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Made in us
Locked in the Tower of Amareo




Against meq, heavy mode is better because it could potentially fire other weapons as well. It doesn't have the ordnance curse.
   
Made in us
Regular Dakkanaut





zbg97 wrote:

On the other hand, if you have the RPs on opposite ends of the line, then target a unit on the other side of the Riptide (roughly making an X, with the RPs on one side, members of the targeted unit on the other side, and the Riptide as the center of the X), you can keep hammering him, even if he makes a Deny (remember, with Jaws, the first unit hit is the only one who can Deny). Lots of related hijinks can ensue. Interesting idea. I've gotta remember that.


Just to clarify, this only works if the unit you are targeting is in FRONT of the riptide. Target the unit and then run your Jaws Line right through it to the Riptide. If the riptide is in front of it, you have to target the riptide first.


As far as the topic of list tailoring goes, two rune priests with Jaws is pretty common. I've been running two rune priests in both with artificer armor and one with meltabombs or wolf's tooth to meet eh wargear requirements. One takes Jaws and Living Lightning. The other takes Jaws and Murderous Hurricane. I've never been accused of tailoring. It's a solid load out and gives me a lot of options. It makes your priests good against everything, and when facing something with low initiative, it makes them devastating.
   
Made in us
Locked in the Tower of Amareo




If two priests are a staple, then that makes it a lot better then. But it's still likely the Puppies get drug down with the rest of the marines with the 6th ed drops.
   
Made in us
Shas'ui with Bonding Knife





I would like to add that all of the riptide's weapons gain intercept, so be careful landing too close or can get a face full of twin-linked melta, plasma, or SMS.

Thankfully there should only be one or two riptides with EWO.
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

Space wolves having issues with riptides? ha thats a good one. probably the best race at dealing with them outside a bad tau player.

Jaws ruins almost everything in the Tau army since our init is crap and aside from heavy firewarrior lists were based on high quality low numbers. Even if he wasnt bringing riptides, jaws would be good because it also makes crisis suits or broadsides just go poof.

Also any riptide that has the ion accelerator will have EWO. The other upgrades really arent that awesome. Skyfire with a low rate of fire (and low str, as s7 ap2 isnt that awesome against vehicles) isnt optimal and stims is more of a point dump, but you can have stims and ewo anyway. Range will never be an issue, landing too close to friendly models or out of sight will though. Remember, if you disembark RIGHT next to something you most likely cannot be pi plated, and if you can its usually a very very bad idea to attempt it. He will still intercept with the 3 S7 Ap2 shots but thats nowhere near as deadly as a bullseye pi plate after reserves lol.

This message was edited 1 time. Last update was at 2013/12/21 20:20:03


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

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in us
Shas'ui with Bonding Knife





I assumed that the third riptide was a HBC with Skyfire to down flyers. If the riptides has plasma, it would be 3 S7 AP2 and 2 S6 AP2. I can see him being frustrated if that was the case.

JOTWW is still your best option, just check the loadout of the Riptide you're landing next to. The best Riptide to land next to (with EWO/IA) has SMS as a secondary so only 3 of the shots will pen your armor, you should be able to save most of the shots from the SMS.

Edit: Unless you have enough bodies to protect the wolf priest, then you should be able to land next to any of them.

This message was edited 1 time. Last update was at 2013/12/21 22:56:07


 
   
Made in us
Regular Dakkanaut





Martel732 wrote:
If two priests are a staple, then that makes it a lot better then. But it's still likely the Puppies get drug down with the rest of the marines with the 6th ed drops.


I agree that Wolves will change and Rune Priests may not be the must take they are now, but until the new codex drops you might as well work the tools currently available. Looking at Space Marine Librarians and Chaos Sorcerers, it's a safe bet that they will still be a very good unit to take. The rune priest model is awesome, and if you don't like it or want two different ones, you can easily kitbash an awesome Rune Priest from the space wolves box.

No point worrying about what will happen 6 months to a year from now when we haven't even heard any rumors yet. (Or at least I haven't other than that they are up sometimes in 2014)
   
Made in us
Steadfast Grey Hunter






Martel732 wrote:
I wouldn't base your entire strat around JoTWW, because as soon as Space Cheese gets a new codex, that ability is probably gone. It's also not very TAC. Would you use this list against an unknown opponent? The Tyranids thank you for your support.


Oh, heck no. Jaws is horrid against Eldar, for example. It's also not great against Orks - low Initiative but large motley bands, so even a successful Jaws isn't going to take that many models off the board. But it's sure nice to have in your back pocket when you know you'll be fighting Tau.
   
Made in us
Veteran Wolf Guard Squad Leader




San Diego, CA

+1 on JOTWW, easiest way to peel those expensive models right off the table

 
   
Made in us
Long-Range Land Speeder Pilot





Rune Priests are still good anti-psyker units regardless of whether or not you take JotWW.

To say they are niche or useless when the meta is Eldar led by seers, seercouncil, screamerstar, Divination Inquisitors, and Riptide is stupid. Rune Priests are probably the BEST TAC unit right now, not the worst.

This message was edited 1 time. Last update was at 2013/12/22 07:26:04


Hail the Emperor. 
   
 
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