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Made in us
Longtime Dakkanaut





Saratoga Springs, NY

Hello, I am curious about the main weapon choice for the Riptide. Does anyone actually take the mega burst cannon over the ion pie plate of doom? Is there a time when it would be preferable? The only thing I could think it might be better for is glancing light vehicles to death when you want weight of probability rather than putting it all on one ordinance blast.

If you could get the overcharged shot against something with AV 11 you should statistically take 2 hull points off, before markerlights even.

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BrianDavion wrote:
Between the two of us... I think GW is assuming we the players are not complete idiots.


Rapidly on path to becoming the world's youngest bitter old man. 
   
Made in ca
Sneaky Striking Scorpion





Ontario Canada

I could see instances where you may take the burst. mostly fighting high model count/ low armor armies. jump it behind their lines and buzz saw down troops. you could try for the extra 4 shots with over charge and keep shadowsun close with a command link drone to reroll the 1s.

Remember the magic pie plate on the ion is still subject to gets hot, meaning there is a 1 in 6 chance the shot will not go off.



 
   
Made in us
Giggling Nurgling






Heavy burst cannon is amazing. I had been using the ion but it wasn't overly effective. Using the heavy burst against the new eldar I was able to,

- Nova charge round one and killed 2 of 10 wraithguard.

- wrecked the crimson hunter non overcharged

- killed 5 necrons (3 person game)

Game ended early so only 3 rounds were played.

I run my riptide with support commander with C/C and multi spectrum for the re-rolls and ignores cover. Also I use them as an allied detachment for my chaos space marine force.

From that game alone I feel like the heavy burst is an awesome weapon to take.

 
   
Made in gb
Raging Ravener




Maidstone, Kent

Depends on what you want the Riptide to do. I haven't fielded mine yet but you can't rule out 8 str6 shots against a unit with high toughness multi wound models, possibly with an Inv save.

Weight of numbers can be just as deadly as a low ap, force enough saves and they'll eventually fail them.

Also imagine overcharging it to 12 str6 against a squadron of vehicles, not forgetting rending too.

More than 7pts, less than 7000...just
4000+ 2500 2000+
 
   
Made in kr
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

Its potentially stronger because its so many shots. Problem is it requires the nova charge, which for me anyway tends to botch itself and the gun is very underwhelming without it. Gets hot really has no effect unless you get a ton of them because you have a 2+ save anyway, its like what 3% chance to fail 2 2+ rolls? not likely.

The Ion Accelerator is much more reliable, though its usually not as great. Unless i intercept a deepstriking termie group, my riptides usually dont do much other than scare the piss outta my opponent because its so big and table-long AP2 guns.

However if you have no other use for an HQ, slap a buff commander on it and it outperforms the IA ten fold....though it also nearly doubles the riptide cost rofl

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

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
 
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