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Made in kr
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

My way of dealing with a Dreadknight is Ghazzy, i dont think that would be as viable against a Riptide since it has a 3++.

However i dont think it would pose as big of a severe annoyance/threat as a DK because it doesnt instantly jump across the table and get locked in combat with one of my elites so i cant shoot the damn thing. The few times ive been allowed to fire at the dang thing ive taken it down or almost killed it.

That being said my lootas probably wont shoot at it till later in the game. Why? Its one model with limited attacks. I find i do much better sending the first/second volley of my lootas into troops or lighter elites just to thin numbers down vastly. Every time i aim them at bigger units off the bat they always fail me

As for the Monolith thing - isnt that a very short range? how the hell would you reach the Riptide with that slow and virtually useless behemoth in 6th?

This message was edited 2 times. Last update was at 2013/04/11 01:10:45


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

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Made in us
Land Raider Pilot on Cruise Control






Cincinnati, Ohio

 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.
Add sorcerors and remove murder sword. Murder Sword is only against a character or IC, and since the riptide is a MC, no dice.

TH/SS termies always work too, guarenteed 3++ is better than a 16.67% chance for 3++, and Str 8 will still wound on 2s and require that 5++. At least 5 TH/SS guys will be enough for a single riptide.

Blood Ravens 2nd Company (C:SM)
 
   
Made in kr
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

Wait the Riptide isnt a character? I find that to be bullcrap. The dreadknight is a character and thats what makes it so freakin tough for us orks in melee because it always challenges out our PK nob.

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

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Made in us
Land Raider Pilot on Cruise Control






Cincinnati, Ohio

 Vineheart01 wrote:
Wait the Riptide isnt a character? I find that to be bullcrap. The dreadknight is a character and thats what makes it so freakin tough for us orks in melee because it always challenges out our PK nob.
Yep, its a jetpack MC. Makes sense, since the cowardly tau don't want their suit getting crinkled by a PK totting nob/warboss.

Blood Ravens 2nd Company (C:SM)
 
   
Made in kr
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

well thats good news for my orks bad for my tau (waiting on my dex thats why i didnt know).

Thats a major weakness. I cant believe they wouldnt make them a character since challenges are so gamechangingly strong in a fight. So now if i catch him with a boyz group he WILL get hit by my pk nob unless he was in front or didnt pile in far enough. Every other MC is a character and challenges him out.

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

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Made in us
Rough Rider with Boomstick





 IHateNids wrote:

@Biophysical: All I have to do to force a similar number of wounds is make myself Snapshot, which is as easy as move 12"


Ah, yes, you make an excellent point. I still think it will be tough to get through T6, 2+ save, FNP platform that doesn't need to get close to do it's job. It can surely be done, but it's not a very efficient use of fire.
   
Made in fi
Been Around the Block




Definitely would focus on trying to melee it to death. It's a MC but it's still Tau.

Librarians with force weapons comes to mind since the Riptide is not am Eternal Warrior.
   
Made in au
Liche Priest Hierophant







Yep my plan seems solid seeming it isn't fearless and it's Tau (low I)

Horde of Daemonettes, Alluress with Witstealer Sword, Herald with Beguilement and Witsealer Sword

Herald strikes first with it's rending attacks, if 1 unsaved wound is made then the beast has to pass an I test or take another wound... Them the Alluress attacks, same thing. Then Daemonettes hit it with their rending attacks... Oh and they all re-roll failed to hit rolls.

If it's not dead and it runs I'll almost always sweep it.
   
Made in ch
Flashy Flashgitz





As an Ork player, I will say: as usual. Spam it to death with Lootas. Saturation will do the job. And a SAG could make the job as well
   
Made in gb
Troubled By Non-Compliant Worlds




Edinburgh, Scotland

I played against one last night. Chaos spawn with Mark of Nurgle were very effective against it. Fast enough to chase it down, and once it's locked in combat it's pretty easy to tarpit. It's damage output in close combat is pretty underwealming - low ws means it's usually needing 4+ to hit, and it's only doing 3 attacks.
   
Made in us
Depraved Slaanesh Chaos Lord




Inside Yvraine

Kroot with sniper ammo will prolly do the job. : )
   
Made in gb
Secretive Dark Angels Veteran






All of you are proposing solutions which do not take into account its' 72" range and JSJ.

Charge it. Hilarious. How are you ever going to get into charge range short of a A) Stormraven and a minor miracle and B) Caestus Assault Ram?

Lootas are what, 48"? Stand off 49" and drop insta-death pie plate on your Lootas, then JSJ 2D6 backwards.

Chaos Spawn. They have no save against a shooting army which can Overwatch every unit in the army at BS 2.

You're assuming solutions for a Dreadknight work against Riptides, but Dreadknights don't have an effective 72" range.

Also, I'm not sure what crack you're on, but here's news: Monstrous Creatures are fearless.

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Made in au
Liche Priest Hierophant







Well now that I have a seeker herald I'm switching Daemonettes for seekers and giving the herald a steed.


It's got, what? 6" (realised that unlike jump, jet doesn't have the 12" movement bit, so seekers are faster than a riptide) move, 2D6 Thrust move? I've got 12" move D6 + 6" run move, & fleet.

72" is not going to be usful either, the average gaming board is 48" width-ways, so unless it's shooting from one corner to another diagonally or length ways it's not really a big woop.

Also, they have fear, not fearless, big difference.

Yep, Seekers + herald is looking good

This message was edited 5 times. Last update was at 2013/04/11 11:04:21


 
   
Made in gb
Troubled By Non-Compliant Worlds




Edinburgh, Scotland

Asmodai Asmodean wrote:
All of you are proposing solutions which do not take into account its' 72" range and JSJ.

Charge it. Hilarious. How are you ever going to get into charge range short of a A) Stormraven and a minor miracle and B) Caestus Assault Ram?

Lootas are what, 48"? Stand off 49" and drop insta-death pie plate on your Lootas, then JSJ 2D6 backwards.

Chaos Spawn. They have no save against a shooting army which can Overwatch every unit in the army at BS 2.

You're assuming solutions for a Dreadknight work against Riptides, but Dreadknights don't have an effective 72" range.

Also, I'm not sure what crack you're on, but here's news: Monstrous Creatures are fearless.


Anything that can go 12" in the movement phase has a pretty good chance of chasing it down even on a flat, empty table, never mind one packed with units and terrain.

On a 6*4 table, well placed lootas with 48" range are going to cover most of the table. It's take some very careful army placement to allow the riptide to stay 49" at all times.

Spawn have no save, but they do have toughness 6. Say you've got 100 overwatch shots hitting on bs2, that's still only 33 hits, and if you're wounding on 5+ that's 11 wounds. Realistically, there's a good chance you'll only be wounding on 6+, which is only 5 wounds. Regarless, that means a good chance of 2-3 models left in a 5 spawn unit. Even if you manage to totally wipe out that squad, it's only worth 180 points, and the next unit I assault your army with gets no overwatch unless Tau have some crazy new rule I'm missing. In the game I played last night I charged a riptide which had about 4 squads of firewarriors and kroot nearby to overwatch. All they did was strip off a couple of wounds from 1 model and the rest quite happily tied up the riptide and eventually killed it.

   
Made in gb
Agile Revenant Titan




In the Casualty section of a Blood Bowl dugout

Asmodai Asmodean wrote:
Lootas are what, 48"? Stand off 49" and drop insta-death pie plate on your Lootas, then JSJ 2D6 backwards.

If my opponent spends his Riptide's time shooting at my Lootas, I will be a very happy Warboss indeed.

This message was edited 2 times. Last update was at 2013/04/11 09:50:46


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9th Age Fantasy Rules

 
   
Made in gb
Rough Rider with Boomstick



Wiltshire

Creed some Demolishers on the side and a Primaris Psyker to enfeeble it to T5... ID time

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Made in au
Terrifying Treeman






The Fallen Realm of Umbar

Asmodai Asmodean wrote:
All of you are proposing solutions which do not take into account its' 72" range and JSJ.

Charge it. Hilarious. How are you ever going to get into charge range short of a A) Stormraven and a minor miracle and B) Caestus Assault Ram?
Any beast or cav unit will do it, 12" a turn + run + not slowed by terrain.

Lootas are what, 48"? Stand off 49" and drop insta-death pie plate on your Lootas, then JSJ 2D6 backwards.
Nice favour you just did for the Ork player

Chaos Spawn. They have no save against a shooting army which can Overwatch every unit in the army at BS 2.
See above about beasts and cav

You're assuming solutions for a Dreadknight work against Riptides, but Dreadknights don't have an effective 72" range.
Range isn't everything, Riptides and Dreadknights are roughly as durable as each other, except that a dread knight is going to be much more manouverable when you take terrain and its shunt into account.

Also, I'm not sure what crack you're on, but here's news: Monstrous Creatures are fearless.
No, they most certainly are not, that being said, Dreadknights and Riptides are the only MCs that happen to not be fearless

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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.

 
   
Made in gb
Morphing Obliterator






For my Eldar I am looking at scatter lasers to force saves on it (the 1s will come) or units of deep striking warp spiders to blast it and jump away.

Watch out for the interceptor suits though.

I know that riptides have longer range than war walkers but the walkers can outflank if necessary to close the gap and maybe use an autarch to improve the reserve roll.

Also as an aside, how about mind war? I know it is short range but a seer on a bike could get close and zap the buggers brain (as long as it doesn't have the 3++ up) with some semi decent rolling.

While we are talking about seers on bikes, a reasonable sized seer council with fortune up and maybe doom could probably get in and witchblade it to death. If not they would at least hold it up for a long while with 4++ rerollable.

Plus with their invuln save they don't care one jot about markerlights reducing cover saves!


Automatically Appended Next Post:
The alternative would be to use telepathy powers on it as others have suggested.

I also think a couple of wraithlords with star cannons and bright lances for the ap2 might have a shot against it.

This message was edited 1 time. Last update was at 2013/04/11 10:56:02


Chaos Space Marines - Iron Warriors & Night Lords 7900pts

 
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

 The Shadow wrote:
Asmodai Asmodean wrote:
Lootas are what, 48"? Stand off 49" and drop insta-death pie plate on your Lootas, then JSJ 2D6 backwards.

If my opponent spends his Riptide's time shooting at my Lootas, I will be a very happy Warboss indeed.


Same

Im not firing my lootas at the riptide, my boyz and bikerz will deal with him. I want my lootas thinning down the ranks BEHIND the Riptide so the supporting overwatch is less effective and theres less fire from the numbers for when my hordes reach their gunline anyway. If he wastes all his fire dealing with my lootas, i'll still sweep over him because my 80+ boyz and my 6 bikerz will overrun him. Unless i wiff every single intervening model cover save, biker save, and/or he gets a REDICULOUS amount of overwatch wounds, he wont fend off that many boyz in charge range.
I say intervening model save because unless he is on a hill he will be shooting through his "kroot wall" that im seeing people favor atm. Intervening model 5+ cover save is ANY model not in the firing unit, friendly or not.

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

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Made in au
Freaky Flayed One




Australia

Deep strike deathmarks near the riptide
Night Scythe deploy 10+ warriors near riptide
Triarch Stalker hits Riptide - anything that shoots at the riptide is Tl,
should damage it

ALLIES?

Plus maybe the Tau player wants one to DISTRACT you from rest of the army. Continue on the objective. Implacable advance mode initiated.

 
   
Made in gb
Junior Officer with Laspistol




Manchester, UK

I would probably just throw beast hunter shells at it until it failed an inv and died. 72" small blast at bs4 will probably hit, 2+ to wound and a 3++/5++ save or 4+ cover. Instant death tank shells are fun. Probably be most effective if I have the first turn, so that the nova reactor isn't online yet. Would also use the concentrate fire order to force rerolls on cover saves.

Other than that, probably just ignore it and kill all of the marker lights and troops.

The Tvashtan 422nd "Fire Leopards" - Updated 19/03/11

"Never attribute to malice that which is adequately explained by stupidity." - Hanlon's Razor 
   
Made in us
Stone Bonkers Fabricator General





Beijing, China

 MoonlightSonata wrote:
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.


if it is in BTB with a wraith with whip coil it cannot be shot.

Dark Mechanicus and Renegade Iron Hand Dakka Blog
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Made in au
Terrifying Treeman






The Fallen Realm of Umbar

Beast hunter shells?

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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.

 
   
Made in gb
Junior Officer with Laspistol




Manchester, UK

 Krellnus wrote:
Beast hunter shells?


An upgraded ammo type for command or commissar vanquishers from the ABG list.

The Tvashtan 422nd "Fire Leopards" - Updated 19/03/11

"Never attribute to malice that which is adequately explained by stupidity." - Hanlon's Razor 
   
Made in au
Terrifying Treeman






The Fallen Realm of Umbar

Ah, thought it was from IA, thanks.

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.

 
   
Made in us
Stone Bonkers Fabricator General





Beijing, China

Asmodai Asmodean wrote:

Chaos Spawn. They have no save against a shooting army which can Overwatch every unit in the army at BS 2.


unless they are charging through terrain, which they love to do. You can use your market lights to take off the cover save but then you dont have enough to get BS2. 5 spawn is 180 points. They will be chasing things down supported by other things, you only get to over watch one thing per turn.

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++  
   
Made in us
Stoic Grail Knight






Yendor

My "plan" for dealing with a riptide will probably end up being my plan against every other big unit that I cannot handel...

Try really hard not to get tunnel vision, and focus on engaging the rest of the army, and keep my units cheap enough and my fire power spread out enough that I don't get gutted by a volly or two. Its served me well so far.

on Another note, until the Eldar Codex gets redone, a Full Jetseer Council will still be very difficult for Tau to deal with. With a turbo boost can be right in Tau's face turn 1, with a 3+/4++ save with a re-roll from fortune to soak fire, and can beat any tau unit they catch in close combat. Pretty solid unit which can apply a lot of pressure to things like a Riptide, and the rest of the Tau gunline and take a ton of pressure off of the rest of the squishy elves.

This message was edited 1 time. Last update was at 2013/04/11 12:58:15


Xom finds this thread hilarious!

My 5th Edition Eldar Tactica (not updated for 6th, historical purposes only) Walking the Path of the Eldar 
   
Made in us
Shas'la with Pulse Carbine






Do you guys really think I will leave my riptide without support? All of these cavalry threats won't make it across the board. I play with 11 Markerlights firing at BS 5 (Commander/drone controller with 2 attached to 3 Crisis suits with 6 drones; 3 Marksmens from SDT @ BS 5). I can light up what I want and remove cover with emough to up BS of Hammerhead with an overcharged Ion cannon. Only problem I will concede is those units with Invuls.

Also, for any one using deepstrike/droppod. the Riptide can carry interceptor.


Automatically Appended Next Post:
 akaean wrote:
My "plan" for dealing with a riptide will probably end up being my plan against every other big unit that I cannot handel...

Try really hard not to get tunnel vision, and focus on engaging the rest of the army, and keep my units cheap enough and my fire power spread out enough that I don't get gutted by a volly or two. Its served me well so far.

on Another note, until the Eldar Codex gets redone, a Full Jetseer Council will still be very difficult for Tau to deal with. With a turbo boost can be right in Tau's face turn 1, with a 3+/4++ save with a re-roll from fortune to soak fire, and can beat any tau unit they catch in close combat. Pretty solid unit which can apply a lot of pressure to things like a Riptide, and the rest of the Tau gunline and take a ton of pressure off of the rest of the squishy elves.


Be careful what you wish for, the trend that GW is taking is away from one trick pony armies. Jetseer Council will be a problem, but it might get a nerf bat so its not OP.

This message was edited 1 time. Last update was at 2013/04/11 13:05:32


 
   
Made in gb
Stealthy Dark Angels Scout with Shotgun




For marines and chaos marines couldn't you just plasma spam the riptide?

For instance 5 havocs with 4 plasma guns (champ can't have a plasma gun) in rapid fire range, thats 8 plasma shots. You will probably hit with 6 or 5 shots and then wound on 3+ which would be about 4 or 3 wounds. The riptide would then have no armor save. I know about its 3++ nova reacter thingy, but, i thought that it wasn't always active. and you do have to remember that people do fail saves.

The gets hot rule wouldn't really do anything cause you would get a 3+ save against it.

This message was edited 1 time. Last update was at 2013/04/11 13:27:39


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Made in gb
Secretive Dark Angels Veteran






how will you get five havocs into rapid-fire range of a Riptide, pray tell? Foot slog? Rhino? Land Raider?


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