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Made in us
Shas'ui with Bonding Knife





I do wonder how effective Shadowsun attached to a Riptide would be. A high damage skirmisher with a 3D6 escape movement and a 2+ cover, a 3++ save at T6, and twinlinked everything would be a pain to deal with.

It could either act as a good decoy to protect your main troops/objectives, or a mean target popper.

I guess weapons that ignore cover like the vindicator would be your best bet for that, or if they could catch, TH/SS Termies.

Edit: Spelling, Grammar, Sleep Needed.

This message was edited 3 times. Last update was at 2013/04/14 08:00:04


 
   
Made in gb
Stealthy Dark Angels Scout with Shotgun




@happygrunt

can you remember how many plasma guns you used? I would like to try that tactic out.

This message was edited 1 time. Last update was at 2013/04/14 10:11:15


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Made in us
Calculating Commissar






 Eldarslayer26 wrote:
@happygrunt

can you remember how many plasma guns you used? I would like to try that tactic out.


This was outside of 12", but I assume if I had been within twelve the damage would have been higher, but I needed up shooting what I believe was seven plasma guns in that way. I may have also fired three more without orders. It did take several turns to kill the Riptide.

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 Ouze wrote:
I can't wait to buy one of these, open the box, peek at the sprues, and then put it back in the box and store it unpainted for years.
 
   
Made in gb
Stealthy Dark Angels Scout with Shotgun




Ok thnx for the reply. I will try it with about 4 plasma gun havocs if i get the chance to play against the riptide.

This message was edited 2 times. Last update was at 2013/04/14 16:42:39


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Made in gb
Agile Revenant Titan




In the Casualty section of a Blood Bowl dugout

Thought this might be appropriate:



------------------

But to contribute, from my own experience you've got to force saves. There's no point waiting until your opponent doesn't go with the 3++, because if he's got any sense, he almost always will. Force the 3++ saves with AP2 shooting and it should go down if you focus enough fire on it. That said, doing so normally isn't the best plan. As I said before in this thread, Riptides will never be able to capture objectives. Focus on the mission and the Riptide might not even need killing.

DT:90S+++G++MB++IPwhfb06#+++D+A+++/eWD309R+T(T)DM+

9th Age Fantasy Rules

 
   
Made in us
Shas'ui with Bonding Knife





 The Shadow wrote:
Thought this might be appropriate:



------------------

But to contribute, from my own experience you've got to force saves. There's no point waiting until your opponent doesn't go with the 3++, because if he's got any sense, he almost always will. Force the 3++ saves with AP2 shooting and it should go down if you focus enough fire on it. That said, doing so normally isn't the best plan. As I said before in this thread, Riptides will never be able to capture objectives. Focus on the mission and the Riptide might not even need killing.


That is an awesome picture, if you don't mind, I would like to use it for my sig.

On Topic:
That probably is the best course of action against a Riptide, if the Tau player is smart, it will stay out of sight from the big things. Otherwise it will act as the bait for a Mont'ka with people wanting to kill the Tau's fancy new toy.

This message was edited 1 time. Last update was at 2013/04/14 17:27:56


 
   
Made in us
Tail-spinning Tomb Blade Pilot




Onuris Coreworld

I don't remember exactly where, but I saw a few of you Tau players saying you where planning on using the Str 9 Ap 2 Ordnance on enemy Flyers. I'm pretty sure you cannot hit Flyers with template weapons.

"Most mortals will die from this procedure...and so will you!"  
   
Made in gb
Proud Triarch Praetorian





Unless it goes into Hover Mode, but otherwise no you cant

Experience is something you get just after you need it
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Made in us
Regular Dakkanaut




Asmodai Asmodean wrote:
lynxstrife wrote:
Well fought tau 3 times today with necrons. The new tau super gundamn killed it self once due to faulty parts in the reactor. Beat it self up due to MSS and died from a overlord and wariths. And turned into swiss cheese from Tesla fire from barges and scythes.

So all kidding aside I was worried about the xv104 since well people here play the band wagon. After watching it die horribly from CC and ranged I'm not impressed. Other players using nids and chaos gave me a smile as xv104s dropped. My personal favorite was daemons vs tau when a daemon prince made the xv104 its *****. My .02 cents, bottle caps, copper, credits, souls what ever you barter with.


Well congratulations on using the most overpowered units from 5th ed to beat a new 6th edition unit. Best enjoy your necron cheese while it lasts.

Flying MCs are obviously a big threat to Riptides, but I can safely assume failure to wrap. Daemon Princes kill things in CC? Gosh, what a revelation!





Sounds like you don't like necrons or get beat by them to much. And why not contribute other then troll and be a ass.

So back on topic stern guard vets with Lysander rick roll rip tides with bolter drill and hell fighter rounds.
   
Made in us
Disbeliever of the Greater Good




Saint Cloud, MN

Correct ,as per the SW FAQ
Q. If the unit type that a Wolf Priest’s Oath of
War affects is declared to be Bikes, does the unit
gain the benefit against Jetbikes, and vice versa?
A. Yes, because Jetbikes is a subcategory of the
‘Bike’ unit type. Similarly, ‘Beasts & Cavalry’ are
the same unit type, and ‘Jet Packs’ are a
subcategory of the ‘Jump Infantry’ unit type. A
Wolf Priest that has sworn his oath against one
will still get the benefit of the oath against the
other.

This is for everyone pushing the use of jotww and other psychic abilities forcing an Initiative check that doesn't effect jump infantry. just and FYI for them and Tau players so it doesn't take them by supprise in a tournament.
   
Made in gb
Secretive Dark Angels Veteran






sadly that's an old FAQ and the Riptide isn't Jump Infantry, it's Jet Pack infantry which is still susceptible to JOTWW, although this is subject to the tourney, of course.



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Check out my Mechanicus Project here... http://www.dakkadakka.com/dakkaforum/posts/list/570849.page 
   
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Blood-Raging Khorne Berserker




South Chicago burbs

Actually, it's a jet pack monstrous creature, but can still be jaws'd if your not careful.

insaniak wrote:
YMDC has plenty of room for discussion veering away from the RAW, particularly in cases like this where what is being put forward as the RAW is absurd.

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Made in gb
Rogue Grot Kannon Gunna





As an ork and CSM player I've been considering two tactics:
ORKS
Full unit of stormboysz with the special leader so they can attack when they deep strike + get hammer or wrath and the iniative order power claw attack in the first turn. (presuming the tau are not tooled up for intercepting too much).

CSM
Leader in the unit with sigil and a decent power weapon, MoT.
Anything unit with the demon and/or fear rule ideally which you can MoT for a 4+ inv save. Such as: possessed for the S5 and possible load of attacks.
Raptors MoK- as you can stuff 2 melta and a plasmapistol into the unit to soften it up, get the hammer of wrath attacks and then you are a little stuffed.
Warptalons MoT

Each relies on masses of basic attacks + hammer or wrath (not the possessed but CSMs need to find a use for them).
Relies on the lord challenging and surviving.
Relies on the riptide failing its fear test and striking with WS1.
Anything large unit with Demon rule+ MoT is going to be able to stay in close combat long enough to tie the riptide up for several turns.

The other combination I was considering was bikes with MoN + lord giving 2plasma gun and 2 combi-plastma (8) shots to try and weaken before going into combat. The bikes would need the icon to cause fear but don't get the 4+ inv svae of the other units. So it relies on the shooting to weaken.

The only problem is getting to the riptide, I'm working on this!
Presuming all the CSM options would be on the board, possible shieled with rhinos to get them a turn away from shooting. Not too worried about tailoring to take out a ripe tide beacause if any of these units got to the tau line thye would rip through it.

This message was edited 3 times. Last update was at 2013/04/17 08:41:27


 
   
Made in gb
Longtime Dakkanaut





Asmodai Asmodean wrote:
sadly that's an old FAQ and the Riptide isn't Jump Infantry, it's Jet Pack infantry which is still susceptible to JOTWW, although this is subject to the tourney, of course.




And as it is a MC it is plus one to the JOTWW test remember so its a 3 and under to pass not 2.

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Made in gb
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 Jasper wrote:
ORKS
Full unit of stormboysz with the special leader so they can attack when they deep strike + get hammer or wrath and the iniative order power claw attack in the first turn. (presuming the tau are not tooled up for intercepting too much).
A Riptide will be able to drop an Overcharged (S8AP2) Pieplate on you lovely deep strike formation if it has a 15 point upgrade.

So bad idea, sorry for raining on your parade

Experience is something you get just after you need it
The Narkos Dynasty - 15k
Iron Hands - 12k
The Shadewatch - 3k
Cadmus Outriders - 4k
Alpha Legion Raiders - 3k  
   
Made in us
Longtime Dakkanaut





California

That's alright boys are cheap and I have lots and lots.
   
Made in gb
Proud Triarch Praetorian





Stormboyz with Boss Zagstruk are not cheap, and thats what he was on about...

Experience is something you get just after you need it
The Narkos Dynasty - 15k
Iron Hands - 12k
The Shadewatch - 3k
Cadmus Outriders - 4k
Alpha Legion Raiders - 3k  
   
Made in us
Shas'ui with Bonding Knife





I wanna go back to New Jersey

Did some practice rolls with maxed Sniper Drones. The new drone controller is pretty nifty being on a BS5 spotter and has given me some okay results.

This message was edited 1 time. Last update was at 2013/04/18 00:35:09


bonbaonbardlements 
   
Made in gb
Rogue Grot Kannon Gunna





 IHateNids wrote:
 Jasper wrote:
ORKS
Full unit of stormboysz with the special leader so they can attack when they deep strike + get hammer or wrath and the iniative order power claw attack in the first turn. (presuming the tau are not tooled up for intercepting too much).
A Riptide will be able to drop an Overcharged (S8AP2) Pieplate on you lovely deep strike formation if it has a 15 point upgrade.

So bad idea, sorry for raining on your parade


I was under the impression that with the special leader they could deepstrike straight into an assault. But it is a bit weak as the powertalons need to do the damage for the weight of attacks to then knock out the riptide (and it needs to not have interceptor as I pointed out. I'll put it in the bold idea pigeon hole and bring it out for fun one day.

 
   
Made in au
Liche Priest Hierophant







Zagstruk and his squad can charge the turn the deepstrike, losing some boys in the process, of course
   
Made in au
Regular Dakkanaut





I think you'll see interceptor on most riptides, it's just a really useful upgrade. Speaking against Zagstruk in particular, it is a good deterrent. Zagstruk doesnt deepstrike straight into assault, he can charge on the turn he deepstrikes, which is quite a difference. He'll still be sitting there with his whole squad in base contact, ripe for a pie-plating. Now the plate probably won't kill the whole unit outright (you're likely to roll at least one 1 to wound) but you'll kill most of it, if it hits. Riptide's secondary weapon system may well finish the job. If it doesn't, whatever is left of the Zagstruk squad may break. If they don't break, then you'll get a charge off, and hopefully not lose the last ork or two to supporting fire overwatch.

My gut feeling is that it's a gamble. If the pie plate hits, even if Zagstruk himself lives through it I don't think he'll kill the Riptide on his own. If it misses, he will probably do ok, or at least tarpit for a bit. Most Ork players I've met are the gambling type, so give it a whirl
   
Made in us
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Nebraska, USA

Intercepter on the riptide is crazy. I cant believe i was initially taking skyfire over it lol.

Any deepstriking (or drop pod for that matter) units will fear this thing. Str8 AP2 pi plate will usually hit the entire deepstriked/droppodded unit unless you scatter like hell. What unit except a MC would survive that if it bullseyed or hit majority of the unit?

Also i found something interesting. Most tau probably wont do it as it requires an HQ slot, but if a commander is playing the buffboy role and following the riptide he can give it a 50-50 chance to Hit and Run away from combat. Vectored Retro-thrusters only say the riptide himself cannot take the upgrade, it does not say he cannot benefit from the rule Hit and Run as it only requires 1 model to have it. This is a 5pt upgrade too.

Im doing it solely because i only have 1 riptide anyway and its part of an ork army not solid tau, so it isnt even my warlord im doing it with.

An ork with an idea tends to end with a bang.

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Cincinnati, Ohio

lynxstrife wrote:
So back on topic stern guard vets with Lysander rick roll rip tides with bolter drill and hell fighter rounds.
I actually suppose that one should use combi-plas with sternguard. I did some mathhammer on this awhile back, and 5 combi-plas sternguard can really hurt a riptide (forgot to take FnP into account however). They, combined with shooting from a Las-pred or two can just about take it out in one turn. I'd also switch out lysander for 2-3 more guys with combi-plas for insurance reasons, since if you take out the riptide, your group will die horribly to the rest of the stuff firing back at you; you would't want your 200+ point HQ/warlord dying just for sitting next to your sternguard.

This message was edited 3 times. Last update was at 2013/04/18 16:30:26


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Gangly Grot Rebel



Scotland

Black knights. If they can get in they can kill it pretty good, take it down to toughness 5 so wound on 2's AP2 twin linked plasmas then charge. Sheild up or down doesn't really matter. Only problem being they rely heavily on cover saves to get close and with those pesky markerlights....

This message was edited 1 time. Last update was at 2013/04/18 21:30:19


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Made in us
Daemonic Dreadnought






AL

For CSM (I know, you have to roll for spells, but on the off chance the Dice gods are kind or your opponent lets you select your spells...)

Sorcerer
MoN
Mastery Level 3
- Iron Arm
- Leech Life
- Gift of Contagion
Force Axe/Powerfist
Bike
Spell Familiar
Sigil of Corruption
(Enjoy your WraithLord/Old C'tan on a bike)

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