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![[Post New]](/s/i/i.gif) 2014/08/29 16:58:06
Subject: Tau - Triptide, thoughts?
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Longtime Dakkanaut
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So with 7th in and the meta shift, what are you guys thoughts on Triple Riptides? Do you think it's still viable since they are great jack-of-all-trades? Or do we need to tone the total down to 1-2 to compete with more specialist units/models? (specifically anti-av or anti-hordes type models)
I mean don't get me wrong, they are still tough as nails, can handle great anti-infantry role with HBC or IA blasts, decent anti-AV with fusion blaster + 1 MC smash attack... but is it better for a TAC type list to run with triptide or take 1 or 2 our and specialize now? A riptide really can't take out an IK by itself, obviously. But replacing it with a couple hazard suits or dual fusion blaster suits can help us handle that better and have points left over. Points for a couple piranhas or something to help with IG blobs with hidden las cannons.
This is all theoretical, and I know triple riptide is still strong, but could we be doing better with the points of a riptide elsewhere in 7th? yay or nay? Would love to hear thoughts of Tau and non-Tau players. @Non-tau players, do you still hate seeing triple riptide across the field?
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![[Post New]](/s/i/i.gif) 2014/08/29 17:54:20
Subject: Tau - Triptide, thoughts?
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Loyal Necron Lychguard
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Well, we meet again in another thread. You don't have to listen to my opinion, since I don't play Tau. But playing against them, I used to think Riptides were cheesy and unfair. But, with no buffmanders joining them, and no Taudar, if I fought someone with 3 Riptides, I would ignore them and go for everything else. It has proven a very easy strategy. Riptides just don't do enough damage to justify their points, IMO. Yeah, they're tough, but anyone with a brain stem wouldn't waste firepower on them when they could be killing your Broadsides, vehicles, or Markerlights. But, in the reverse, them not worrying about them could be a good advantage.
All-in-all, do what you like to do. I'm just giving you a point of view from someone playing AGAINST Tau.
EDIT: Forgot about the last question. Yes, I still hate seeing triple riptide spam. I think people who spam anything, especially because they think it's a super strong unit, are not fun to play against. No offense to you. It's more of a "I hate seeing people spam anything, in general" kind of feeling.
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This message was edited 1 time. Last update was at 2014/08/29 17:56:24
40k:
8th Edtion: 9405 pts - Varantekh Dynasty |
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![[Post New]](/s/i/i.gif) 2014/08/29 18:08:22
Subject: Tau - Triptide, thoughts?
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Monstrously Massive Big Mutant
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I don't mind the Triptide when facing it, but I always feel dirty running it. I get the fact they're basically the strongest MC in the game right now, super effective firepower for a silly low cost. Couple that with amazing survivability and you have yourself a very much hated MC in the community right now.
But in all honesty, I look at my Daemons and just freakin shutter at the crap I bring to the board. I've played ample Triptide lists, with MLs removing cover, boosting BS, but nothing freakin matters when you don't take Skyfire. If I come trolling along with my 3 Daemon Princes of Nurgle, or Slaanesh, and Psychic Shriek a Tide, it's effectively crippled. You'll either go HAM with it and try to force as many wounds there out with it and get greedily killed or you're trying to hide it because you don't want your 235 point MC to die horrendously to Psychic powers.
That being said, I crap on Tides with my CSM now using Ahriman and Oblits + Sorcerer. Throwing off 3 Psychic Shrieks per turn at the same target is just freaking cheap as hell. You are effectively killing a Riptide each turn with Ahriman alone, never mind your Oblits shooting something else. And lets not bother factoring in if your Sorcerer rolls Gate or Vortex. Hell, If Ahriman rolls Vortex...
So in the end, there are a plethora of different ways to deal with them, you might be hard pressed to try something more diverse now and shake things up in the Tactica department. Fusion suits are considered one of if not THE best AV destroyer these days IIRC. But ultimately, it depends on the models you have and your local meta groups. If you can bring something else within your games, by all means try them out! That feeling of dirty hands though, will forever be on our hands when it comes to the Tides
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Life: An incomprehensible, endless circle of involuntary self-destruction.
12,000
14,000
11,000
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![[Post New]](/s/i/i.gif) 2014/08/29 18:29:10
Subject: Tau - Triptide, thoughts?
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Longtime Dakkanaut
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I play Nids so naturally have a hard time against my friends Tau. We play in small point games but he still fits in 2-3 Riptides each game we play.
Echoing what people say here - I deal with everything else first (Markerlights, Warriors the usual target priority) and dance with the Riptides last. I run a fair few tarpit units - and for all the hype about being the best MC in the game (makes me sad), he's not doing much to a Fearless horde in CC with only 3 attacks.
Now, if those Riptides were instead Crisis and Broadsides...I might start to worry.
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This message was edited 1 time. Last update was at 2014/08/29 18:41:27
YMDC = nightmare |
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![[Post New]](/s/i/i.gif) 2014/08/29 18:35:44
Subject: Re:Tau - Triptide, thoughts?
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Been Around the Block
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I just started running 3. Let me say I dont know how I ever did not. The 3 AP2 pie plates are huge. I have added in 2 hammerheads throwing out AP3 pie plates. Now I still find That I strugle againt armies running multi high AV tanks. Not sure how I will do against aircraft as I cant see myself paying the 30 pts each for sky fire. Guy in my play grp finally has his 3 SM planes complete. Will find out soon enough I guess
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This message was edited 1 time. Last update was at 2014/08/29 18:37:33
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![[Post New]](/s/i/i.gif) 2014/08/29 19:10:00
Subject: Tau - Triptide, thoughts?
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Fireknife Shas'el
Lisbon, Portugal
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Exchange the Hammerheads for Barracudas. Able as well to deliver AP3 pie plates and can fight AA stuff
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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) 2014/08/29 19:26:25
Subject: Tau - Triptide, thoughts?
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Swift Swooping Hawk
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At a recent tournament I went to there were two triple riptide/ single Imperial Knight lists, and neither one did extremely well.
I was surprised honestly, as it is an extremely intimidating list. I did not get matched up against either one of these guys, so I cannot account first hand, but I would say it is a good build, but not expertly played.
Ovessa can still join a buff commander, so maybe using that in conjunction with the other two tides doing their thing (with proper marker support) would do really well.
As far as your second question, I've been running triple wraith knights for a while, and therefore I get matched up agaisnt those triple tide lists fairly often in round 1 and 2. Honestly, with Serpents and wraith knights I fear broadsides WAY more than riptides, but a triple tide list does give the tau player 3 hearty durable MOBILE units, which the Tau are generally lacking. In the end make the build you enjoy playing, but I think there is still gas left in the triple riptide tank. Besides in a few months when everyone is riding the Imperial Cheese Wagon, you'll be the guy who "still runs" triple tide and does well. Kudos.
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"What we do in life, echoes in eternity" - Maximus Meridius
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![[Post New]](/s/i/i.gif) 2014/08/29 19:41:39
Subject: Tau - Triptide, thoughts?
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Loyal Necron Lychguard
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Frozocrone wrote:I play Nids so naturally have a hard time against my friends Tau. We play in small point games but he still fits in 2-3 Riptides each game we play.
Echoing what people say here - I deal with everything else first (Markerlights, Warriors the usual target priority) and dance with the Riptides last. I run a fair few tarpit units - and for all the hype about being the best MC in the game (makes me sad), he's not doing much to a Fearless horde in CC with only 3 attacks.
Now, if those Riptides were instead Crisis and Broadsides...I might start to worry.
Man, I've only fought Tau twice with Nids, but I've obliterated them both times. Riptides aren't scary when faced against a Hive Tyrant with Boneswors or a Trygon Prime. Then just use hive guard to eliminate Markerlights.
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40k:
8th Edtion: 9405 pts - Varantekh Dynasty |
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![[Post New]](/s/i/i.gif) 2014/08/30 02:32:47
Subject: Tau - Triptide, thoughts?
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Decrepit Dakkanaut
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It really depends on the Triptide's supporting cast.
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![[Post New]](/s/i/i.gif) 2014/08/30 03:18:21
Subject: Re:Tau - Triptide, thoughts?
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Judgemental Grey Knight Justicar
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Triple riptide is indeed still very scary. Look up some of Zagman's posts, he's at NOVA this weekend with his triple riptide list and has gone 3-0 through day one. I'm assuming he'll do well tomorrow as well. Played right, with the right support, those things are nasty.
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![[Post New]](/s/i/i.gif) 2014/08/30 03:27:15
Subject: Tau - Triptide, thoughts?
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Longtime Dakkanaut
United States of America
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It really comes down to supporting units, the only accurate attack the tide has is it's Ap2 blast which is effective but not ideal against all unit types, if you can kill any/all marker lights then you can force it to do poorly versus high AV or flyers. On the other hand if you take FB suits deep striking or other AT or AA then even without marker lights you should be fine.
As for triptides being dirty it depends on your meta, if 99% of the people there are not competitive then don't take it, you will just label yourself as a douche bag (and rightly so), though if it is competitive then there should be no problems.
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![[Post New]](/s/i/i.gif) 2014/08/30 03:44:24
Subject: Tau - Triptide, thoughts?
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Trustworthy Shas'vre
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a question, how many CADs are you capable of running? loading up on ECPAs can increase the Limburger factor. OTOH, you can take ammo dumps for the same effect (rerolling ones).
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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) 2014/08/30 03:52:20
Subject: Re:Tau - Triptide, thoughts?
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Trustworthy Shas'vre
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265 Riptide(?) +Heavy Burst Cannon +Twinlinked Fusion Blaster +Velocity Tracker(?) +Stimulant Injector(?) +Earth Caste Pilot Array(?)
235 Riptide(?) +Heavy Burst Cannon +Twinlinked Fusion Blaster +Velocity Tracker(?) +Stimulant Injector(?)
190 Riptide(?) +Ion Accelerator(?) +Twinlinked Fusion Blaster +Early Warning Override(?)
That's the configuration for my Triptide that I've been running in 7th and have with me at NOVA. I ran the same setup in 6th with the addition of a Stim injector on the IA Riptide. I definitely miss the Stim on him, but it gets expensive. Don't underestimate the value of HBCTides for AA and general utility. I've found them extremely useful, especially with a bit of Markerlight support.
I definitely could get away with dropping my 2nd HBC Riptide and running a SkyRay and some more firepower, but Triptide works just as well.
That being said, there are some builds out there that will just tear it up. With the release of space Wolves it's now possible to take Emily Pods and just fill them with Grav Cents. A Driago Cent Star is now possible, and for a while the Coteaz, Tigerious, and Grav Cent star is still a thing.
There are a handful if Adamantine lances running around. Triptide Tau can definitely be a good TMC(Take Most Comers) build and barring some of the extreme match ups it can definitely do well. That being said, beware the PodCents,CentStars,Grav Bikers, Imperial Knights, and Heavy Wraithknights. There are many builds that just tear up triple Riptide lists, and these hard counters are definitely floating around.
Feel free to check out my Batrep thread, I'll be posting reports of my games and took a bunch of good pictures already. Automatically Appended Next Post: carldooley wrote:a question, how many CADs are you capable of running? loading up on ECPAs can increase the Limburger factor. OTOH, you can take ammo dumps for the same effect (rerolling ones).
You can only have one ECPA, it doesn't matter how many CAD you take. One per army. Automatically Appended Next Post: Homeskillet wrote:Triple riptide is indeed still very scary. Look up some of Zagman's posts, he's at NOVA this weekend with his triple riptide list and has gone 3-0 through day one. I'm assuming he'll do well tomorrow as well. Played right, with the right support, those things are nasty.
Working on it buddy, I really want a strong game 4 showing do I make Bracket 1. A win will guarantee it, or a very high scoring loss could as well. Didn't pick up enough points games one and two!
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This message was edited 2 times. Last update was at 2014/08/30 03:54:31
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![[Post New]](/s/i/i.gif) 2014/08/30 03:58:04
Subject: Re:Tau - Triptide, thoughts?
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Trustworthy Shas'vre
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Zagman wrote:You can only have one ECPA, it doesn't matter how many CAD you take. One per army.
check the FAQ
www.blacklibrary.com/Downloads/Product/PDF/Warhammer- 40k/7th- faq/Farsight_Enclaves_v1.1_May14.pdf
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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) 2014/08/30 04:02:09
Subject: Re:Tau - Triptide, thoughts?
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Trustworthy Shas'vre
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carldooley wrote: Zagman wrote:You can only have one ECPA, it doesn't matter how many CAD you take. One per army.
check the FAQ
www.blacklibrary.com/Downloads/Product/PDF/Warhammer- 40k/7th- faq/Farsight_Enclaves_v1.1_May14.pdf
You first, then look at the sections the FAQ doesn't check.
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![[Post New]](/s/i/i.gif) 2014/08/30 04:30:26
Subject: Tau - Triptide, thoughts?
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Big Mek in Kustom Dragster with Soopa-Gun
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even in the era of buffmanders and eldar-buddybuddy cheese for riptides, i was never a fan of triptides. I never field more than two, and i only do that at 2k+ games anyway more because i have nothing else than i actually want another riptide. I usually avoid double CAD unless 2500pts is hit, so my 3man stealth team (midfield marker unit) and crisis MP team are crucial to me. Its either get a tanky mofo for ~200pts, or get a crisis bomb for ~250 that probably dies the turn it arrives lol. One is mandatory to me, since its a massive bullet magnet and does a MUCH better job being a fat target than a killing machine. Yes, with markers it can be a freakin nasty gun....so can anything else in the army lol. Much rather send the riptide up into your face and play keep-a-way from assault...teasing since im so close...while my broadsides/hammerheads goto town doing the real damage.
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This message was edited 1 time. Last update was at 2014/08/30 04:32:41
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) 2014/08/30 08:05:18
Subject: Re:Tau - Triptide, thoughts?
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Longtime Dakkanaut
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Zagman wrote:265 Riptide(?) +Heavy Burst Cannon +Twinlinked Fusion Blaster +Velocity Tracker(?) +Stimulant Injector(?) +Earth Caste Pilot Array(?)
235 Riptide(?) +Heavy Burst Cannon +Twinlinked Fusion Blaster +Velocity Tracker(?) +Stimulant Injector(?)
190 Riptide(?) +Ion Accelerator(?) +Twinlinked Fusion Blaster +Early Warning Override(?)
That's the configuration for my Triptide that I've been running in 7th and have with me at NOVA. I ran the same setup in 6th with the addition of a Stim injector on the IA Riptide. I definitely miss the Stim on him, but it gets expensive. Don't underestimate the value of HBCTides for AA and general utility. I've found them extremely useful, especially with a bit of Markerlight support.
I definitely could get away with dropping my 2nd HBC Riptide and running a SkyRay and some more firepower, but Triptide works just as well.
That being said, there are some builds out there that will just tear it up. With the release of space Wolves it's now possible to take Emily Pods and just fill them with Grav Cents. A Driago Cent Star is now possible, and for a while the Coteaz, Tigerious, and Grav Cent star is still a thing.
There are a handful if Adamantine lances running around. Triptide Tau can definitely be a good TMC(Take Most Comers) build and barring some of the extreme match ups it can definitely do well. That being said, beware the PodCents,CentStars,Grav Bikers, Imperial Knights, and Heavy Wraithknights. There are many builds that just tear up triple Riptide lists, and these hard counters are definitely floating around.
Feel free to check out my Batrep thread, I'll be posting reports of my games and took a bunch of good pictures already.
Automatically Appended Next Post:
carldooley wrote:a question, how many CADs are you capable of running? loading up on ECPAs can increase the Limburger factor. OTOH, you can take ammo dumps for the same effect (rerolling ones).
You can only have one ECPA, it doesn't matter how many CAD you take. One per army.
Automatically Appended Next Post:
Homeskillet wrote:Triple riptide is indeed still very scary. Look up some of Zagman's posts, he's at NOVA this weekend with his triple riptide list and has gone 3-0 through day one. I'm assuming he'll do well tomorrow as well. Played right, with the right support, those things are nasty.
Working on it buddy, I really want a strong game 4 showing do I make Bracket 1. A win will guarantee it, or a very high scoring loss could as well. Didn't pick up enough points games one and two!
Thank you so much for your insight. Best of luck at Nova!
What are your guys thoughts on the Rvana xv107 FW riptide variant? FW is allowed everywhere in my locals. Is it good or over costed?
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Easy Stable Flying base tutorial here on Dakka:
http://www.dakkadakka.com/dakkaforum/posts/list/356483.page
Check out my Tyrannofex Conversion tutorial here on Dakka:
http://www.dakkadakka.com/dakkaforum/posts/list/334523.page
Check out my Librarian holding fire tutorial here on Dakka:
http://www.dakkadakka.com/dakkaforum/posts/list/314801.page |
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![[Post New]](/s/i/i.gif) 2014/08/30 14:35:06
Subject: Tau - Triptide, thoughts?
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Big Mek in Kustom Dragster with Soopa-Gun
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They dialed that guy back a TON from his initial release rules, but hes still crazy. I believe the strength levels went down 1 (still wounds everything on 3s on average) and the AP went up 1 so he doesnt pen marine armor anymore. But he still has the 4 pi plate nova charge (iirc) and causes a gakload of extra hits on units that have bulky/verybulky/extremely bulky/are a vehicle rule....thats where he gets crazy.
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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) 2014/08/30 21:30:12
Subject: Re:Tau - Triptide, thoughts?
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Judgemental Grey Knight Justicar
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syypher wrote: Zagman wrote:265 Riptide(?) +Heavy Burst Cannon +Twinlinked Fusion Blaster +Velocity Tracker(?) +Stimulant Injector(?) +Earth Caste Pilot Array(?)
235 Riptide(?) +Heavy Burst Cannon +Twinlinked Fusion Blaster +Velocity Tracker(?) +Stimulant Injector(?)
190 Riptide(?) +Ion Accelerator(?) +Twinlinked Fusion Blaster +Early Warning Override(?)
That's the configuration for my Triptide that I've been running in 7th and have with me at NOVA. I ran the same setup in 6th with the addition of a Stim injector on the IA Riptide. I definitely miss the Stim on him, but it gets expensive. Don't underestimate the value of HBCTides for AA and general utility. I've found them extremely useful, especially with a bit of Markerlight support.
I definitely could get away with dropping my 2nd HBC Riptide and running a SkyRay and some more firepower, but Triptide works just as well.
That being said, there are some builds out there that will just tear it up. With the release of space Wolves it's now possible to take Emily Pods and just fill them with Grav Cents. A Driago Cent Star is now possible, and for a while the Coteaz, Tigerious, and Grav Cent star is still a thing.
There are a handful if Adamantine lances running around. Triptide Tau can definitely be a good TMC(Take Most Comers) build and barring some of the extreme match ups it can definitely do well. That being said, beware the PodCents,CentStars,Grav Bikers, Imperial Knights, and Heavy Wraithknights. There are many builds that just tear up triple Riptide lists, and these hard counters are definitely floating around.
Feel free to check out my Batrep thread, I'll be posting reports of my games and took a bunch of good pictures already.
Automatically Appended Next Post:
carldooley wrote:a question, how many CADs are you capable of running? loading up on ECPAs can increase the Limburger factor. OTOH, you can take ammo dumps for the same effect (rerolling ones).
You can only have one ECPA, it doesn't matter how many CAD you take. One per army.
Automatically Appended Next Post:
Homeskillet wrote:Triple riptide is indeed still very scary. Look up some of Zagman's posts, he's at NOVA this weekend with his triple riptide list and has gone 3-0 through day one. I'm assuming he'll do well tomorrow as well. Played right, with the right support, those things are nasty.
Working on it buddy, I really want a strong game 4 showing do I make Bracket 1. A win will guarantee it, or a very high scoring loss could as well. Didn't pick up enough points games one and two!
Thank you so much for your insight. Best of luck at Nova!
What are your guys thoughts on the Rvana xv107 FW riptide variant? FW is allowed everywhere in my locals. Is it good or over costed?
I honestly can't remember it's rules off the top of my head, I do remember the first "experimental" rules were totally bananas. I'm the guy that will ordinarily play against whatever, but the first set of rules for those things were ridiculously unbalanced for its cost.
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![[Post New]](/s/i/i.gif) 2014/08/30 22:02:29
Subject: Tau - Triptide, thoughts?
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Rough Rider with Boomstick
Wiltshire
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Vineheart01 wrote:They dialed that guy back a TON from his initial release rules, but hes still crazy. I believe the strength levels went down 1 (still wounds everything on 3s on average) and the AP went up 1 so he doesnt pen marine armor anymore. But he still has the 4 pi plate nova charge ( iirc) and causes a gakload of extra hits on units that have bulky/verybulky/extremely bulky/are a vehicle rule....thats where he gets crazy.
I'm replying just to say that I could stare at your avatar gif for literally years
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Note to the reader: my username is not arrogance. No, my name is taken from the most excellent of commanders: Lord Castellan Creed, of the Imperial Guar- I mean Astra Militarum - who has a special rule known only as "Tactical Genius"... Although nowhere near as awesome as before, it now allows some cool stuff for the Guar- Astra Militarum - player. FEAR ME AND MY TWO WARLORD TRAITS. |
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![[Post New]](/s/i/i.gif) 2014/08/30 23:24:02
Subject: Tau - Triptide, thoughts?
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Fireknife Shas'el
Lisbon, Portugal
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I think R'Varna is too expensive and even bigger than normal Riptides. It gives a lot of pie plates, but with the correct allies you can do it as well.
Proxy one to test its rules.
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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) 2014/08/31 02:22:58
Subject: Tau - Triptide, thoughts?
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Jealous that Horus is Warmaster
Tampa, Florida
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It works best in a list built around it. if you can hold your opponent at the mid field, they get 2-4 pie plates a turn rained down at AP3 that gains strength the stronger the unit.
Combine that with the already excellent field control given my regular riptides and broadsides, it's pretty sweet. If you can zone your opponent out, you're one step closer to winning.
Taken in a FE list, you could take one of the FW Shas'Os, 2 Iontides, one 3-man Crisis team, 2 single crisis suits, two teams of 6 pathfinders for ML support, a single R'Varna, and two 3-man Broadside teams in an 1850 list.
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Rule #1 is Look Cool.
Rule #2 is Do Cool S*%* Even If It's Tactically Inadvisable
Winning is something like Rule #17.
-The Shrike
Overkill is officially defined by the Commissariat and the Munitorium as: "The minimum amount of force that is to be brought to bear against the enemies of the Emperor."
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