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Made in us
Pestilent Plague Marine with Blight Grenade





cedar rapids, iowa

At 500 points or even 1000 points a scout company would rip appart that riptide list.

Poison and rending, combined with sniper fire to kill the marker lights.

 
   
Made in gb
Lone Wolf Sentinel Pilot





UK

 sfshilo wrote:
At 500 points or even 1000 points a scout company would rip appart that riptide list.

Poison and rending, combined with sniper fire to kill the marker lights.


Ah yes I'm sure, what sound logic

Its not like it takes 420 points worth of nothing but Scout Snipers that suck at killing even the worst infantry and can't do jack to vehicles to kill one Riptide. 35+ shots., that's how many you'll need to kill just one. And that doesn't even factor in 5+ invulnerable saves.

There's not plenty that can kill Riptides. People exaggerate that a lot. If there's plenty I wouldn't alternate between extremely similar lists all the time with many of the same units just because I'd autolose against Riptides without them.

This message was edited 1 time. Last update was at 2014/11/29 18:13:10


 
   
Made in us
Dakka Veteran





Exaggeration goes both ways because Riptides are not these invincible killing machines that many of you make it out to be. never had issues with them when using my marines as there is quite a few sound strategies and weaponry that are great against them even in balanced lists.

This message was edited 1 time. Last update was at 2014/11/30 17:02:05


 
   
Made in us
Longtime Dakkanaut




 Rommel44 wrote:
Exaggeration goes both ways because Riptides are not these invincible killing machines that many of you make it out to be. never had issues with them when using my marines as there is quite a few sound strategies and weaponry that are great against them even in balanced lists.


Codex makes a huge difference in how easy it is to kill, not every one has access too "everything grav" like marines. Nids, as an example have a terrible time with them, one or 2 okay, but a quad tide list would be very hard.
   
Made in fi
Longtime Dakkanaut




SGTPozy wrote:

2+ armour is pretty common, so use plasma to take Riptides out, just like you would against Terminators.


But plasma is not necessary to kill Terminators. In fact, oftentimes it is pretty unnecessary. Termies die pretty easily to dakka, or simply under weight of CC attacks. Typically, my Deathwing army has like 3 termies left at the end of the game - including victorious games! This is against armies which in no way specialize in killing Termies.

Mr Vetock, give back my Multi-tracker! 
   
Made in gb
Lone Wolf Sentinel Pilot





UK

 Rommel44 wrote:
Exaggeration goes both ways because Riptides are not these invincible killing machines that many of you make it out to be. never had issues with them when using my marines as there is quite a few sound strategies and weaponry that are great against them even in balanced lists.


Good for you.

Noone is claiming they're invincible, we're pointing out that they're way too hard to kill for how much they cost relative to their other abilities as well, and there's the fact that their existence is worth as much thought about as any kind of vehicle when writing a list, and they make lists more monotonous.
   
Made in fi
Longtime Dakkanaut




Exactly. Compare Riptide to an Ionhead: the situations where Ionhead would be better than Riptide are extremely rare, and against almost any kind of attacks, Riptide is much more durable than a tank, sometimes by an absurd amount (it's not very hard to kill or cripple a Hammerhead with Krak Missiles, try that against Riptide). Yet no logical explanation whatsoever exist why Riptide is so much more durable against attacks which would easily kill a tank.

Mr Vetock, give back my Multi-tracker! 
   
Made in us
Longtime Dakkanaut




Backfire wrote:
Exactly. Compare Riptide to an Ionhead: the situations where Ionhead would be better than Riptide are extremely rare, and against almost any kind of attacks, Riptide is much more durable than a tank, sometimes by an absurd amount (it's not very hard to kill or cripple a Hammerhead with Krak Missiles, try that against Riptide). Yet no logical explanation whatsoever exist why Riptide is so much more durable against attacks which would easily kill a tank.


Only that all Tanks in general are to fragile. Tanks should cost more and be a lot tougher but that is another thread.
   
Made in us
Sadistic Inquisitorial Excruciator





How are you losing that many wounds to plasma. At 2/3 to hit * 2/3 to wound * 2/3 to not invuln * 2/3 to feel pain, that's 16 /81 or about 20% per shot of stripping a single wound. 25 shots is a lot of plasma fire.
   
Made in us
Dakka Veteran





 Mr.Omega wrote:
 Rommel44 wrote:
Exaggeration goes both ways because Riptides are not these invincible killing machines that many of you make it out to be. never had issues with them when using my marines as there is quite a few sound strategies and weaponry that are great against them even in balanced lists.


Good for you.

Noone is claiming they're invincible, we're pointing out that they're way too hard to kill for how much they cost relative to their other abilities as well, and there's the fact that their existence is worth as much thought about as any kind of vehicle when writing a list, and they make lists more monotonous.


To call a Tau army monotonous for taking Riptides is like saying a Grey Knight army is monotonous for taking Dreadknights, Eldar for taking Wave Serpents, Tyranids for taking Flytyrants ect. and so forth. An argument can be made for every army taking a particular unit, the Tau are not the only ones who do so. And I cant remember where it was mentioned in this thread but the Riptide itself is not overpowered, I do believe that the fault lies with the Ion Accelerator. To have such a powerful weapon be only 5 points it is a no brainer for people to take it, increase the points cost to about 15-20 and it would be perfectly fine. Take into account the base Riptide especially when compared to its counterparts such as the Wraithkight and Dreadknight:

-The Riptide as a whole is 180pts. for a BS3 S6 T6 5 wound Monstrous Creature that counts as a "Jet Pack" unit. IThas a 2+ armor save and a 5+ invulnerable save, It does have the chance to improve its abilities but at a risk of hurting itself 1/3 of the time and does also have a random 2D6 move in the assault phase. It comes base with Night Visions and the Tau Support Fire rule.

-Dreadknight is 130pts. for a BS4 WS4 S6 T6 4 wound Monstrous Creature that has a 2+ armor save and a 5+ invulnerable save. It has access to psychic powers as it is a level 1 Psyker, the Aegis and preferred enemy Demons.

-The Wraithknight is 240pts. base for a BS4 WS4 S10 T8 8 wound Monstrous Creature that counts as a "jump" unit. Comes base with x2 S10 AP2 weapons that can instant kill anything on a wound roll of a 6, it is fearless and has ancient doom.

When compared to these guys the Riptide is not insanely crazy in the least. Granted that no one takes a standard Riptide, but then again no one ever takes a standard Dreadknight either (Wraithknight ive seen both) but at their base core points the Riptide is reasonable.

This message was edited 1 time. Last update was at 2014/12/01 01:28:08


 
   
Made in ru
!!Goffik Rocker!!






 Rommel44 wrote:


To call a Tau army monotonous for taking Riptides is like saying a Grey Knight army is monotonous for taking Dreadknights, Eldar for taking Wave Serpents, Tyranids for taking Flytyrants


If you're spamming riptides, dreadknights, wave serpents, flyrants or whatever common spammable unit, you ARE taking a monotonous list.

And than you compare a riptide to other poorly ballanced MC. Basically, your comment is: "Tran C'Tans are perfectly fine and ballanced when you compare them to other Tran C'Tans".

This message was edited 4 times. Last update was at 2014/12/01 05:17:12


 
   
Made in us
Sadistic Inquisitorial Excruciator





A unit can't really be considered without considering the upgrades available to it.

The major difference between a wave serpent and a devilfish is the serpent shield. See, those two things are totally the same and devilfish aren't OP. Clearly wave serpents are OK.
   
Made in us
Tough-as-Nails Ork Boy





San Diego

Tell your ork player that at 1000 points he can take a green tide and dakkjets tar pit those riptides

 
   
Made in gb
Lone Wolf Sentinel Pilot





UK

 Rommel44 wrote:
 Mr.Omega wrote:
 Rommel44 wrote:
Exaggeration goes both ways because Riptides are not these invincible killing machines that many of you make it out to be. never had issues with them when using my marines as there is quite a few sound strategies and weaponry that are great against them even in balanced lists.


Good for you.

Noone is claiming they're invincible, we're pointing out that they're way too hard to kill for how much they cost relative to their other abilities as well, and there's the fact that their existence is worth as much thought about as any kind of vehicle when writing a list, and they make lists more monotonous.


To call a Tau army monotonous for taking Riptides is like saying a Grey Knight army is monotonous for taking Dreadknights, Eldar for taking Wave Serpents, Tyranids for taking Flytyrants ect. and so forth. An argument can be made for every army taking a particular unit, the Tau are not the only ones who do so. And I cant remember where it was mentioned in this thread but the Riptide itself is not overpowered, I do believe that the fault lies with the Ion Accelerator. To have such a powerful weapon be only 5 points it is a no brainer for people to take it, increase the points cost to about 15-20 and it would be perfectly fine. Take into account the base Riptide especially when compared to its counterparts such as the Wraithkight and Dreadknight:

-The Riptide as a whole is 180pts. for a BS3 S6 T6 5 wound Monstrous Creature that counts as a "Jet Pack" unit. IThas a 2+ armor save and a 5+ invulnerable save, It does have the chance to improve its abilities but at a risk of hurting itself 1/3 of the time and does also have a random 2D6 move in the assault phase. It comes base with Night Visions and the Tau Support Fire rule.

-Dreadknight is 130pts. for a BS4 WS4 S6 T6 4 wound Monstrous Creature that has a 2+ armor save and a 5+ invulnerable save. It has access to psychic powers as it is a level 1 Psyker, the Aegis and preferred enemy Demons.

-The Wraithknight is 240pts. base for a BS4 WS4 S10 T8 8 wound Monstrous Creature that counts as a "jump" unit. Comes base with x2 S10 AP2 weapons that can instant kill anything on a wound roll of a 6, it is fearless and has ancient doom.

When compared to these guys the Riptide is not insanely crazy in the least. Granted that no one takes a standard Riptide, but then again no one ever takes a standard Dreadknight either (Wraithknight ive seen both) but at their base core points the Riptide is reasonable.


That's not what I meant at all, I was refering to lists playing against Riptides taking monotonous solutions because there's so few ways to go about it (and no, not even close to everyone or the majority takes anything they want from the Imperium line)/there are clear formats that are too much of a no brainer to fall into given Riptides, though your point is still weightless because "other armies do it to some extent as well" doesn't downplay the idea that it makes Tau lists more monotonous at all. And an IA Riptide at 195 would barely make any difference at all. The IA should cost more like 25-30 points or have its range reduced to 36'' at 15-20 pts.

The DK needs to get in spitting range to be work, the Riptide can do what it does best at 72'' away. The DK also needs the teleporter to even get to the enemy within a decent amount of time, and can die quickly up close to short range AP2. The Wraithknight has two guns which are mediocre anti-tank and alright anti-MC. It has no invulnerable with two wraithcannons and high strength AP3 ruins it.

This message was edited 2 times. Last update was at 2014/12/01 13:28:16


 
   
 
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