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Made in us
Shas'o Commanding the Hunter Kadre





Richmond, VA

You get to melee or down it with plasma/melta/grav. Just like everything else.

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Made in us
Regular Dakkanaut





I play Sisters of Battle and orks and my strategy for dealing with Riptides are.

SoB: 3 units of Outflanking scouts in immolators = 5 meltas and a multi melta per squad, exorcists in the middle of the board. Up to 18 cover ignoring meltas and/or 3d6 Str8 AP1 48" missle volleys reaching their target on turn 1 (unless there is football field deployment) means either way riptide or possibly riptides will drop.

Orks: Drop in with Zagstruk and 15-20 stormboyz and lock them up in CC.



This message was edited 6 times. Last update was at 2013/11/08 18:31:51


 
   
Made in us
Shas'o Commanding the Hunter Kadre




Olympia, WA

Problem with outflanking scouts is the Early Warning Override. To make it work, the scouts must stay in their Rhino on the round they arrive and content themselves with two melta shots apeice, then hope they dont get stunned in the rhino before they get out. it's dicey (literally). If you get out when you outflank, you may be dead before you fire with the guns that matter.

I bring that up because I did it to my friend who was trying Sisters out two nights ago. My Riptides ate those squads.

Hold out bait to entice the enemy. Feign disorder, and then crush him.
-Sun Tzu, the Art of War
http://www.40kunorthodoxy.blogspot.com

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Made in us
The Hive Mind





 Jancoran wrote:
Problem with outflanking scouts is the Early Warning Override. To make it work, the scouts must stay in their Rhino on the round they arrive and content themselves with two melta shots apeice, then hope they dont get stunned in the rhino before they get out. it's dicey (literally). If you get out when you outflank, you may be dead before you fire with the guns that matter.

I bring that up because I did it to my friend who was trying Sisters out two nights ago. My Riptides ate those squads.

... One Riptide with EWO killed 3 squads?
Um. Was he an idiot and put every model so it fit under a single large blast?

My beautiful wife wrote:Trucks = Carnifex snack, Tanks = meals.
 
   
Made in us
Regular Dakkanaut





 Jancoran wrote:
Problem with outflanking scouts is the Early Warning Override. To make it work, the scouts must stay in their Rhino on the round they arrive and content themselves with two melta shots apeice, then hope they dont get stunned in the rhino before they get out. it's dicey (literally). If you get out when you outflank, you may be dead before you fire with the guns that matter.

I bring that up because I did it to my friend who was trying Sisters out two nights ago. My Riptides ate those squads.


So what you're saying is, get extra armor on outflanking immolators.
   
Made in gb
Lone Wolf Sentinel Pilot





UK

rigeld2 wrote:
 Jancoran wrote:
Problem with outflanking scouts is the Early Warning Override. To make it work, the scouts must stay in their Rhino on the round they arrive and content themselves with two melta shots apeice, then hope they dont get stunned in the rhino before they get out. it's dicey (literally). If you get out when you outflank, you may be dead before you fire with the guns that matter.

I bring that up because I did it to my friend who was trying Sisters out two nights ago. My Riptides ate those squads.

... One Riptide with EWO killed 3 squads?
Um. Was he an idiot and put every model so it fit under a single large blast?


Riptides

Plural.
   
Made in us
Water-Caste Negotiator



Phoenix, AZ

Riptides plural are always a headache... But super awesome.
   
Made in us
Veteran Wolf Guard Squad Leader




San Diego, CA

Flying Toaster wrote:
Riptides plural are always a headache... But super awesome.


and intimidating to be against, any of those tall towering models in numbers kinda makes regular troops seems small

 
   
Made in us
Regular Dakkanaut





 Mr.Omega wrote:
rigeld2 wrote:
 Jancoran wrote:
Problem with outflanking scouts is the Early Warning Override. To make it work, the scouts must stay in their Rhino on the round they arrive and content themselves with two melta shots apeice, then hope they dont get stunned in the rhino before they get out. it's dicey (literally). If you get out when you outflank, you may be dead before you fire with the guns that matter.

I bring that up because I did it to my friend who was trying Sisters out two nights ago. My Riptides ate those squads.

... One Riptide with EWO killed 3 squads?
Um. Was he an idiot and put every model so it fit under a single large blast?


Riptides

Plural.


Gee well I guess I should just go buy 5 riptides or whatever. Since It's literally impossible to destroy them, even in theory and no one should ever play anything but riptide spam. Or something. The future of 40k. Riptides at high noon, no terrain, no force org, winner take all Everyone else in the game sell your models on Bartertown and go play Warmachine immediately.

This message was edited 5 times. Last update was at 2013/11/09 00:20:52


 
   
Made in us
Trustworthy Shas'vre






I posted a thread on my evaluation and experience with Riptides.

http://www.dakkadakka.com/dakkaforum/posts/list/562118.page

40k is 100% Skill +/- 50% Luck

Zagman's 40k Balance Errata 
   
Made in us
Shas'o Commanding the Hunter Kadre




Olympia, WA

rigeld2 wrote:
 Jancoran wrote:
Problem with outflanking scouts is the Early Warning Override. To make it work, the scouts must stay in their Rhino on the round they arrive and content themselves with two melta shots apeice, then hope they dont get stunned in the rhino before they get out. it's dicey (literally). If you get out when you outflank, you may be dead before you fire with the guns that matter.

I bring that up because I did it to my friend who was trying Sisters out two nights ago. My Riptides ate those squads.

... One Riptide with EWO killed 3 squads?
Um. Was he an idiot and put every model so it fit under a single large blast?


Two Riptides. and the outflanks didn't happen at the same time. Perhaps you're assuming they all magically come in at once all the time?


Automatically Appended Next Post:
dadakkaest wrote:


So what you're saying is, get extra armor on outflanking immolators.


Stunned or shaken is bad for the Dominions so extra armor wont help there. But ti may help if you want to keep it mobile enough to GET to a riptide that isn't within 18" of the board edge.


Automatically Appended Next Post:
dadakkaest wrote:


Gee well I guess I should just go buy 5 riptides or whatever. Since It's literally impossible to destroy them, even in theory and no one should ever play anything but riptide spam. Or something. The future of 40k. Riptides at high noon, no terrain, no force org, winner take all Everyone else in the game sell your models on Bartertown and go play Warmachine immediately.


I think that could be overstatement? Lol.

This message was edited 2 times. Last update was at 2013/11/09 02:14:01


Hold out bait to entice the enemy. Feign disorder, and then crush him.
-Sun Tzu, the Art of War
http://www.40kunorthodoxy.blogspot.com

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Made in us
Regular Dakkanaut





Just the general sentiment I get from the powergamers currently attracted to Tau. And moreso the Riptide. I have no problem selling my 2500 points of in demand sisters of battle and going and buying those models if that's all that's competitive. But one must concider the consequences to the hobby if this is the case.

There must be a weakness. And it's not only Zagstruk's simultaneous deep strike/assault.

Of course 40k is in fact horribly, horribly broken and the gaming community should punish GW for it's inability to balance the game and provide a diverse playing field with depth. But that's a separate topic.

This message was edited 3 times. Last update was at 2013/11/09 02:51:17


 
   
Made in gb
Road-Raging Blood Angel Biker




Behind you...

 ninjafiredragon wrote:
ha kill it?

i just puppet master it and watch the tau players face as his riptides gun barrel slowly swings toward his army.....


I like this guys thinking, I did a similar thing to a broadside when they had the old dex. That big scary hammerhead went up in smoke turn 1 to my flying, puppet master wielding tyrant.


 
   
Made in au
Araqiel





Sunshine coast

My khorne daemon themed army has skarbrand...
I pretty much give him the choice of, hounds kill all your scoring units or skarbrand kills your riptide, and they always go for the smart option.. The hounds so skarbrand gets lots of fun

3000 4500

 
   
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Boosting Black Templar Biker





Forest of Dean

one crusader squad with double powerfists and a melta/gravgun

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As a Tau player I find it far more damaging when people just ignore the riptide and kill my pathfinders and or really anything but my kroot.

Best thing to do is tie it up in CC if you can, if you can't your volley of fire would probably be better spent killing the squishier tau units. The riptide is going to have the best saves of the tau army regardless of what you throw at it. Giving it the highest chance to negate your attacks. Take out its marker light support and the riptides impact will drop immensely.
   
Made in eu
Regular Dakkanaut




Actually a Dreadknight is great for killing Riptides.
With a sword you have (without charging) on average 2.3 unsaved wounds that you then transform into ID with the force sword (2.9 with the charge)
Without a sword you make 1.5 unsaved wounds without the charge (1.9 with the charge)

If he has his 3++ it is still 1.2 unsaved wounds with the sword and 0.75 without (with no charge)

With your speed you can catch the riptide as long as you dont die beforehand so you need other units to take the shooting (other DKs, Stormravens, interceptors to burn the pathfinders/FW...)

The DK is to my mind probably one of the best MC killer in the game (iwht a sword), except for a few special cases (tyranids Swarmlord for instance^^)
   
Made in us
Locked in the Tower of Amareo




How do you get said dreadknight into HTH with JSJ unit?
   
Made in us
The Hive Mind





Martel732 wrote:
How do you get said dreadknight into HTH with JSJ unit?

Shunt 30" turn one - you should be pretty close. Next turn you move 12" then charge 12". The Riptide can only move 6" then 2d6" in the assault phase - on average you'll catch him turn 2 with intelligent deployment.

My beautiful wife wrote:Trucks = Carnifex snack, Tanks = meals.
 
   
Made in us
Locked in the Tower of Amareo




Next question: how do you survive being so close to the Tau army?
   
Made in us
Trustworthy Shas'vre






Martel732 wrote:
Next question: how do you survive being so close to the Tau army?


You have to Shunt and usually run in Pairs. It still takes 144 BS3 Pulse Rifle Shots to kill a Dreadknight. Its nearly as survivable as a Riptide and Tau do not excel at killing Riptides. Even an IA Riptide firing everything only averages one unsaved wound and that is with a TLFusion Blaster, worse with SMS.

It takes intelligent deployment and shunting, but most Tau armies will lack the firepower to drop two Dreadknights. Not to mention the damage the Heavy Incinerators or the rest of your army will be doing. Most tau builds are build around weight of fire, lots of S7 and S5 which do not negate the 2+ AS.

Monster Hunter Broadsides may excel at killing TMCs or Daemon MCs, but struggle vs 2+AS MCs.

This message was edited 1 time. Last update was at 2013/11/12 17:43:46


40k is 100% Skill +/- 50% Luck

Zagman's 40k Balance Errata 
   
Made in us
Locked in the Tower of Amareo




Well goodie for GK I guess then. I encourage the GK to bring more good targets for the gravy guns.
   
Made in ca
Monstrously Massive Big Mutant





Canada

I have had a lot of luck killing Riptides with Tri-Las Predators with my CSM.

at only 140 points each, I get 9 potential shots, 2+ to wound and invulns only.I tend to drag one down to 1-2 wounds each turn, then I get shot to bits for being a CSM player lol

After that I tend to mass shots from either Noise Marines or run head first into CC with Spawn... Spawn are bloody amazing against Tau.. run 15 spawn against Tau players and laugh as they wonder to themselves why they bothered taking Sky Fire on their units.

Life: An incomprehensible, endless circle of involuntary self-destruction.

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Stealthy Warhound Titan Princeps




Phoenix, AZ, USA

Small correction on the DK: all of its CC attacks are from force weapons, regardless of Great Sword, as the model comes standard with 2 Nemesis Doomfists. This means that a DK always has the option to activate for ID (unless they Dark Excommunicate).

SJ

“For we wrestle not against flesh and blood, but against principalities, against powers, against the rulers of the darkness of this world.”
- Ephesians 6:12
 
   
Made in us
Trustworthy Shas'vre






Martel732 wrote:
Well goodie for GK I guess then. I encourage the GK to bring more good targets for the gravy guns.


Yep, that is the nature of 40k. Almost every unit/build has pretty hard counters and bad matchups with a few exceptions, and those are the ones we hear about the most until something comes out that wrecks them. SM Grav is the best counter for Wave Serpents right now and a great counter to the Riptide. And when its the Venom/Ravager spam DE list across the table the take a hit.

Its not perfect, but its the game we play.

40k is 100% Skill +/- 50% Luck

Zagman's 40k Balance Errata 
   
Made in us
Locked in the Tower of Amareo




 Zagman wrote:
Martel732 wrote:
Well goodie for GK I guess then. I encourage the GK to bring more good targets for the gravy guns.


Yep, that is the nature of 40k. Almost every unit/build has pretty hard counters and bad matchups with a few exceptions, and those are the ones we hear about the most until something comes out that wrecks them. SM Grav is the best counter for Wave Serpents right now and a great counter to the Riptide. And when its the Venom/Ravager spam DE list across the table the take a hit.

Its not perfect, but its the game we play.


I object to the specificity and availability of said counters, however.
   
Made in us
Shas'ui with Bonding Knife





 Zagman wrote:
Martel732 wrote:
Next question: how do you survive being so close to the Tau army?


You have to Shunt and usually run in Pairs. It still takes 144 BS3 Pulse Rifle Shots to kill a Dreadknight.

If you use this strategy, watch out for Over-Dakka Fire Warriors. It is very rare and gimmicky, but they can vomit out 256 shots at 15".
   
Made in us
The Hive Mind





Martel732 wrote:
Next question: how do you survive being so close to the Tau army?

By bringing multiple threats so that even if the Dreadknight dies there's other things for the Tau to worry about.

My beautiful wife wrote:Trucks = Carnifex snack, Tanks = meals.
 
   
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Locked in the Tower of Amareo




I can see where GK/Necron is still pretty potent against Tau.
   
Made in ca
Irked Necron Immortal






Halifax, NS

I played Tau for the first time a couple of weeks ago and faced a riptide. It 3 turns of fire from my necron warriors, immortals, Crypteks, and GA (only losing 1 wound in the process) before I assaulted with 5 scarab bases plus a Overlord on CCB with Warscythe and mindshackle scarabs. It went down after two turns.

He was taking 20 attacks/turn just from the scarabs. It doesn't matter how strong it is, it just couldn't keep up from the sheer number of assault attacks. After seeing how ineffective ranged attacks were, close combat assaults are going to be my go-to tactic for a riptide from here on out.

 
   
 
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