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![[Post New]](/s/i/i.gif) 2013/04/11 13:49:46
Subject: Re:Anti - Riptide Tactics
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Sadistic Inquisitorial Excruciator
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How about 12 lascannons? I'm pretty sure that would do it.
Lucarikx
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![[Post New]](/s/i/i.gif) 2013/04/11 13:53:05
Subject: Re:Anti - Riptide Tactics
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Stone Bonkers Fabricator General
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Asmodai Asmodean wrote:how will you get five havocs into rapid-fire range of a Riptide, pray tell? Foot slog? Rhino? Land Raider?
on a 4*6 table with cover, starting 12" in you can either foot slog it in backing the tide into a corner, Flat out a rhino first turn and jump out turn 2, or infiltrate as chaos often can infiltrate d3 infantry units.
A simple havoc squad costs less than a riptide, and the riptide cannot kill it in a single turn. If the rest of the tau army focuses on such a low point cost threat then the rest of the tau army isnt firing at the rest of the chaos army.
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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++ |
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![[Post New]](/s/i/i.gif) 2013/04/11 13:53:30
Subject: Anti - Riptide Tactics
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Insect-Infested Nurgle Chaos Lord
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Might not kill it in one turn, but it'll sure hurt it.
Depends on which ++ save the thing is using that turn.
Same goes with my Dark Lances
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The Viletide: Daemons of Nurgle/Deathguard: 7400 pts
Disclples of the Dragon - Ad Mech - about 2000 pts
GSC - about 2000 Pts
Rhulic Mercs - um...many...
Circle Oroboros - 300 Pts or so
Menoth - 300+ pts
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![[Post New]](/s/i/i.gif) 2013/04/11 13:53:32
Subject: Re:Anti - Riptide Tactics
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Stone Bonkers Fabricator General
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Lucarikx wrote:How about 12 lascannons? I'm pretty sure that would do it.
Lucarikx
you mean 4 vendettas, yeah 4 vendettas would do it.
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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++ |
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![[Post New]](/s/i/i.gif) 2013/04/11 13:53:46
Subject: Re:Anti - Riptide Tactics
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Insect-Infested Nurgle Chaos Lord
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Lucarikx wrote:How about 12 lascannons? I'm pretty sure that would do it.
Lucarikx
I'm looking forward to pimpslapping the thing's knee with Powerklaws too
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This message was edited 1 time. Last update was at 2013/04/11 13:55:13
The Viletide: Daemons of Nurgle/Deathguard: 7400 pts
Disclples of the Dragon - Ad Mech - about 2000 pts
GSC - about 2000 Pts
Rhulic Mercs - um...many...
Circle Oroboros - 300 Pts or so
Menoth - 300+ pts
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![[Post New]](/s/i/i.gif) 2013/04/11 13:54:30
Subject: Anti - Riptide Tactics
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Stone Bonkers Fabricator General
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Ascalam wrote:Might not kill it in one turn, but it'll sure hurt it.
Depends on which ++ save the thing is using that turn.
Same goes with my Dark Lances 
the thing is you know if it has a 5++ or a 3++ that turn, so you can plan your shooting accordingly. When it has the 3++ up, it isnt really worth shooting, but once it's down to the 5++ it is time to kill it.
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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++ |
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![[Post New]](/s/i/i.gif) 2013/04/11 13:56:02
Subject: Anti - Riptide Tactics
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Insect-Infested Nurgle Chaos Lord
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Exergy wrote: Ascalam wrote:Might not kill it in one turn, but it'll sure hurt it.
Depends on which ++ save the thing is using that turn.
Same goes with my Dark Lances 
the thing is you know if it has a 5++ or a 3++ that turn, so you can plan your shooting accordingly. When it has the 3++ up, it isnt really worth shooting, but once it's down to the 5++ it is time to kill it.
True enough. It's not like I can't find something else to vaporise while it turtles..
Yurtle the Riptide
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This message was edited 1 time. Last update was at 2013/04/11 13:56:25
The Viletide: Daemons of Nurgle/Deathguard: 7400 pts
Disclples of the Dragon - Ad Mech - about 2000 pts
GSC - about 2000 Pts
Rhulic Mercs - um...many...
Circle Oroboros - 300 Pts or so
Menoth - 300+ pts
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![[Post New]](/s/i/i.gif) 2013/04/11 14:01:38
Subject: Anti - Riptide Tactics
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Been Around the Block
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It seems like the real solution to the Riptide is to ignore it until your opponent doesn't activate the 3++. If your opponent gives it FNP you might as well not bother at all. It is probably the most resilient unit in the game.
The only sure way to deal with it efficiently is to ID it somehow (still very difficult through a 3++ and 5+ FNP), or to disable it through powers.
If I was a Tau player bringing WAAC lists, I would bring three riptides in every list. This gives you a heavy support base to your army that realistically can't be killed. I'm honestly not sure what GW was thinking (beyond $$). Who gives a T6 model 5 wounds, 2+/3++, and the option for FNP? And a jump pack? and a str8 ap2 pie plate?
This entire thread is people grasping at straws and elaborate vacuum scenarios that even still would probably only kill it in 2-3 turns of concentrated effort. God help you if your opponent takes 3 of them.
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![[Post New]](/s/i/i.gif) 2013/04/11 14:01:50
Subject: Re:Anti - Riptide Tactics
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Horrific Howling Banshee
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Eldarslayer26 wrote: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.
Ignoring logistics, I don't think this is a good example. 8 shots at BS4 is 5.28 hits / 3.48 wounds and 1.33 Gets Hot. Riptide has a normal 5++, the 3++ is Nova specific, so that's down to 2.30 (5++) / 1.74 (3++) unsaved wounds. Riptide can have Stimulant Injector ( FNP), knocking it down to 1.53 / 1.16 wounds. If I'm going to take a solo Riptide, I'm going to try and give it a Stimulant Injector.
Also, you say people fail saves, then ignore failing the save for Gets Hot.
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![[Post New]](/s/i/i.gif) 2013/04/11 14:03:11
Subject: Anti - Riptide Tactics
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Veteran Inquisitorial Tyranid Xenokiller
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God I hope all my opoonents are stupid enough to run their awesome close combat units at my mobile Riptide (Don't forget it can move 4d6 in the assault phase if it uses it's nova charge). You run straight at him, while my markerlights and templates murder your marine/orks/nids/whatever.
I recommend you shoot him to death, close combat isn't really going to be an option.
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Inquisitor Jex wrote:Yeah, telling people how this and that is 'garbage' and they should just throw their minis into the trash as they're not as efficient as XYZ.
Peregrine wrote:So the solution is to lie and pretend that certain options are effective so people will feel better? |
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![[Post New]](/s/i/i.gif) 2013/04/11 14:14:19
Subject: Anti - Riptide Tactics
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Proud Triarch Praetorian
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One does not simply out-shoot Tau...
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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 |
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![[Post New]](/s/i/i.gif) 2013/04/11 14:14:44
Subject: Anti - Riptide Tactics
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Scuttling Genestealer
Melbourne, Australia
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Man, I took out a Riptide over the weekend with 15 Plaguebearers. WS3 I3 and poison meant that with the charge I took out 1 or two wounds, and proceeded to tarpit it with one or two more wounds a turn.
Surprisingly good, because in that instance the PB's weren't useful for much else by that stage.
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Tezza's Games - For anyone in the westside of Melbourne (or anywhere in Melbourne) check it out!
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![[Post New]](/s/i/i.gif) 2013/04/11 14:26:01
Subject: Anti - Riptide Tactics
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Nurgle Chosen Marine on a Palanquin
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Monkee wrote:Man, I took out a Riptide over the weekend with 15 Plaguebearers. WS3 I3 and poison meant that with the charge I took out 1 or two wounds, and proceeded to tarpit it with one or two more wounds a turn.
Surprisingly good, because in that instance the PB's weren't useful for much else by that stage.
I think you have it right here. Why worry about killing it when you can just get in CC with it and prevent it from hurting anything. For Daemons it seems that Nurgle and Slaanesh will take the thing down pretty well. If it isn't immune to instant death, plague drones could get a lucky shot, or worst cast you throw a bloodthirster at it.
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![[Post New]](/s/i/i.gif) 2013/04/11 14:59:31
Subject: Anti - Riptide Tactics
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Troubled By Non-Compliant Worlds
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I always think CC is going to be the way forward for it - few armies can bring enough high strength weapons to get through T6, 2+ 3++.
Demons in particular seem to have less to worry about the riptide than most. With cheap, fast units with invulnerables the St8 AP2 is just overkill.
Conversly, with those blast templates and interceptor I'd think it's death incarnate towards deep striking terminators; the only way they'd survive is if you can precision strike them out of LoS which isn't going to be practical often.
Overall, I think the Riptide is a nasty unit, but by no means overpowered and about right for it's points.
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![[Post New]](/s/i/i.gif) 2013/04/11 15:26:37
Subject: Re:Anti - Riptide Tactics
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Stealthy Dark Angels Scout with Shotgun
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@ Asmodai,
I would use a rhino transport and try to use cover as much as possible.
@Quark,
I see what you mean about how many saves it gets...
What chance do you think a defiler has?
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This message was edited 2 times. Last update was at 2013/04/11 15:32:49
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![[Post New]](/s/i/i.gif) 2013/04/11 15:29:11
Subject: Anti - Riptide Tactics
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Sinewy Scourge
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Yeah, I agree with it being balanced and all too.
I don't understand why people say S8 Large Pie Plate this, 4D6 Jump that, 3++ there...
First of all he can only choose one per turn, so if he drops pie plates on you he can only jump 2D6 and has 5++ which might be more than likely for heavy weapons to punch through depending on the terrain.
If he doesn't he gets like 3 shots at S7 I believe?
That's only a strong shooting, but that's it.
And doesn't stop the person from advancing.
4D6 is good but losing out on the S8 Large Blast and 3++ means that I'd be pretty happy about that.
It's a really great unit but is it that overpowered?
Not really.
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40K:
5000+ points W/D/L: 10/0/6
4000+ points W/D/L: 7/0/4
1500+ points W/D/L: 16/1/4
Fantasy
4000+ points W/D/L: 1/1/2
2500+ points W/D/L: 0/0/3
Legends 2013 Doubles Tournament Champion |
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![[Post New]](/s/i/i.gif) 2013/04/11 16:15:46
Subject: Anti - Riptide Tactics
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Proud Triarch Praetorian
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Its S7AP2 Hvy3 usually
S8AP2 Pie on overcharge
S9AP2 Ordnance Pie on Nova
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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 |
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![[Post New]](/s/i/i.gif) 2013/04/11 16:22:20
Subject: Anti - Riptide Tactics
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Shas'la with Pulse Carbine
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Makutsu wrote:Yeah, I agree with it being balanced and all too.
I don't understand why people say S8 Large Pie Plate this, 4D6 Jump that, 3++ there...
First of all he can only choose one per turn, so if he drops pie plates on you he can only jump 2D6 and has 5++ which might be more than likely for heavy weapons to punch through depending on the terrain.
The riptide can overcharge the Ion for an S8 AP3 pie plate and Nova Charge for the 4d6 or 3++ in the same turn.
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![[Post New]](/s/i/i.gif) 2013/04/11 16:25:05
Subject: Anti - Riptide Tactics
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Proud Triarch Praetorian
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Its AP2, on all three of its profiles
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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 |
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![[Post New]](/s/i/i.gif) 2013/04/11 16:30:21
Subject: Anti - Riptide Tactics
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Trazyn's Museum Curator
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Makutsu wrote:Yeah, I agree with it being balanced and all too.
I don't understand why people say S8 Large Pie Plate this, 4D6 Jump that, 3++ there...
First of all he can only choose one per turn, so if he drops pie plates on you he can only jump 2D6 and has 5++ which might be more than likely for heavy weapons to punch through depending on the terrain.
If he doesn't he gets like 3 shots at S7 I believe?
That's only a strong shooting, but that's it.
And doesn't stop the person from advancing.
4D6 is good but losing out on the S8 Large Blast and 3++ means that I'd be pretty happy about that.
It's a really great unit but is it that overpowered?
Not really.
The S8 AP2 is not nova; its merely overcharged.
Overcharge is an ability all ion weapons get.
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What I have
~4100
~1660
Westwood lives in death!
Peace through power!
A longbeard when it comes to Necrons and WHFB. Grumble Grumble
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![[Post New]](/s/i/i.gif) 2013/04/11 16:34:44
Subject: Anti - Riptide Tactics
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Shas'la with Pulse Carbine
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Thanks. I keep thinking about the Ion hammerhead.
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![[Post New]](/s/i/i.gif) 2013/04/12 14:00:46
Subject: Anti - Riptide Tactics
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Malicious Mutant Scum
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Okay, so trying to work with you guys here to beat the G*d D*mn Gundam, remember each turn it has a 33% chance to hurt itself with no saves allowable except a 33% chance FNP. It then has to choose which item to accelorate. So if they choose the invul, they cannot super jump move in assault (which they will not use due to getting overwatch), fire its fusion or plasma twice, or nova charge it's big gun. Only option is sustained fire but those are shots that can be used to take out other targets. It's on the field to draw your attention away from the objective takers or denial units.
Edit: possible option to take it down, is there any abilities that cause gets hot on a 2? Overcharging creates gets hot, so the likely hood that the riptide will fire it's burst in over is unlikely, yes 12 shots (12 possible gets hots that could kill the model.) Overcharing the ion, makes a large blast weapon with 1 chance to get hot (more likely to be used regularly.) Turn 1, it will overcharge the ion, 60" S8 AP 3, to take out troop movers. Turn 2+, it will likely take it's invuln save.
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This message was edited 1 time. Last update was at 2013/04/12 14:14:45
Quod Sum Eris.
Sic Transit Gloria |
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![[Post New]](/s/i/i.gif) 2013/04/12 15:01:12
Subject: Anti - Riptide Tactics
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Troubled By Non-Compliant Worlds
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I hadn't actually realised it was either a 3++ or the 4D6, I thought it could do both in one turn.
If that's the case, it opens up more options to take it down; if it opts for the 3++ it's easier to catch for CC to tarpit, and if it opts for the jump it's lascannon/ plasma time. Actually, if I was using one of these then I think I'd almost always go for the 3++ rather than the jump.
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![[Post New]](/s/i/i.gif) 2013/04/12 15:09:11
Subject: Anti - Riptide Tactics
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Proud Triarch Praetorian
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Yeah, but if you see a bunch of TH/SS Termies will be in Assault range of you next turn, you choose Jump, walk backwards, drop an Overcharged Pieplate on them, then jump 4D6 futhur away
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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 |
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![[Post New]](/s/i/i.gif) 2013/04/12 17:27:56
Subject: Anti - Riptide Tactics
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Malicious Mutant Scum
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It's 4d6 in the assault move. Broadsides could still overwatch for it.
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Quod Sum Eris.
Sic Transit Gloria |
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![[Post New]](/s/i/i.gif) 2013/04/12 18:51:34
Subject: Re:Anti - Riptide Tactics
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Horrific Howling Banshee
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As an eldar player i am not fearing this over grown armoured amphibian, we have many tool for the job depending on the range, i will list them for other eldar players but always remember that divination and standard eldar powers need to be in effect to really ruin the tau's fun.
firstly Pathfinders!!!!!! ap1 round combined with guide, doom and misfortune will result in pain for this guy
secondly Scatter lasers with combined with above power, this one will destroy whole group of terminators so why not him.
i wont mention things like harlequins and wraithguard as its unlikely the tau player would allow his riptide to get close to them
i think main point here is that you have so treat him like a over grown termie, so bumper amounts of strengh 6+ fire power so with massed diced you can get him failing saves, and there gonna hate pathfinders because GK's and DW hate them, and so do nurgle bikers.......and infact pathfinders are just awesome
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![[Post New]](/s/i/i.gif) 2013/04/14 04:29:40
Subject: Anti - Riptide Tactics
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Regular Dakkanaut
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Well fought tau 3 times today with necrons. The new tau super gundamn killed it self once due to faulty parts in the reactor. Beat it self up due to MSS and died from a overlord and wariths. And turned into swiss cheese from Tesla fire from barges and scythes.
So all kidding aside I was worried about the xv104 since well people here play the band wagon. After watching it die horribly from CC and ranged I'm not impressed. Other players using nids and chaos gave me a smile as xv104s dropped. My personal favorite was daemons vs tau when a daemon prince made the xv104 its *****. My .02 cents, bottle caps, copper, credits, souls what ever you barter with.
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![[Post New]](/s/i/i.gif) 2013/04/14 05:11:14
Subject: Anti - Riptide Tactics
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Battleship Captain
Oregon
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lynxstrife wrote: My .02 cents, bottle caps, copper, credits, souls what ever you barter with.
 I approve.
On topic, it's good to see someone bring back actual positive response and not just chicken little preaching.
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![[Post New]](/s/i/i.gif) 2013/04/14 05:12:37
Subject: Anti - Riptide Tactics
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Secretive Dark Angels Veteran
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lynxstrife wrote:Well fought tau 3 times today with necrons. The new tau super gundamn killed it self once due to faulty parts in the reactor. Beat it self up due to MSS and died from a overlord and wariths. And turned into swiss cheese from Tesla fire from barges and scythes.
So all kidding aside I was worried about the xv104 since well people here play the band wagon. After watching it die horribly from CC and ranged I'm not impressed. Other players using nids and chaos gave me a smile as xv104s dropped. My personal favorite was daemons vs tau when a daemon prince made the xv104 its *****. My .02 cents, bottle caps, copper, credits, souls what ever you barter with.
Well congratulations on using the most overpowered units from 5th ed to beat a new 6th edition unit. Best enjoy your necron cheese while it lasts.
Flying MCs are obviously a big threat to Riptides, but I can safely assume failure to wrap. Daemon Princes kill things in CC? Gosh, what a revelation!
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![[Post New]](/s/i/i.gif) 2013/04/14 07:05:34
Subject: Anti - Riptide Tactics
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Calculating Commissar
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I fought Tau today and my opponent ran two riptides. I found that plasma guns do the job nicely. BiD from a plasma toting CCS and that riptide was having to roll a whole lot of invuls.
Demolishers also work well for hitting the riptide and it's drone friends. I was putting three wounds on the unit no problem with one tank.
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