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Made in us
Steadfast Grey Hunter






I just recently decided to play tau since 5th edition and recently picked up the new codex with a couple Hq's. Now I'm really debating on the Riptide but I'm not sure it's worth it. I have read many mixed reviews. Is it worth the buy, and how to I efficiently run him? Thanks!
   
Made in us
Chaplain with Hate to Spare





Sioux Falls, SD

I am no expert, but people tend to talk up the Ion Accelerator Riptide as being a pain to deal with.

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Made in gb
Longtime Dakkanaut





UK

If you're going to take one, take two so that they compliment each other. IA is very nasty (especially when overcharged), as is StimPack. EWO is also good with a IA. If you go Heavy Burst Cannon, VT is a worthwhile upgrade.

As a whole, yes they are worthy of consideration, but don't expect too much firepower out of them, you're paying for an extremely durable model, not a shooty model. Crisis and Broadsides offer far more firepower for the points.

YMDC = nightmare 
   
Made in us
Jealous that Horus is Warmaster




Tampa, Florida

When in doubt, get a riptide. HBC with ECPA means great anti-air, while the ion cannon nukes infantry and transports. I've never seen a riptide not kill or tarpit it's worth in points.



Rule #1 is Look Cool.
Rule #2 is Do Cool S*%* Even If It's Tactically Inadvisable
Winning is something like Rule #17.
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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."

 
   
Made in us
Steadfast Grey Hunter






Thanks for the advice! I may just have to get a couple of them. So you all would say get a Riptide over more broadsides or warriors?
   
Made in us
Longtime Dakkanaut




 Greyguy13 wrote:
Thanks for the advice! I may just have to get a couple of them. So you all would say get a Riptide over more broadsides or warriors?


You are going to want atleast 6 broadsides at some point if you use a riptide for the Firebase formation it is just to good.
   
Made in us
Fireknife Shas'el




Lisbon, Portugal

There are the new FW Riptides as well. The R'varna is a good pie plate dispenser and the Y'vahra is quite good against vehicles/2+ armour

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 Unit1126PLL wrote:
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 Shadenuat wrote:
Voted Astra Militarum for a chance for them to get nerfed instead of my own army.
 
   
Made in us
Steadfast Grey Hunter






I just bought myself a Riptide to try out.I plan on buying one of each of the forgeworld models after a couple months here. Thank you for the advice!
   
Made in us
Fixture of Dakka





The absolute best and most cost effective way to run a Riptide is with the Ion Accelerator and no other upgrades (your call on the secondary weapon).

Every other point spent on it is largely wasted, but the Burst Cannon is garbage.

"'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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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 th
Longtime Dakkanaut




Macclesfield, UK

Yes you want a Riptide. It's not exactly an auto include but it's a very strong unit in the codex. Take one with an Ion Accelerator and a stimpak for feel no pain, it may cost more on the Riptide but it's worth it because it can use it more often as less things cause a Riptide instant death than the other units. Some people also take early warning overide on it but I usually give that system to my Broadsides, so I usually give it a velocity tracker as it's second system. It may only be 3 shots with the IA at flyers but I often take anaegis with a quad gun anyway for my squads to hide behind.
   
Made in us
Regular Dakkanaut




 DarknessEternal wrote:
The absolute best and most cost effective way to run a Riptide is with the Ion Accelerator and no other upgrades (your call on the secondary weapon).

Every other point spent on it is largely wasted, but the Burst Cannon is garbage.


EWO on an IA Riptide is pretty solid, it can utterly ruin incoming reserves. Stim Packs are good if you plan on getting it stuck in because it still stinks in CC and AP2 power weapons will ruin its day.
   
Made in us
Fixture of Dakka





Natec wrote:

EWO on an IA Riptide is pretty solid, it can utterly ruin incoming reserves.


Would you really want to fire at your unmodified skill rather than wait and use markerlights? Sure, the answer is sometimes yes, but usually no.

This message was edited 1 time. Last update was at 2014/12/30 03:39:07


"'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
Shas'ui with Bonding Knife





If a bunch of Terminator deep strike or Drop Pod Space Marines arrive, that EWO is worth every point due to the Large Blast.

Adding Stimulant Injectors are also nice since you can use them to prevent a reactor wound.

This message was edited 1 time. Last update was at 2014/12/30 06:00:25


 
   
Made in gb
Sword-Wielding Bloodletter of Khorne






They seem quite simple to use to me :p, point, shoot, jump move away and repeat :p
   
Made in gb
Shas'ui with Bonding Knife




 total0 wrote:
They seem quite simple to use to me :p, point, shoot, jump move away and repeat :p


Aren't all armies point and click? You move, you shoot/run/charge and repeat...
   
Made in gb
Sword-Wielding Bloodletter of Khorne






SGTPozy wrote:
 total0 wrote:
They seem quite simple to use to me :p, point, shoot, jump move away and repeat :p


Aren't all armies point and click? You move, you shoot/run/charge and repeat...


He asked how to use the riptide not other units? I just said how they are typically used in games so he knows what to do :p
   
Made in us
Trustworthy Shas'vre





Cobleskill

Reserves shenanigans for Tau:
If you don't want to hear whining about IA+EWO, let your opponent know you have it at deployment. If they don't want to worry about it, there is a very easy way to avoid it: deploy on the table.
If they keep them in reserves, then they run the risk of losing them on deployment: remember that reserves are rolled at the same time, then you get to choose what you shoot at.
If they deploy on the table, then the shots can be boosted by markerlights.

This message was edited 1 time. Last update was at 2014/12/30 13:33:20


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'THE ENEMY!!!'
Racerguy180 wrote:
rules come and go, models are forever...like herpes.
 
   
Made in us
Blood-Drenched Death Company Marine




Little Rock, Arkansas

Don't nova charge unless you really really need the bonus for a game changing move.

Most riptide newbies almost kill the riptide themselves. The biggest advantage the model offers is insane durability for its price, while still having respectable killing power against anything without heavy AV or good invuln saves. Don't kill it for your opponent. Make them do the work.

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Made in us
Legendary Master of the Chapter






If you like the model.. get it. dont let people shun you away from what ya like.

Also the best way to run a riptide is magnets.

EWO and FNP tends to be taken a lot

 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!

 
   
Made in us
Fixture of Dakka





 carldooley wrote:
R
If you don't want to hear whining about IA+EWO, let your opponent know you have it at deployment.

Your opponent is entitled to your army list before deployment.

"'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 th
Longtime Dakkanaut




Macclesfield, UK

 DarknessEternal wrote:
Natec wrote:

EWO on an IA Riptide is pretty solid, it can utterly ruin incoming reserves.


Would you really want to fire at your unmodified skill rather than wait and use markerlights? Sure, the answer is sometimes yes, but usually no.


Thats why I use that system on twin linked goodness of HYMP and SMS. I think it's pretty solid to take out most of an incoming squad arriving in a drop pod for instance. There is always the chance that the pie plate from the Riptide will completely miss and kill nothing.
   
Made in us
Auspicious Daemonic Herald





 DarknessEternal wrote:
 carldooley wrote:
R
If you don't want to hear whining about IA+EWO, let your opponent know you have it at deployment.

Your opponent is entitled to your army list before deployment.

You'd be surprised how many people don't think this is the case
   
Made in ca
Monstrously Massive Big Mutant





Canada

IA Nova Charge. Str 9 ap2 large blast. you have a 1 in 3 chance to get a direct hit and pretty much annihilating your opponent's, whatever. Get a few Tides, GG. Remove cover? GG. MC with FNP and a 2+? GG

Tides man... they get you everytime.

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Made in us
Steadfast Grey Hunter






I am currently assembling my new Riptide. I plan on fielding him next week for the first battle. Am looking forward to seeing how he fares. Definitely trying out a couple layouts that was suggested. Should be fun!
   
Made in us
Fresh-Faced New User



USA

In my experience: The hardest part of running a Riptide is assembling the model.

I would say the two best tips for using one is to use the Ion-Accelerator and remember you don't always have to overcharge. Its a huge DSTRACTION CARINIFEX that can throw out some impressive firepower. Also remember the overcharged Ion has ordinance for vehicles. The best part of the riptide I find is the durability. My opponents tend to throw a ton of firepower into them, giving your pathfinders and crisis suits breathing room.

This message was edited 1 time. Last update was at 2015/01/07 01:20:49


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Made in us
Shas'ui with Bonding Knife





If you are willing to put the extra effort in, put LEDs in the Riptide to make it shinier and so your opponent is more likely to shoot at it.

Half the point of the Riptide is to be a scary distraction, the other half is to be scary.
   
 
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