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Made in ca
Regular Dakkanaut





As the title suggests I am looking for the most effective way to kill riptides. There are plenty of options out there that will do the job in the eldar codex but I am looking for the most effective option that has been battle tested for the cheapest points cost.

My meta includes a high volume of mcs and I figure if I can kill riptides reliably then I should be good vs most of the others with the exception of a couple. I would prefer to have a unit or several that can own mcs as well as 9ther targets should I run out of mcs that need killing.

I have a couple ideas in mind but am currious to see what the community comes up with.

This message was edited 1 time. Last update was at 2013/11/04 17:20:48


 
   
Made in us
Stubborn Dark Angels Veteran Sergeant





pew pew pew

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Because Plague Marines have the evasion abilities of a drunk elephant.


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Kill the mutant
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Made in ca
Regular Dakkanaut





 raiden wrote:
pew pew pew


Thank you for the reply but was looking for something a little more specific than just shoot it.
   
Made in us
Regular Dakkanaut




Wraithknights.

Double tap while closing the distance, charge turn 2-3, you will win combat, if he breaks you have a very good chance of sweeping.

Otherwise just sit and wait till you punch him to death with a fearless better MC.


Seer Council

Will eat anything for breakfast, but you have to want to run it.


Warp spiders

With the exarch having a str 7 ap 1 3 shot weapon, and the supporting getting ap 1 on 6's unless he puts up the 3+ invul you have a very good chance of doing him in.


Guardians

If you have enough synergy in your list to allow you to walk guardian blobs towards your enemy you can rend a riptide to death fairly easily if you can get into range.

Otherwise

Don't waste shots on the riptide, str 6 ap - are not goot counters for riptides.

This message was edited 1 time. Last update was at 2013/11/04 17:35:18


 
   
Made in us
Regular Dakkanaut




Eldar are spoiled for choices really. I can't think of any choice that you see people taking that isn't the counter for tides.

Wave serpents rending
Any shuriken weapon
Warp spiders at str 7
Seer councils
fire dragons
Any wraith unit. Str 10 ap 2 IDing on 6s is as good as it gets. Wraithknights in assault.

Really playing eldar is a matter of rolling dice. Against tau just kill off the marker lights and shoot away everything else. Unless the riptide is assaulting your vehicles it shouldn't be that big of a threat.

Weakening his save to a 3+ with seers would open up a lot of options too.
   
Made in us
Executing Exarch





The Twilight Zone

Well, so long as the MC is not flying and you can shoot them, they are fairly easy to deal with.

Shuriken weapons are the bane of MC's. Massed catapult/cannon fire can drop most of them, even through a 5++. On several occasions I have taken down nemesis dreadknights and deamon princes with nothing but guardians. They also work well against eldar wraith constructs.

With higher strength, and the similar ability to ignore armor warp spiders can make quick work of an MC.

Mass dakka from wave serpents, war walkers and other scatter/brightlance platforms will force wounds from a distance.

D weapons carried by wraithguard and knights are high strength and can force instant death. Scythes are a bit risky as they need 6's but the 6 will instant kill(short of an invul save). Against T5 mc's (CSM Princes, fatechicken) wraithcannons always kill on an unsaved wound.

In assault, there are a few good options. One of which is using a wraithlord/knight, or wraithblades with axes and shields. If you have a psyker in the combat, a witchblade will help force wounds on the thing and should have some buffing to throw out. Striking scorpions and shining spears are both effective against MC's when they take monster hunter and the star lance/scorpion claw, respectively. A full squad of 10 scorpions(exarch w/claw and monster hunter) will average a single tervigon killed per turn with shooting+charge.

Overall, MC's are not that much of a problem for Eldar, so long as you use the right tools for the job.


The most important rule of 40K-Page XVII of the 6th edition rulebook, the figure at the top right of the page. "Shake hands with your opponent and thank them for a good battle and fun experience." Then go out for a beer.
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Made in ca
Bounding Ultramarine Assault Trooper




Montreal, Quebec

I killed one in one turn once with a wave serpent (scatter canon+serpent shield) and a squadron of 3 war walkers that each had a scatter laser and a star canon.

This message was edited 1 time. Last update was at 2013/11/04 18:29:08


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Made in us
Gore-Soaked Lunatic Witchhunter







Massed shuriken fire and Distortion weaponry are both good options; anything with AP 1 or 2 is going to give the Riptide a bad day, which means all Eldar vehicles are workable solutions. Stick Starcannons and/or Bright Lances on a War Walker squadron and focus it down.

Balanced Game: Noun. A game in which all options and choices are worth using.
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Made in us
Trustworthy Shas'vre






Stock Wraithknights and Bladestorm. They will do quite nicely.

In some of my matches my opponents have faired well with Warp Spiders and massed Wave Serpent Dakka. Its alot of Saves to make.

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

Zagman's 40k Balance Errata 
   
Made in us
Agile Revenant Titan






Austin, Texas.

3 war walekrs with 6 bright lances do the job

also with a farseer with puppet master, you dont need to kill it! just let it kill his own army.

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Made in us
Trustworthy Shas'vre






 ninjafiredragon wrote:
3 war walekrs with 6 bright lances do the job

also with a farseer with puppet master, you dont need to kill it! just let it kill his own army.


6 BS4 Shots... is 2.2 considering a 5++, 1.1 with a 3++, 1.5 Wounds with a 5++ and FNP.

6 BS4 Twin Linked is 3.0 Wounds with a 5++.

So, it would take dedicated shooting from that unit for a minimum of two turn under the best of circumstances(Twinlinked vs 5++) to 7 turns under the worst(3++ with FNP).

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

Zagman's 40k Balance Errata 
   
Made in us
Fixture of Dakka





Haven't had any issues with Riptides. It's not one unit that is anti-Riptide, but the bulk of the damage has come from Vibrocannons, Warp Spiders, and Jetbikes.

"'players must agree how they are going to select their armies, and if any restrictions apply to the number and type of models they can use."

This is an actual rule in the actual rulebook. Quit whining about how you can imagine someone's army touching you in a bad place and play by the actual rules.


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Made in ca
Regular Dakkanaut





I was just more looking for the cheapest but reliably effective way to kill riptides. I am trying to avoid dumping an absorbent amount of points into anti riptides if at all possible. I enjoy running double Wraithknight however find it difficult in small games such as 1250 which is where a lot of the tourny's here are gearing towards.
   
Made in us
Locked in the Tower of Amareo




The same way Eldar kill everything else: endless streams of S6/S7 shooting that never misses.
   
Made in us
Fixture of Dakka





Matt2429 wrote:
I was just more looking for the cheapest but reliably effective way to kill riptides. I am trying to avoid dumping an absorbent amount of points into anti riptides

Then you won't have to. If you already find yourself killing things, you probably have the things that kill Riptides.

There's a pretty glaring split in the Eldar codex between units that can kill things and units that are total trash.

This message was edited 1 time. Last update was at 2013/11/05 20:07:42


"'players must agree how they are going to select their armies, and if any restrictions apply to the number and type of models they can use."

This is an actual rule in the actual rulebook. Quit whining about how you can imagine someone's army touching you in a bad place and play by the actual rules.


Freelance Ontologist

When people ask, "What's the point in understanding everything?" they've just disqualified themselves from using questions and should disappear in a puff of paradox. But they don't understand and just continue existing, which are also their only two strategies for life. 
   
Made in us
Dark Angels Librarian with Book of Secrets






Connecticut

Pew Pew is really the best solution.

Wave serpents full of guardians will do the job wonderfully.
Doom the riptide ahead of time, and you should be able to produce a rend 30% of the time you hit.

A guided 10 man guardian squad will produce, on average, 5.3 rending wounds on a doomed riptide.
   
Made in us
Sybarite Swinging an Agonizer






Couldn't a Wave Serpent with 10 Dragons inside work?

Go 6", Disembark 6", Run 1" - 6"(with re-roll for Fleet), Shoot 12", Hit on 3s, Wound on 2s with AP1?

Weakness? Taking a turn trying to catch the Riptide.

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Made in ca
Regular Dakkanaut





There are many options that would work however i was more looking for the cheapest option points wise.

I would rather not dedicate 250 points to kill a 180 point model and then loose that unit by everything else shooting it to bits.

I was thinking of aligning with Space marines and putting a Stern guard squad with combi gravs in a pod and drop in a riptides face, pop out and waste it. But that is getting up there again in points for a dedicated riptide murder squad.
   
Made in us
Locked in the Tower of Amareo




What's wrong with S6/S7 spam again? Use some starcannons to force it to turn on the 3++. Combi-gravs from a pod only get two shots. And then no more shots. And combi weapons are now more expensive for Sternguard. No, that solutions is the last one I would use.

This message was edited 1 time. Last update was at 2013/11/06 22:09:21


 
   
Made in us
Executing Exarch





McKenzie, TN

I would say wraithlord. After it kills the riptide it then rampages through the Tau gunline with near impunity or draws the entire Tau gunline's fire for 2+ turns.

The most points efficient is your guardians/dire avengers shuriken catapults.

What you have to realize and this is a common mistake is that you will never be able to kill another target 100% of the time in one turn for the same cost as the target. That would be completely broken. So if you want to delete a target in 1 turn with 50%+ odds you will probably have to devote 3x the points cost of the target to do so.

An example of this would be a full unit of 10 wraithguard+farseer in a serpent with TL-starcannon. This expensive unit has a little over 50% chance to delete a riptide in a single turn. The are however a tough unit and so can turn around and be used for other stuff afterwards.

The wraithknight or shuriken catapults are the best answers as they are also useful after dealing with the riptide.
   
Made in au
War Walker Pilot with Withering Fire




Pretty much anything really.

Bladestorming Guardians will do it.

S6-7 Spam from Serpents, Walkers, Spiders.

D-weapons rolling a 6...or not in the case of Wraithcannons.

Wraith...anything in combat.

Avatar in combat, pretty much any pheonix lord with Ap2.

Guide, Doom, Misfortune, all useful.

You really shouldn't been struggling, half the damn codex does the job just fine.


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Made in us
Locked in the Tower of Amareo




Belly wrote:
Pretty much anything really.

Bladestorming Guardians will do it.

S6-7 Spam from Serpents, Walkers, Spiders.

D-weapons rolling a 6...or not in the case of Wraithcannons.

Wraith...anything in combat.

Avatar in combat, pretty much any pheonix lord with Ap2.

Guide, Doom, Misfortune, all useful.

You really shouldn't been struggling, half the damn codex does the job just fine.



This.
   
Made in us
Agile Revenant Titan






Austin, Texas.

 Zagman wrote:
 ninjafiredragon wrote:
3 war walekrs with 6 bright lances do the job

also with a farseer with puppet master, you dont need to kill it! just let it kill his own army.


6 BS4 Shots... is 2.2 considering a 5++, 1.1 with a 3++, 1.5 Wounds with a 5++ and FNP.

6 BS4 Twin Linked is 3.0 Wounds with a 5++.

So, it would take dedicated shooting from that unit for a minimum of two turn under the best of circumstances(Twinlinked vs 5++) to 7 turns under the worst(3++ with FNP).


i can wait two turns to kill it.
to kill it in one turn takes allot of fire power.
using one unit ot kill it in 2 turns is good enough for me.

in your wost circumstances, i believe that would mean they cant nova charge there riptide, meaning they wont be able to kill me as much, which im good with.
so either way, im fine.

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Made in us
Monster-Slaying Daemonhunter




Grand Rapids Metro

Wraithguard, a Wriathknight, or the Hemlock are your best options if you want to dedicate something to it.

I personally just drop 20 Guardians out of Serpents and Bladestorm away.

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Made in us
Fresh-Faced New User






 ductvader wrote:
Wraithguard, a Wriathknight, or the Hemlock are your best options if you want to dedicate something to it.

I personally just drop 20 Guardians out of Serpents and Bladestorm away.


Hope not, wave serpent has a 12 model capacity~
   
Made in us
Monster-Slaying Daemonhunter




Grand Rapids Metro

 xalfej wrote:
 ductvader wrote:
Wraithguard, a Wriathknight, or the Hemlock are your best options if you want to dedicate something to it.

I personally just drop 20 Guardians out of Serpents and Bladestorm away.


Hope not, wave serpent has a 12 model capacity~


Serpents

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Made in us
Veteran Wolf Guard Squad Leader




San Diego, CA

You have tons of options for there, volume of fire will topple it, probably a couple wave serpent runs and ur good

 
   
 
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