Author |
Message |
 |
|
 |
Advert
|
Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
- No adverts like this in the forums anymore.
- Times and dates in your local timezone.
- Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
- Email notifications for threads you want to watch closely.
- Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now. |
|
 |
![[Post New]](/s/i/i.gif) 2013/04/09 12:48:27
Subject: Anti - Riptide Tactics
|
 |
Regular Dakkanaut
|
Tesla Destructors. Personally, I use 6 of them in my Necron list, so it should be dead in about two turns.
Funny enough, the Riptide is useless against my Necron army because there's not much for him to shoot at. So option B is to just ignore it.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/04/09 12:51:30
Subject: Anti - Riptide Tactics
|
 |
Big Mek in Kustom Dragster with Soopa-Gun
|
Not much for it to shoot at? Either you run one weird off the wall necron army that still works, or the tau player doesnt know what he/she is doing.
The cron players near me are going to hate it when i fiend this thing because their doom arks and command barges are going to melt.
|
An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys |
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/04/09 14:17:59
Subject: Anti - Riptide Tactics
|
 |
Stone Bonkers Fabricator General
|
Lou_Cypher wrote:
It could still work. 5 + D6 Attacks with Fleshbane should be enough to take down the Riptide in one attack. Just hope the Daemon survives when the Riptide decides to smash and Instant-Kill it.
would be better to run the murder sword. Str8 or 10 ap2 ID will make short work of him. Automatically Appended Next Post: Honestly from the sounds of it the new Riptide sounds very tough to kill at range. Still difficult to kill in combat.
The shooting is nasty, but so is the shooting from a lot of Tau stuff. I think it is probably better to tarpit if possible and if not kill the easier crisis suits first. Their firepower to survivability is greater.
If you see a time of opportunity when its sheild is only 5++ you can blast it and try to kill it. If it has the 3++ up you will want to dakka it with AP- weapons.
|
This message was edited 1 time. Last update was at 2013/04/09 14:28:08
Dark Mechanicus and Renegade Iron Hand Dakka Blog
My Dark Mechanicus P&M Blog. Mostly Modeling as I paint very slowly. Lots of kitbashed conversions of marines and a few guard to make up a renegade Iron Hand chapter and Dark Mechanicus Allies. Bionics++ |
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/04/09 14:52:25
Subject: Anti - Riptide Tactics
|
 |
Regular Dakkanaut
|
Vineheart01 wrote:Not much for it to shoot at? Either you run one weird off the wall necron army that still works, or the tau player doesnt know what he/she is doing. The cron players near me are going to hate it when i fiend this thing because their doom arks and command barges are going to melt. 3 Anni Barges, DLord and Wraiths, Cultists behind an Aegis, Daemon Prince with wings are all I have on the board on Turn 1. (3 Scythes full of troops and a Heldrake in reserve). Either the Riptide overcharges and Tries to break AV13, or pie plates the Wraiths with their 3++, or pie plates the cultists (which generally won't happen since they always sit behind something that blocks LOS). Prince is always out of LOS, and flies forward. The cultists are probably the best choice if he can markerlight them, but none of them are spectacular for him to shoot at.
|
This message was edited 2 times. Last update was at 2013/04/09 14:53:15
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/04/09 20:29:44
Subject: Anti - Riptide Tactics
|
 |
Sybarite Swinging an Agonizer
|
I am looking at my Dark Eldar and I see a pretty average unit that can bring some pain to the riptide fast;
8 wyches with a hydra gauntlet and hekatrix with an agoniser, a haemi with a liquifier gun and an archon with a husk blade and blast pistol. all in a raider with aethersails and a flickerfield.
this unit will move forward up to and behind the riptide to stay out of the way, then the next turn they will jump out and assault the riptide, as long as the archon can cause a wound it will die without eternal warrior, minus that they squad can do some hurt to it.
the only downside that I see to this is the fragility to overwatch and other shooting, this may be best saved after the battle has been engaged for a turn or two and then unleash the attack, then the tau will be more spread out and less capable to counter the assault boat.
second to this is a good number of lance shots should do some good damage to this, again it may take a couple of turns but you make it so he looses that 2+ base save and either uses the 5+ or is forced to risk a wound for the 3++
i know their may be better armies for this or better units, but this is what i have with what models i got and it isn't to bad IMO.
|
You may use anything I post, just remember to give me credit if used somewhere else. |
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/04/09 20:44:29
Subject: Anti - Riptide Tactics
|
 |
Tail-spinning Tomb Blade Pilot
Onuris Coreworld
|
chaplaincliff wrote:I am looking at my Dark Eldar and I see a pretty average unit that can bring some pain to the riptide fast;
8 wyches with a hydra gauntlet and hekatrix with an agoniser, a haemi with a liquifier gun and an archon with a husk blade and blast pistol. all in a raider with aethersails and a flickerfield.
this unit will move forward up to and behind the riptide to stay out of the way, then the next turn they will jump out and assault the riptide, as long as the archon can cause a wound it will die without eternal warrior, minus that they squad can do some hurt to it.
the only downside that I see to this is the fragility to overwatch and other shooting, this may be best saved after the battle has been engaged for a turn or two and then unleash the attack, then the tau will be more spread out and less capable to counter the assault boat.
second to this is a good number of lance shots should do some good damage to this, again it may take a couple of turns but you make it so he looses that 2+ base save and either uses the 5+ or is forced to risk a wound for the 3++
i know their may be better armies for this or better units, but this is what i have with what models i got and it isn't to bad IMO.
Of course you have an easy way to kill the Riptide. He is an MC, and you're playing Dark Eldar. You guys laugh at MCs and the average Carnifex has nightmares about splinter weapons.
|
"Most mortals will die from this procedure...and so will you!" |
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/04/10 08:31:46
Subject: Anti - Riptide Tactics
|
 |
Longtime Dakkanaut
|
Why do people say JotWW? I thought jump troops are immune?
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/04/10 08:56:50
Subject: Anti - Riptide Tactics
|
 |
Storm Trooper with Maglight
|
Kevlar wrote:Why do people say JotWW? I thought jump troops are immune?
Flying monstruous creatures are immune to JOTWW , while jump / jet pack units are not.
|
longtime Astra Militarum neckbeard |
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/04/10 08:57:32
Subject: Anti - Riptide Tactics
|
 |
Terrifying Treeman
The Fallen Realm of Umbar
|
Kevlar wrote:Why do people say JotWW? I thought jump troops are immune?
Jump Troops are not their own unit type anymore, they are an add - on to an existing unit type
e.g.
Last edition assault marines were unit type: Jump Infantry
This edition assault marines are unit type: Infantry (Jump)
|
DT:90-S++G++M++B+IPw40k07+D+A+++/cWD-R+T(T)DM+
Horst wrote:This is how trolling happens. A few cheeky posts are made. Then they get more insulting. Eventually, we revert to our primal animal state, hurling feces at each other while shreeking with glee.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/04/10 09:33:56
Subject: Anti - Riptide Tactics
|
 |
Been Around the Block
|
Jaws won't do a single thing to him if he counts as jump troop. It doesn't efefct jump troops so that's out of the question.
See above someone saying it's not but i'm sure i saw that it doesn't effect jump troops at all.
Any faq ruling how that works versus jaws now then? Since if it's only the fact that they changed from jump infantry to infantry (jump) it seems the rule shoudl still apply and it's just wishful rule tweaking that says it hits jump infantry. I'm off the fang myself but umtil I can see any evidence that it will work as hitting jump infantry I will play it as before.
|
This message was edited 3 times. Last update was at 2013/04/10 09:57:33
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/04/10 16:01:53
Subject: Anti - Riptide Tactics
|
 |
Proud Triarch Praetorian
|
do the same I do to other Big Beasties: Fire Everything at it.
but most likely itll be the job of my Annibarges to force it to the ground.
Ive had a single barge shoot down my opponants Flyrant (Warlord) from full wounds with its first shot in the game. Kinda weird how snapshots gives better hits than Full BS
|
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 |
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/04/10 16:25:58
Subject: Anti - Riptide Tactics
|
 |
Rough Rider with Boomstick
|
It's not a flyer.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/04/10 16:26:02
Subject: Anti - Riptide Tactics
|
 |
Fresh-Faced New User
|
He's not fearless. You can force pinning tests on him with snipers, barrage, powers, anything that causes pinning.
For Nids, I've been thinking:
He is only Ld9 at most I think. Using Zoanthropes with Warp Lances, or a Doom with Spirit Leech/Psychic Shriek is a good way to put one down by forcing invul saves.
A Mawloc is actually a decent choice against Tau, assuming you take a Swarmlord or Hive Commander upgrade - he stays safe on your first turn, then pops up from underground. Doesn't have to attack the Riptide, but disrupting Tau forces - and they hate that.
Outflanking might also work - a Tervigon with Psychic Shriek outflanking may catch a Riptide and hit him with more wounds. Life Leech, Puppet Master, Terrify are also all useful skills against a Riptide. Imagine being able to use him to shoot his own models...
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/04/10 19:24:14
Subject: Anti - Riptide Tactics
|
 |
Been Around the Block
|
If you use puppet master on a riptide, can you force him to use his reactor for a chance to cause a wound? Also, if you did this, wouldn't it leave him vulnerable in close combat as he would lose the 3++ save if he had gained it the previous turn?
Seems like telepathy has a lot of answers for the riptide. Terrify, psychic scream, puppet master, and hallucination all seem like great ways to shut him down.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/04/10 19:27:59
Subject: Anti - Riptide Tactics
|
 |
Trazyn's Museum Curator
|
Ai, pity I have orks and necrons. Though Orks have the Shokk attack gun and Zzap cannons (finally, they might be useful!), so they win out there.
|
This message was edited 1 time. Last update was at 2013/04/10 19:28:40
What I have
~4100
~1660
Westwood lives in death!
Peace through power!
A longbeard when it comes to Necrons and WHFB. Grumble Grumble
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/04/10 20:04:55
Subject: Anti - Riptide Tactics
|
 |
Proud Triarch Praetorian
|
Orks should do pretty well to be honest. I know from experience that a single pass of a DakkaJet on a WAAGH can down a lot of 2+ Saves, so 2 of them should easily mince a Riptide in one Turn (or one will on a Waagh) @Biophysical: All I have to do to force a similar number of wounds is make myself Snapshot, which is as easy as move 12"
|
This message was edited 1 time. Last update was at 2013/04/10 20:06:11
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 |
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/04/10 20:26:08
Subject: Anti - Riptide Tactics
|
 |
Agile Revenant Titan
In the Casualty section of a Blood Bowl dugout
|
Gah. I'm not really looking forward to facing this thing at all. We have a fair few Tau Players in our local meta and more are joining the so called Greater Good. We're having a Tau-themed game this Saturday and you can be assured that there'll be plenty of the buggers there.
I really only play Orks in 40k at the moment. The 3++ is really annoying though, otherwise I'd just set about with Power Klaws or just force them ones with massed attacks. Hopefully, if I can get first turn, I should be able to get there in time. After all, every unit in my army, with the exception of lootas, is fast. And red. The latter is more important.
At the end of the day though, it is an elite choice meaning that in no circumstances can it claim objectives (which is what most of the missions are). If you can focus on the job in hand, you may be able to win the battle, even if you don't take out the Riptide(s).
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/04/10 20:40:11
Subject: Anti - Riptide Tactics
|
 |
Terminator with Assault Cannon
|
IHateNids wrote:Orks should do pretty well to be honest. I know from experience that a single pass of a DakkaJet on a WAAGH can down a lot of 2+ Saves, so 2 of them should easily mince a Riptide in one Turn (or one will on a Waagh)
The problem with that is that the Riptide's Toughness 6 means that it is far more resilient than most 2+ save models. A Dakkajet on a Waaaagh! turn fires 18 shots; two fire 36. 36 shots * 3/4 hits = 27 hits * 1/2 wounds = 13.5 wounds * 1/6 failed saves = 2.25 wounds get through. If the Riptide has a stimulant injector, the numbers get worse.
Automatically Appended Next Post:
staticchange wrote:If you use puppet master on a riptide, can you force him to use his reactor for a chance to cause a wound? Also, if you did this, wouldn't it leave him vulnerable in close combat as he would lose the 3++ save if he had gained it the previous turn?
No, the reactor is used in the movement phase and isn't part of a shooting attack.
|
This message was edited 2 times. Last update was at 2013/04/10 20:42:12
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/04/10 21:19:15
Subject: Anti - Riptide Tactics
|
 |
Tough-as-Nails Ork Boy
|
All of those "remove instantly without any saves, other than ID weapons" seems good.
Black mace
Monolith portal thingy
JotWW
|
World Eater's 3rd Company-1650 pts |
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/04/10 21:31:40
Subject: Anti - Riptide Tactics
|
 |
Stalwart Dark Angels Space Marine
Upper Easternshore Maryland
|
Would Tank Shocking the Riptide with an Ork Battle Wagon equiped with a Def Rolla be an option for an Ork player to deal with the Riptide? That would be what? D6 S10 AP 1/2 hits if it decides to get out of the way?
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/04/10 21:46:28
Subject: Anti - Riptide Tactics
|
 |
Stone Bonkers Fabricator General
|
Typhus the Betrayer wrote:All of those "remove instantly without any saves, other than ID weapons" seems good.
Black mace
Monolith portal thingy
JotWW
Black Mace is a toughness test, it is unlikely to fail
Monolith is a strength test, and the monolith is very slow, it is unlikely to fail
Jaws works great
ID works good. Murder Sword, powered up Huskblad, Fleshguantlets why not.
|
Dark Mechanicus and Renegade Iron Hand Dakka Blog
My Dark Mechanicus P&M Blog. Mostly Modeling as I paint very slowly. Lots of kitbashed conversions of marines and a few guard to make up a renegade Iron Hand chapter and Dark Mechanicus Allies. Bionics++ |
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/04/10 21:50:35
Subject: Anti - Riptide Tactics
|
 |
Liche Priest Hierophant
|
Hmm, is the riptide immune to sweeping advances? If not then that's one way to defeat it, assuming it fails it's leadership test (unlikely...)
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/04/10 21:55:59
Subject: Anti - Riptide Tactics
|
 |
Towering Hierophant Bio-Titan
|
He isnt fearless.
Simply drag a large ish unit wide enough to assault a unit and the riptide at the same time, smash the unit in combat, chase down the riptide.
Even with fearless models, it builds wounds like crazy.
Failing that, any Initiative tests work well, or "removed from play" like wraith weapons or force weapons to some extent.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/04/10 22:11:08
Subject: Anti - Riptide Tactics
|
 |
Tail-spinning Tomb Blade Pilot
Onuris Coreworld
|
Exergy wrote: Typhus the Betrayer wrote:All of those "remove instantly without any saves, other than ID weapons" seems good.
Black mace
Monolith portal thingy
JotWW
Black Mace is a toughness test, it is unlikely to fail
Monolith is a strength test, and the monolith is very slow, it is unlikely to fail
Jaws works great
ID works good. Murder Sword, powered up Huskblad, Fleshguantlets why not.
Yeah I was going to point out that the Monolith's Portal of Exile requires a strength test, so it is very unlikely that the Riptide will fail that test.
|
"Most mortals will die from this procedure...and so will you!" |
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/04/10 22:13:11
Subject: Anti - Riptide Tactics
|
 |
Battlefortress Driver with Krusha Wheel
Norway (Oslo)
|
Riptides aint that scary.. they are like dreadknights... iv'e had shootas to Pinn him down before! QUANITY KILLS QUALLITY! sorry but it's true.
FOR THA WAAAAAAAAAGH!
|
Waagh like a bawz
-
Kaptin Goldteef's waagh! 16250 points 45/18/3 (W/L/D) 7th Ed
6250 points 9/3/1 (W/L/D) sixth-ed
Dark elves: 2350points 3/0/0 (W/L/D)
3400 points 19/6/0 (W/L/D) 8' armybook
Wood Elves 2600 points, 6/4/0 (W/L/D)
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/04/10 22:15:22
Subject: Re:Anti - Riptide Tactics
|
 |
Sadistic Inquisitorial Excruciator
|
Gotta agree with mostly everyone... Kill it like you kill a Dreadknight.
Tac. marines with krak grenades do the job nicely.
Lucarikx
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/04/10 22:15:48
Subject: Anti - Riptide Tactics
|
 |
Dakka Veteran
|
Cause them to lose combat, they dont have fearless, so if they lose by a wound you can overrun them as they flee, easy way to get rid of nasty Riptides.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/04/10 22:21:10
Subject: Anti - Riptide Tactics
|
 |
Longtime Dakkanaut
|
Does it have eternal warrior? If not, plenty of instant death weapons out there that only need to get one wound on it.
Or else, tie it up.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/04/10 23:07:31
Subject: Anti - Riptide Tactics
|
 |
Numberless Necron Warrior
|
It's initiative 2 right? A C'tan Shard with Time's Arrow will make it vanish instantly with a 66% chance. Try to move the shard through LoS blocking terrain to get to it I suppose. Send whip coil wraiths after it first to pin it down and stop it from 4d6'ing away from the shard. The wraiths will make its I even worse. It has to roll a 1 to keep existing then.
|
10,000+ |
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/04/11 00:37:05
Subject: Anti - Riptide Tactics
|
 |
Bounding Assault Marine
|
Tesseract labrinth.
Have the overlord ride a sea of scarabs then lock the riptide in a pokeball.
|
2000+
"Can we stop saying CCSM and CSM to just say CSM and SM? I mean really, don't we already know they have a codex? Plus my colon key is broken." |
|
 |
 |
|