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![[Post New]](/s/i/i.gif) 2014/08/20 19:45:11
Subject: Noob questions: what makes riptides so powerful?
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Dakka Veteran
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I keep hearing people talking about Ripiteds like they're the best thing since sliced bread. So what's the catch? What exactly makes a Riptide so good?
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![[Post New]](/s/i/i.gif) 2014/08/20 19:46:35
Subject: Noob questions: what makes riptides so powerful?
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Fixture of Dakka
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T6 2+ armour? No idea what could be good about that.
The durability, cost and markerlights combine to form a problem is the short answer.
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tremere47-fear leads to anger, anger leads to hate, hate, leads to triple riptide spam |
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![[Post New]](/s/i/i.gif) 2014/08/20 19:48:24
Subject: Noob questions: what makes riptides so powerful?
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The Daemon Possessing Fulgrim's Body
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They're monstrous creatures with the firepower of a tank, and vehicles are much easier to kill than MCs, couple with that that they aren't correctly pointed for their abilities (they're too cheap) and can be equipped for most battlefield roles and you have a very, very strong unit.
If they'd been Walkers, they'd have barely seen table time, but as MCs, nearly all the downsides go away.
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We find comfort among those who agree with us - growth among those who don't. - Frank Howard Clark
The wise man doubts often, and changes his mind; the fool is obstinate, and doubts not; he knows all things but his own ignorance.
The correct statement of individual rights is that everyone has the right to an opinion, but crucially, that opinion can be roundly ignored and even made fun of, particularly if it is demonstrably nonsense!” Professor Brian Cox
Ask me about
Barnstaple Slayers Club |
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![[Post New]](/s/i/i.gif) 2014/08/20 19:54:04
Subject: Re:Noob questions: what makes riptides so powerful?
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Unhealthy Competition With Other Legions
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To put it simply: It's a very shooty, durable, and maneuverable weapons platform. And it's priced fairly well.
Look at what you get:
1. T6
2. 2+, 5++
3. Highly maneuverable
4. Puts out a lot of firepower, has multiple firepower options
5. Has a lot of useful upgrades
6. Monstrous creature
7. Ability to make it's stuff even better (Nova charges)
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![[Post New]](/s/i/i.gif) 2014/08/20 19:55:39
Subject: Noob questions: what makes riptides so powerful?
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Longtime Dakkanaut
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Azreal13 wrote:They're monstrous creatures with the firepower of a tank, and vehicles are much easier to kill than MCs, couple with that that they aren't correctly pointed for their abilities (they're too cheap) and can be equipped for most battlefield roles and you have a very, very strong unit.
If they'd been Walkers, they'd have barely seen table time, but as MCs, nearly all the downsides go away.
There you have it. Basically, the game has an internal 'fiction' about what MC's and tanks should be able to do and what their respective weaknesses are. Riptide combines best aspects of both a tank and a monstrous creature, thus it 'breaks the fiction' and since it is not overly expensive for its capabilities, it also breaks the game.
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Mr Vetock, give back my Multi-tracker! |
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![[Post New]](/s/i/i.gif) 2014/08/20 20:15:13
Subject: Noob questions: what makes riptides so powerful?
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Dakka Veteran
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You know my honest opinion from facing them is that they are the best distraction any army can put out.
After my first time playing one I have learnt to keep it on a short leash but not concentrate fire into it, the first time I played one I spent turn after turn rattling every round I had into it and coming up short while his fire warriors and pathfinders wiped me out bit by bit.
Yes a Riptide of itself is powerful and can kill but it really works best as a massive bullet magnet while the little guys get to work.
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3000 Points - Right Hands of the Emperor, Imperial Fists Successor
1000 Points - Right Hands of the Emperor Elite PDF force
Bolt Action 1500 pts US Army
Bolt Action 1000 pts US Airborne
X Wing - Giant rebel fleet
Halo Fleet Battles - 1000 pt UNSC Force, 1000 pt Covenant Force
======Begin Dakka Geek Code======
DR:80S++G++MB+IPw40k96#+D+A++/areWD-R+T(T)DM+
======End Dakka Geek Code====== |
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![[Post New]](/s/i/i.gif) 2014/08/20 21:53:08
Subject: Noob questions: what makes riptides so powerful?
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Big Mek in Kustom Dragster with Soopa-Gun
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The only reason they arent completely broken as all hell (not denying theyre strong at all, dont get me wrong theyre pretty strong) is because their main gun has no twinlink option and theyre stock BS3. If they had either twinlink or BS4/5 they would probably be ridiculously broken. Buffmander in 6th ed was slightly balanced because of the insane cost to do it but it was still nasty and now that tactic is gone. Biggest reason people cry about it is its a T6 monster with 5 wounds, 2+ armor, 5++ invul (3++ if nova charged, usually not though), and Jet Pack so its mobile as hell. While i admit the ion accelerator is a bit underpriced (would be fine if it was only AP2 via nova charge, ap3 otherwise) its shooting isnt as powerful as most of the army. But it simply does not die, so its reliable to exist the entire game. I find it amusing though that people always get this mentality to "KILL THE RIPTIDE! KILL IT!!" when thats exactly what i bought the damn thing for anyway. I purposely send mine to die because he eats a TON of fire before he does - the damage the rest of my army does in the time it took you to kill that thing vastly outweighs what the riptide can do on its own.
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This message was edited 1 time. Last update was at 2014/08/20 21:53:28
An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys |
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![[Post New]](/s/i/i.gif) 2014/08/20 22:30:43
Subject: Noob questions: what makes riptides so powerful?
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Sadistic Inquisitorial Excruciator
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They have FNP too, right?
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![[Post New]](/s/i/i.gif) 2014/08/20 23:07:27
Subject: Noob questions: what makes riptides so powerful?
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Raging Ravener
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I play nids and wish I had a MC half as durable as a Riptide.
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![[Post New]](/s/i/i.gif) 2014/08/20 23:10:30
Subject: Re:Noob questions: what makes riptides so powerful?
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Longtime Dakkanaut
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Giant shas'vre rides in a suit that can vaporize spaceships in near orbit, what's more to say?
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Adepta Sororitas: 3,800 Points
Adeptus Custodes: 8,100 Points
Adeptus Mechanicus: 8,400 Points
Alpha Legion: 4,400 Points
Astra Militarum: 7,500 Points
Dark Angels: 16,800 Points
Imperial Knights: 12,500 Points
Legio Titanicus: 5,500 Points
Slaaneshi Daemons: 3,800 Points
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![[Post New]](/s/i/i.gif) 2014/08/20 23:35:35
Subject: Re:Noob questions: what makes riptides so powerful?
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Crazed Spirit of the Defiler
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The best strategy I have with my Daemons has always been to just ignore Riptides and play the mission... Although, in a kill point mission, a Nurgle Prince with a Balesword will make short work of one.
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Daemons--5000
Death Guard --2000
Daemons--15000
Word Bearers--10000
Total investment in the Forces of Chaos: 38,000
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![[Post New]](/s/i/i.gif) 2014/08/20 23:42:48
Subject: Noob questions: what makes riptides so powerful?
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Fixture of Dakka
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I beleive they just buy it but the price is ridiculously low.
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tremere47-fear leads to anger, anger leads to hate, hate, leads to triple riptide spam |
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![[Post New]](/s/i/i.gif) 2014/08/21 00:40:19
Subject: Noob questions: what makes riptides so powerful?
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Big Mek in Kustom Dragster with Soopa-Gun
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35pts for FNP on a riptide, 15pts for any other model that can get it at all (suits).
You'd be amazed how much that 35pts actually hurts. i find myself having a lot of 100pt gaps between a finished list and what i got because i have a riptide with FNP preventing me from buying a hammerhead or something (since elites are full so no suits). Yes i can add more firewarriors but blind firewarrior spam is a bad idea, and when im going for fishwarriors but either dont have the model or the points for a third fish, im not bringing more warriors
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An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys |
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![[Post New]](/s/i/i.gif) 2014/08/21 11:44:16
Subject: Noob questions: what makes riptides so powerful?
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Trustworthy Shas'vre
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then don't get FNP. bring an Ethereal instead.
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'No plan survives contact with the enemy. Who are we?'
'THE ENEMY!!!'
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![[Post New]](/s/i/i.gif) 2014/08/21 13:17:55
Subject: Noob questions: what makes riptides so powerful?
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Battleship Captain
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Thier other big advantage is the upgrades that can be strapped to them. Interceptor on a large blast AP2 weapon or skyfire on a novacharged heavy burst cannon makes for scary, scary tactical firepower.
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Termagants expended for the Hive Mind: ~2835
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![[Post New]](/s/i/i.gif) 2014/08/21 13:26:28
Subject: Re:Noob questions: what makes riptides so powerful?
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Mighty Vampire Count
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House Griffith wrote:To put it simply: It's a very shooty, durable, and maneuverable weapons platform. And it's priced fairly well.
Look at what you get:
1. T6
2. 2+, 5++
3. Highly maneuverable
4. Puts out a lot of firepower, has multiple firepower options
5. Has a lot of useful upgrades
6. Monstrous creature
7. Ability to make it's stuff even better (Nova charges)
all this plus can buy FNP on top of all the other advantages........they are soo very hard to kill them you have to try and ignore them but thats not easy - especially if there are multiples.
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I AM A MARINE PLAYER
"Unimaginably ancient xenos artefact somewhere on the planet, hive fleet poised above our heads, hidden 'stealer broods making an early start....and now a bloody Chaos cult crawling out of the woodwork just in case we were bored. Welcome to my world, Ciaphas."
Inquisitor Amberley Vail, Ordo Xenos
"I will admit that some Primachs like Russ or Horus could have a chance against an unarmed 12 year old novice but, a full Battle Sister??!! One to one? In close combat? Perhaps three Primarchs fighting together... but just one Primarch?" da001
www.dakkadakka.com/dakkaforum/posts/list/528517.page
A Bloody Road - my Warhammer Fantasy Fiction |
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![[Post New]](/s/i/i.gif) 2014/08/21 14:07:27
Subject: Noob questions: what makes riptides so powerful?
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Shadowy Grot Kommittee Memba
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MCs are balanced around the opponent having a window of time before they reach "critical threat mass." Every other "Artillery" MC is heavily costed compared to a vehicle equivalent that can have more than a meaningless Hp tick taken off with one shot.
The riptide gets to be good at everything while bring crazily mobile and comparatively cheap. It has essentially no downside.
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"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"
"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"
"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"
"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!" |
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![[Post New]](/s/i/i.gif) 2014/08/21 15:02:50
Subject: Noob questions: what makes riptides so powerful?
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Fireknife Shas'el
Lisbon, Portugal
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It's "imba" because it's THE FUTURE.  The other races are all too clingy to their old stuff
It serves the same purpose of a Wraithknight (and Warithlords, but those are at a lesse extend): divert your firepower while Tau stuff kill yours. Riptides have lesser Toughness, but the invulnerable save more than makes up for it
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This message was edited 1 time. Last update was at 2014/08/21 15:03:20
AI & BFG: / BMG: Mr. Freeze, Deathstroke / Battletech: SR, OWA / Fallout Factions: BoS / HGB: Caprice / Malifaux: Arcanists, Guild, Outcasts / MCP: Mutants / SAGA: Ordensstaat / SW Legion: CIS / WWX: Union
Unit1126PLL wrote:"FW is unbalanced and going to ruin tournaments."
"Name one where it did that."
"IT JUST DOES OKAY!"
Shadenuat wrote:Voted Astra Militarum for a chance for them to get nerfed instead of my own army. |
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![[Post New]](/s/i/i.gif) 2014/08/21 15:25:50
Subject: Noob questions: what makes riptides so powerful?
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Killer Klaivex
The dark behind the eyes.
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Perhaps something for another topic, but I don't believe any Riptide-sized models should have 12" jump movement.
Big models should have to sacrifice speed and manoeuvrability for their increased durability and weapons.
Getting the best of both worlds just seems fundamentally wrong.
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blood reaper wrote:I will respect human rights and trans people but I will never under any circumstances use the phrase 'folks' or 'ya'll'. I would rather be killed by firing squad.
the_scotsman wrote:Yeah, when i read the small novel that is the Death Guard unit options and think about resolving the attacks from a melee-oriented min size death guard squad, the thing that springs to mind is "Accessible!"
Argive wrote:GW seems to have a crystal ball and just pulls hairbrained ideas out of their backside for the most part.
Andilus Greatsword wrote:
"Prepare to open fire at that towering Wraithknight!"
"ARE YOU DAFT MAN!?! YOU MIGHT HIT THE MEN WHO COME UP TO ITS ANKLES!!!"
Akiasura wrote:I hate to sound like a serial killer, but I'll be reaching for my friend occam's razor yet again.
insaniak wrote:
You're not. If you're worried about your opponent using 'fake' rules, you're having fun the wrong way. This hobby isn't about rules. It's about buying Citadel miniatures.
Please report to your nearest GW store for attitude readjustment. Take your wallet. |
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![[Post New]](/s/i/i.gif) 2014/08/21 15:28:13
Subject: Noob questions: what makes riptides so powerful?
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The Hive Mind
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vipoid wrote:Perhaps something for another topic, but I don't believe any Riptide-sized models should have 12" jump movement.
Big models should have to sacrifice speed and manoeuvrability for their increased durability and weapons.
Getting the best of both worlds just seems fundamentally wrong.
Riptides don't move 12". They move 6" and can do a 2 or 4d6 assault move.
Wraithknights move 12".
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My beautiful wife wrote:Trucks = Carnifex snack, Tanks = meals. |
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![[Post New]](/s/i/i.gif) 2014/08/21 15:43:00
Subject: Noob questions: what makes riptides so powerful?
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Killer Klaivex
The dark behind the eyes.
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rigeld2 wrote:
Riptides don't move 12". They move 6" and can do a 2 or 4d6 assault move.
So, we instead have a 3-story model that can mode-shoot-move. Not sure that's much better.
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blood reaper wrote:I will respect human rights and trans people but I will never under any circumstances use the phrase 'folks' or 'ya'll'. I would rather be killed by firing squad.
the_scotsman wrote:Yeah, when i read the small novel that is the Death Guard unit options and think about resolving the attacks from a melee-oriented min size death guard squad, the thing that springs to mind is "Accessible!"
Argive wrote:GW seems to have a crystal ball and just pulls hairbrained ideas out of their backside for the most part.
Andilus Greatsword wrote:
"Prepare to open fire at that towering Wraithknight!"
"ARE YOU DAFT MAN!?! YOU MIGHT HIT THE MEN WHO COME UP TO ITS ANKLES!!!"
Akiasura wrote:I hate to sound like a serial killer, but I'll be reaching for my friend occam's razor yet again.
insaniak wrote:
You're not. If you're worried about your opponent using 'fake' rules, you're having fun the wrong way. This hobby isn't about rules. It's about buying Citadel miniatures.
Please report to your nearest GW store for attitude readjustment. Take your wallet. |
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![[Post New]](/s/i/i.gif) 2014/08/21 16:05:49
Subject: Noob questions: what makes riptides so powerful?
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Nurgle Chosen Marine on a Palanquin
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vipoid wrote:rigeld2 wrote:
Riptides don't move 12". They move 6" and can do a 2 or 4d6 assault move.
So, we instead have a 3-story model that can mode-shoot-move. Not sure that's much better.
At least the damn thing cant hide, move, shoot, then run back into hiding.
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![[Post New]](/s/i/i.gif) 2014/08/21 18:29:25
Subject: Re:Noob questions: what makes riptides so powerful?
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Hellacious Havoc
The Bridge
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I had the blood rage to kill the riptide, the real ticket to bringing it down is to leave it until last..like dessert. It can't score, chances are its going to kill itself anyways and theres no sense is trying to chase it around...its like jethro tel with his tights on fire mobility wise....is it broken? hell no, i've brought it down with basic guards popping lasgun shots at it(luck).
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Man fears what he does not understand- Anton LaVey |
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![[Post New]](/s/i/i.gif) 2014/08/21 18:30:45
Subject: Noob questions: what makes riptides so powerful?
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Legendary Master of the Chapter
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I found that a power axe to the face was enough.
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Unit1126PLL wrote: Scott-S6 wrote:And yet another thread is hijacked for Unit to ask for the same advice, receive the same answers and make the same excuses.
Oh my god I'm becoming martel.
Send help!
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![[Post New]](/s/i/i.gif) 2014/08/21 18:48:23
Subject: Noob questions: what makes riptides so powerful?
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Homicidal Veteran Blood Angel Assault Marine
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The downside is the Riptide doesn't have fearless nor does it have great initiative. Unlike a wraithkight which can survive a round of assault due to T8, assaulting a Riptide to tie it up basically takes it ut of the game. even with weenie units, it doesn't have the WS or the attacks to do much in CC
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DT:80S++++G+++M++B++IPw40k96#+D++A++++/mWD179R+++T(T)DM+ |
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![[Post New]](/s/i/i.gif) 2014/08/21 18:55:45
Subject: Noob questions: what makes riptides so powerful?
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Foolproof Falcon Pilot
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But the riptide has a far better weapon for the support options in the codex and is much cheaper. The Wraithknight almost needs to be in melee to do enough to influence a game. Once you have a MC that requires to get close to the enemy, it stops being so OP since almost every army has a plasma gun equivalent that is what was used to kill MCs before the riptide came around. Plasma really doesnt work on a model that can out-range you and kite you all day long.
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"Ask not the Eldar a question, for they will give you three answers, all of which are true and terrifying to know."
-Inquisitor Czevak
~14k
~10k
~5k corsairs
~3k DKOK |
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![[Post New]](/s/i/i.gif) 2014/08/21 20:35:26
Subject: Re:Noob questions: what makes riptides so powerful?
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Trustworthy Shas'vre
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Oh, the Riptide is about the be completely overshadowed by the Dreadknight. I used to use the Dreadnought as a comparison for the Riptide Chassis, but now there is going to be no comparison.
For 225ps I get a 4W T6 2+/4++(Sanctuary) with a Master Crafted Force weapon Striking with 5 S10 attacks on the charge at I4. And it has a 6 S7 Rending Shots at BS4 or a S7 Rending Pie Plate and a S6/AP4 Torrent Flamer. And it moves 12" and has a 30" shunt.
And using its guns and abilities really doesn't hurt it. The Dreadknight was definitely brought to the same level as the Riptide and Wraith knight.
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![[Post New]](/s/i/i.gif) 2014/08/21 20:58:00
Subject: Re:Noob questions: what makes riptides so powerful?
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Killer Klaivex
The dark behind the eyes.
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Zagman wrote:Oh, the Riptide is about the be completely overshadowed by the Dreadknight. I used to use the Dreadnought as a comparison for the Riptide Chassis, but now there is going to be no comparison.
For 225ps I get a 4W T6 2+/4++(Sanctuary) with a Master Crafted Force weapon Striking with 5 S10 attacks on the charge at I4. And it has a 6 S7 Rending Shots at BS4 or a S7 Rending Pie Plate and a S6/AP4 Torrent Flamer. And it moves 12" and has a 30" shunt.
And using its guns and abilities really doesn't hurt it. The Dreadknight was definitely brought to the same level as the Riptide and Wraith knight.
Oh wonderful.
We were running a bit short of overpowered units.
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blood reaper wrote:I will respect human rights and trans people but I will never under any circumstances use the phrase 'folks' or 'ya'll'. I would rather be killed by firing squad.
the_scotsman wrote:Yeah, when i read the small novel that is the Death Guard unit options and think about resolving the attacks from a melee-oriented min size death guard squad, the thing that springs to mind is "Accessible!"
Argive wrote:GW seems to have a crystal ball and just pulls hairbrained ideas out of their backside for the most part.
Andilus Greatsword wrote:
"Prepare to open fire at that towering Wraithknight!"
"ARE YOU DAFT MAN!?! YOU MIGHT HIT THE MEN WHO COME UP TO ITS ANKLES!!!"
Akiasura wrote:I hate to sound like a serial killer, but I'll be reaching for my friend occam's razor yet again.
insaniak wrote:
You're not. If you're worried about your opponent using 'fake' rules, you're having fun the wrong way. This hobby isn't about rules. It's about buying Citadel miniatures.
Please report to your nearest GW store for attitude readjustment. Take your wallet. |
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![[Post New]](/s/i/i.gif) 2014/08/21 21:09:44
Subject: Re:Noob questions: what makes riptides so powerful?
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Big Mek in Kustom Dragster with Soopa-Gun
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Zagman wrote:Oh, the Riptide is about the be completely overshadowed by the Dreadknight. I used to use the Dreadnought as a comparison for the Riptide Chassis, but now there is going to be no comparison.
For 225ps I get a 4W T6 2+/4++(Sanctuary) with a Master Crafted Force weapon Striking with 5 S10 attacks on the charge at I4. And it has a 6 S7 Rending Shots at BS4 or a S7 Rending Pie Plate and a S6/AP4 Torrent Flamer. And it moves 12" and has a 30" shunt.
And using its guns and abilities really doesn't hurt it. The Dreadknight was definitely brought to the same level as the Riptide and Wraith knight.
That better be rumor milling. Dreadknights are nasty enough as it is, only reason they arent complained about as much as riptides/wraithknights is because GK are FAR less common than tau/eldar. Dreadknights are the only thing in that army that actually scares the bejebus out of me, the rest i can deal with. Literally never had any issues with GK armies that didnt include a DK or two.
And to the guy complaining about Riptide movements compared to its size: DKs are roughly the same size and are 12" and WKs are HUGE and move 12" - riptides are on average slower than these two with a possible 1-6" increase if their assault-movement rolls well. Without me rolling really well on the assault move or using my nova charge for a 4D6 assault move, things that move 12" catch my riptides reeeeaaally fast.
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An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys |
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![[Post New]](/s/i/i.gif) 2014/08/21 21:11:34
Subject: Re:Noob questions: what makes riptides so powerful?
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Legendary Master of the Chapter
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Vineheart01 wrote: Zagman wrote:Oh, the Riptide is about the be completely overshadowed by the Dreadknight. I used to use the Dreadnought as a comparison for the Riptide Chassis, but now there is going to be no comparison.
For 225ps I get a 4W T6 2+/4++(Sanctuary) with a Master Crafted Force weapon Striking with 5 S10 attacks on the charge at I4. And it has a 6 S7 Rending Shots at BS4 or a S7 Rending Pie Plate and a S6/AP4 Torrent Flamer. And it moves 12" and has a 30" shunt.
And using its guns and abilities really doesn't hurt it. The Dreadknight was definitely brought to the same level as the Riptide and Wraith knight.
That better be rumor milling. Dreadknights are nasty enough as it is, only reason they arent complained about as much as riptides/wraithknights is because GK are FAR less common than tau/eldar. Dreadknights are the only thing in that army that actually scares the bejebus out of me, the rest i can deal with. Literally never had any issues with GK armies that didnt include a DK or two.
And to the guy complaining about Riptide movements compared to its size: DKs are roughly the same size and are 12" and WKs are HUGE and move 12" - riptides are on average slower than these two with a possible 1-6" increase if their assault-movement rolls well. Without me rolling really well on the assault move or using my nova charge for a 4D6 assault move, things that move 12" catch my riptides reeeeaaally fast.
The entire scan for that book was out and showed the dreadknights
The are now cheaper and fun things. the HPC now has multiple firing modes and just generally got better (though no more freebee rerolls to hit and wounds(?) off the NGS
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Unit1126PLL wrote: Scott-S6 wrote:And yet another thread is hijacked for Unit to ask for the same advice, receive the same answers and make the same excuses.
Oh my god I'm becoming martel.
Send help!
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