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Which Secondary for the Riptide?
Smart Missile System
Plasma Rifle
Fusion Blaster

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Made in us
Member of the Malleus



Boston, MA

Long time Tau player here, loving the new codex, but I'm seriously having trouble choosing what secondary gun to use for new Riptide (and of course I'm going to be magnetizing them but I still have to choose short term) because the choices seem so well balanced.

Going with the Ion Accelerator for the main gun, which I think is most people's choice -- the thing's just too poor a shot for me to be missing half of 8 or 12 shots, and I think I'd rather save markerlight hit to deny things cover. I am unsure if I will be giving it skyfire and if not what other support option it'll get.

So the SMS seems pretty good cuz you can double it, and now you're getting 8 TL shots that ignore cover, that's going to kill a lot of dudes. I also think I'm most likely to be shooting the Large Blast at troops, regardless of whether they're horde or MEQ.

On the other hand, Fusion Blaster gives you something very reliable to kill big tanks, and the Riptide is likely to be near the front line. (The Ion gun can do it on overcharge, but the Fusion Blaster is a lot more reliable) I also think I'd often rather be shooting at other things with the Ion gun. If you're going to be skyfiring this seems the best choice, but the guy had to line it up for you and fly right next to you. Which cuz the Riptides going to be central I actually see happening pretty often, anyway.

Plasma Rifle seems to split the difference, be pretty good at killing marines regardless of armor, can still hurt light tanks. But maybe that's my answer, the Riptide is already very good at killing marines and I'm not sure the 1,2, or 4 extra shots are really necessary for that. I guess Plasma seems the weakest choice.

I'm running an overall pretty balanced list, there's going to be plenty of other plasma rifles, fusion blasters, and SMS scattered around on various platforms.

I welcome your thoughts.

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Scarred Ultramarine Tyrannic War Veteran





Arlington, VA

Yeah... not really sure on this one either. I am personally leaning Fusion Gun just because it's nice to have the anti-AV14. However, you do make a good point about doubling the SMS shots.

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I'm going with a Fusion Blaster myself, for pretty much all the reason's you gave.
   
Made in us
Member of the Malleus



Boston, MA

Right, OK, I think we can rule out PLasma rifles, and the poll is spoken.

SMS and Fusion blasters seem pretty tied, though. Obviously very different applications.

So if you were going to give the Riptide the Velocity Tracker (skyfire) we're thinking you have to give him Fusion Blasters, and just hope the enemy is stupid enough?

In most other cases I think it's pretty cear the SMS is better, a lot longer range, just better utility. If you really need the Riptide to kill a big tank he can always use the Nova blast (ordnance) or just punch it.

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Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

SMS better if hes alone, as in no buffcommander. His biggest fear is an assault, so the more shots he can throw out to push his opponent back the better. Yea, its str5 ap5 instead of str6 ap2 or str8 ap1, but its 4 shots vs 2 or 1...big difference when firing snaps lol.

If he has drones or a buffcommander i'd say fusion is better in every way as he still has plenty of overwatch (and buffcommander can give him Hit and Run too btw) and the extra anti-vehicle or MC shot would be very useful.

I thought about the Plasma at first since it was 2 shots and i was thinking MCs and Terminators chasing him down. Then i remembered all his Ion Accelerator shots are AP2 anyway and hes a MC so terminators wont scare him as bad (still beat him probably but they'll take some damage in return that might not be cost worthy)

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Shas'o Commanding the Hunter Kadre





Richmond, VA

Fusion blaster if your main gun is a ion accelerator.

SMS if your main gun is the big burst cannon.

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Made in us
Member of the Malleus



Boston, MA

 Vineheart01 wrote:
SMS better if hes alone, as in no buffcommander. His biggest fear is an assault, so the more shots he can throw out to push his opponent back the better. Yea, its str5 ap5 instead of str6 ap2 or str8 ap1, but its 4 shots vs 2 or 1...big difference when firing snaps lol.

If he has drones or a buffcommander i'd say fusion is better in every way as he still has plenty of overwatch (and buffcommander can give him Hit and Run too btw) and the extra anti-vehicle or MC shot would be very useful.

I thought about the Plasma at first since it was 2 shots and i was thinking MCs and Terminators chasing him down. Then i remembered all his Ion Accelerator shots are AP2 anyway and hes a MC so terminators wont scare him as bad (still beat him probably but they'll take some damage in return that might not be cost worthy)


Yeah, I understand what you're saying with a "buff commander" but I'm never going to spend 100+ pts to do something like that. It's just not efficient.

I think 4d6 mostly keeps you safe from assaults.


Automatically Appended Next Post:
 juraigamer wrote:
Fusion blaster if your main gun is a ion accelerator.

SMS if your main gun is the big burst cannon.


I understand what you're talking with matching APs of the primary and secondary guns, except I think no matter what most of the time the Ion accelerator is going to be shooting blasts, at troops.

Truth is I had a game tonight with the SMS, ripple fire, 8 TL shots that ignore cover is just way too fantastic. I'm pretty sure that for anything other than AA purposes that is the winner.

This message was edited 1 time. Last update was at 2013/04/19 04:46:36


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Made in gb
Secretive Dark Angels Veteran






SMS is the best choice, you get your plasma from the Ion already and your AT from Longstrike. Generally, you don't want your Riptides firing at vehicles unless absolutely necessary.




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