stormspear Missiles)
- 2x Scouts (Cam Cloaks, HB)
- 1x Scouts (HB)
- 2x Drop Pods
- 1x Bunker w/Comms Relay

The goal is a T2 assault with 3x Fragiosos and 2x IKs. The Snipers and HBs focus down 4+ units like Marker Drones and Fire Warriors. Techmarines give Scouts 2+ cover, keep the walkers healthy and can assault at S9/S7 AP1. The list should play quite fast, as you only have 10x units capable of manuever. Alternatively could also run with 2x Libby Dreads in the HQ slot, S10 Force Weapons are almost as effective as D-Weapons against bio targets..
   
Made in us
Locked in the Tower of Amareo




Yoyoyo wrote:
Martel732 wrote:
Well at least they can't shake off the D chainsaw with a stim injector.

Exactly. Riptides chew through infantry but are mediocre against a big target like a IK. So your problem will then become knocking out the Tau antitank, because in isolation 2x IK will clean up a Riptide Wing. Want to brainstorm?

- 2x Techmarines (Auspex, 3x Servitors)
- 3x Furiosos (Frag Cannon/HF, Drop Pod)
- 2x IK (Stormspear Missiles)
- 2x Scouts (Cam Cloaks, HB)
- 1x Scouts (HB)
- 2x Drop Pods
- 1x Bunker w/Comms Relay

The goal is a T2 assault with 3x Fragiosos and 2x IKs. The Snipers and HBs focus down 4+ units like Marker Drones and Fire Warriors. Techmarines give Scouts 2+ cover, keep the walkers healthy and can assault at S9/S7 AP1. The list should play quite fast, as you only have 10x units capable of manuever. Alternatively could also run with 2x Libby Dreads in the HQ slot, S10 Force Weapons are almost as effective as D-Weapons against bio targets..


I can't field that as a general list, I don't think. However, dual IKs might fit into a generalist list.
   
Made in us
Legendary Master of the Chapter






How are Knights not a generalist model?

Generally tough decent damage out put in both CC and range.

obviously not comparing them to the more outrageous models in the game.

 Unit1126PLL wrote:
 Scott-S6 wrote:
And yet another thread is hijacked for Unit to ask for the same advice, receive the same answers and make the same excuses.

Oh my god I'm becoming martel.
Send help!

 
   
Made in us
Locked in the Tower of Amareo




 Desubot wrote:
How are Knights not a generalist model?

Generally tough decent damage out put in both CC and range.

obviously not comparing them to the more outrageous models in the game.


I'm talking about the other parts of the list. I don't think 3X furioso plus scouts plus techmarines are good vs say Necrons.
   
Made in us
Legendary Master of the Chapter






AH.

also I read your post completely backwards and wrong at the same time

my bad.

 Unit1126PLL wrote:
 Scott-S6 wrote:
And yet another thread is hijacked for Unit to ask for the same advice, receive the same answers and make the same excuses.

Oh my god I'm becoming martel.
Send help!

 
   
Made in us
Locked in the Tower of Amareo




I was thinking maybe two IKs, one furioso, some heavy flamer tacs in fast Rhinos, and some bikes with priest, captain and grav guns for some AP 2.
   
Made in ca
Journeyman Inquisitor with Visions of the Warp




Martel732 wrote:
I'm talking about the other parts of the list. I don't think 3X furioso plus scouts plus techmarines are good vs say Necrons.

Camo Scouts with Improve Defences are basically 13pt Terminators against anything that doesn't have ignore cover (ie. Tomb Blades). HBs will also be useful against Warriors, as you mentioned elsewhere it's about equal to a Grav Gun in this case.

As for Techmarines, remember getting HP'd by Gauss out is an issue. They will need to repair 4x HP to make back their cost, including Drop Pods. But you're also getting added value from Improve Defenses, Auspex, more bodies and being able to assault.

I don't think it's necessarily bad in this case. But as with all things there is always an opportunity cost, so you might have a better idea. Either way, adding 2x IKs to your list gives you completely different set of strengths and weaknesses. So maybe that gives you the space to start getting creative.
   
Made in us
Locked in the Tower of Amareo




I also thought about using technomancy libbies with the IKs, but rolling for powers stinks.

Your list looks better if BA get updated scouts.
   
Made in ca
Journeyman Inquisitor with Visions of the Warp




Martel732 wrote:
I was thinking maybe two IKs, one furioso, some heavy flamer tacs in fast Rhinos, and some bikes with priest, captain and grav guns for some AP 2.

Definitely solves your Riptide problems. It will do a lot better than podded infantry or jumpers.


Automatically Appended Next Post:
Martel732 wrote:
Your list looks better if BA get updated scouts.

Honestly you should houserule them to SM standards. But BA getting a rough deal is nothing new right?

This message was edited 1 time. Last update was at 2016/06/01 00:16:52


 
   
Made in us
Locked in the Tower of Amareo




Yoyoyo wrote:
Martel732 wrote:
I was thinking maybe two IKs, one furioso, some heavy flamer tacs in fast Rhinos, and some bikes with priest, captain and grav guns for some AP 2.

Definitely solves your Riptide problems. It will do a lot better than podded infantry or jumpers.


The captain with a stormshield and FNP can shrug some IA hits, too. I mathhammered that one out.
   
 
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