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In a 500 pt. take all comers space marine list, how would you stop a riptide?  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
Longtime Dakkanaut




CYpher might be a good choice. Fleet, has a cheese version of Battle Focus so can run an fire plasma pistol that does not get hot at BS10. Multi wound unit with EW and enough speed and firepower and CC ability to occupy the Riptide.
   
Made in us
Fireknife Shas'el






Cypher costs more than a bare Riptide though for a couple pistol hits against the Riptide.

Doing some quick math a Riptide with the commander should almost kill Cypher each turn assumming it doesn't use nova for Ripple fire or for the HBC and supported with the buffcommander.
HBC: 8 shots, 6 hits, 5 wounds, 1.67 unsaved wounds.
SMS: 4 shots, 3 hits, 2 wounds, .67 unsaved wounds.

In close combat I don't think Cypher has enough wounds to really occupy the Riptide that long. I guess it really would depend on what unit he was attached to.

I'm expecting an Imperial Knights supplement dedicated to GW's loyalist apologetics. Codex: White Knights "In the grim dark future, everything is fine."

"The argument is that we have to do this or we will, bit by bit,
lose everything that we hold dear, everything that keeps the business going. Our crops will wither, our children will die piteous
deaths and the sun will be swept from the sky."
-Tom Kirby 
   
Made in gb
Tzeentch Veteran Marine with Psychic Potential





Stafford

 ALEXisAWESOME wrote:
 somecallmeJack wrote:
I dont actually have any suggestions for dealing with the riptide, but I dont know why everyone seems so appalled by the OP's opponent taking one... doesnt the standard 500pt nid list have a tervigon in it?


Maybe if you did think about ways to deal with the Riptide, why we are all 'butthurt'' might be more apparent. You can't catch it for melee because it moves faster them most assault units save jump packs and beasts. It's incredibly hard to shoot down with a 2+ armour save , T 6 and *5* wounds. How would YOU handle it while keeping a balanced list that can handle hordes and vehicles? I would play my 3 venoms and Ravager list and even that might only just deal with it.


How would *I* handle it? hmm... well my usual strategy for dealing with a lone riptide is ignoring it & concentrating on the rest of the army. Sure they're killable, but you'll waste more fire in the attempt than you'll lose from the damage it does. That's probably not an option in such a small game though, so to answer your question, if I was running chaos I'd kill or lock it in melee with nurgle marked spawn. The move like beasts, T6, 3 wounds a piece. They'll be in his face turn 2, so if they don't win the combat & sweep him he's going to be tied for the best part of the game. If it was guard it'd be harder, but Id try & get close to it with plasma guns & melta bombs. Maybe take a manticore. There you go. I was able to think of that off the top of my head, and that's with chaos who are widely agreed to be a bottom tier army and guard whose troops are very vulnerable to a riptide... That is how I'd attempt to deal with it. I still see no reason for melodramatically declaring that the OP should 'find a new opponent'.

=====Begin Dakka Geek Code=====
DQ:80-S---G+MB-I+PW40K00#-D++A+/fWD-R++T(M)DM+
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"I just scoop up the whole unit in my hands and dump them in a pile roughly 6" forward. I don't even care."

- Lord_Blackfang on moving large units


 
   
Made in gb
Prophetic Blood Angel Librarian




Either white scars or iron hands:
Captain
Shield eternal, bike, artificier armour, thunder hammer.

5 bikes
2 gravs, 1 combi-grav

5 bikes
2 gravs, 1 combi-grav

500pts


Automatically Appended Next Post:
That would annihilate a riptide! Also has all the tl-bolters to deal with horde.

This message was edited 1 time. Last update was at 2014/01/02 23:52:22


 
   
Made in ca
Trustworthy Shas'vre




Or don't handle the riptide. Build a list that can handle the troops and pathfinders (lots of T3 and poor saves) and can survive the riptide.

Tau and Space Wolves since 5th Edition. 
   
Made in us
Horrific Howling Banshee




Gig Harbor, Washington

Personally I'd say an assault based army. Not for the Riptide but for the rest of his units. He can't shoot at you if you're in CC with his guys.

Something like what Poly Ranger said or this if Bikes aren't your thing:

Shadow Captain Shrike

Scout Squad x5 /w Camo Cloaks, Sniper rifles
Scout Squad x5 /w Camo Cloaks, Sniper rifles

Vanguard Veteran Squad x5 w/ Jump Packs, 4 Grav-Pistols



This message was edited 1 time. Last update was at 2014/01/03 02:28:14


1000 
   
Made in us
Fireknife Shas'el






Tau troops are pretty easily handled by just about anything though. Kroot die to a stiff breeze and Firewarriors just lack the body count to hold in for long.

Really at that low point game, I'd worry about a Riptide (HBC) with the commander. It can handle FMC, just about any vehicle with S6 rending, and is still mobile enough to provide a large threat range.

I'm expecting an Imperial Knights supplement dedicated to GW's loyalist apologetics. Codex: White Knights "In the grim dark future, everything is fine."

"The argument is that we have to do this or we will, bit by bit,
lose everything that we hold dear, everything that keeps the business going. Our crops will wither, our children will die piteous
deaths and the sun will be swept from the sky."
-Tom Kirby 
   
Made in us
Longtime Dakkanaut




United States of America

Lol, if you don't need an hq ally with eldar take a wraithknight and make him beg for mercy.

Or take a chapter master, shield eternal,-bike, thunder hammer-for a grand total of 230pts (almost half your army) he will deploy 24" up as close to the riptide, move 12" to the riptide, then assault whatever is in range, and chase whatever isn't in range around the board while your other 270pts of models kill the rest of his army or take objectives.

Chapter master with bike, shield eternal, burnin blade-260pts

scout squad-60pts (all scouts have sniper rifles)
scout squad-60pts
scout squad-60pts
scout squad-60pts

495pts and with the last 5pts you can do whatever.

With this list you take CT of iron hands so your CM has IWND and FnP and he will eat stuff, your scout camp, and shoot at whatever.


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