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		<title><![CDATA[Latest posts for the thread "Tau Riptide 1500pt"]]></title>
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				<title>Tau Riptide 1500pt</title>
				<description><![CDATA[ I've been toying around with armybuilder, and put together what looks like a pretty decent list! Would this be competitive in a tournament?<br /> <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>: Ethereal (50pts)<br /> <br /> Troops:<br /> Firewarriors x9 (81 pts)<br /> Firewarriors x6 (54 pts)<br /> Kroot x10        (60 pts)<br /> <br /> Elite:<br /> Riptide (225 pts)<br /> Ion Accelerator<br /> <span class="glossaryitem" onmouseover='gp(658);'>EWO</span><br /> Stim<br /> <br /> Riptide (225 pts)<br /> Ion Accelerator<br /> <span class="glossaryitem" onmouseover='gp(658);'>EWO</span><br /> Stim<br /> <br /> Riptide (220 pts)<br /> Heavy Burst Cannon<br /> Stim<br /> Velocity Tracker<br /> <br /> Heavy Support:<br /> Hammerhead (190 pts)<br /> Submunition<br /> Dpod<br /> Longstrike<br /> <span class="glossaryitem" onmouseover='gp(388);'>SMS</span><br /> <br /> Broadside team (109 pts)<br /> Broadside<br /> <span class="glossaryitem" onmouseover='gp(657);'>HYMP</span><br /> Velocity Tracker<br /> Missile drone x2<br /> <br /> Broadside team (109 pts)<br /> Broadside<br /> <span class="glossaryitem" onmouseover='gp(657);'>HYMP</span><br /> Velocity Tracker<br /> Missile drone x2<br /> <br /> Fast Attack:<br /> Sunshark Bomber (175 pts)<br /> D-pod<br /> <br /> <br /> My thinking on this list is I'm going to hide my firewarriors until turn 4, when they come out to start taking objectives. Infiltrate the kroot in order to try and take one of their objectives from them.  Riptides zip around the table, pie plating anything that looks dangerous, with the broadsides/heavy <span class="glossaryitem" onmouseover='gp(389);'>BC</span> riptide/interceptor drones taking out any flyers, and longstrike popping any AV14.<br /> ]]></description>
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				<pubDate><![CDATA[Sat, 5 Oct 2013 15:49:05]]> GMT</pubDate>
				<author><![CDATA[ Tanniith]]></author>
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				<title>Re:Tau Riptide 1500pt</title>
				<description><![CDATA[ I like the Riptide Loadouts, but you are sorely lacking in Force Multipliers.  Riptides alone do not independently possess that high of a damage output, the ability to boost <span class="glossaryitem" onmouseover='gp(14);'>BS</span> with <span class="glossaryitem" onmouseover='gp(328);'>MLs</span>, Ignore Cover with <span class="glossaryitem" onmouseover='gp(328);'>MLs</span>, Twinlink, Monster/Tank Hunter, and ignore cover with a Buffmander, ECPA for <span class="glossaryitem" onmouseover='gp(413);'>FE</span>, TwinLink with a Farseer etc all have a huge impact on how well those units perform.<br /> <br /> Alone, they are still solid units, but they will not carry an army.  You may very well find your self underwhelmed with how they perform on the table.  I usually advocate Stims on Riptides like this, but for your list I'm going to say drop them.  If you only had two, yes Stims are huge as they become as durable as three.  But with three Riptides smart opponents will just ignore them anyway, or wait to engage them in <span class="glossaryitem" onmouseover='gp(19);'>CC</span> and sweep them.<br /> <br /> Your scoring block is light, you need at least one more troop at this level.<br /> <br /> Most would say the Sunshark isn't worth it, but it can do well and is good <span class="glossaryitem" onmouseover='gp(805);'>AA</span> since it gets to drop off its drones before enemy interceptor can engage it.  I think you would be better off with a Skyray, but the Sunshark isn't terrible and will work.<br /> <br /> You have a significant amount of <span class="glossaryitem" onmouseover='gp(805);'>AA</span>, VT HBC Riptide, 2 VT Broadsides, and the Sunshark.  I don't think you need all three, I'd consider changing the support system on the Broadsides as <span class="glossaryitem" onmouseover='gp(657);'>HYMP</span> and <span class="glossaryitem" onmouseover='gp(388);'>SMS</span> being TwinLinked are still effective <span class="glossaryitem" onmouseover='gp(805);'>AA</span> in a pinch.  Pick up a couple of <span class="glossaryitem" onmouseover='gp(328);'>MLs</span> if you can, maybe a small MarkerDrone Squad or squad of Pathfinders.<br /> <br /> <br /> I'd drop the Stims, pick up more scoring units.  Drop the VTs on the Broadsides for EWOs or nothing and pick up some more Markerlights either in drones or Pathfinders.  <br /> <br /> Hope you find my advice useful.]]></description>
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				<pubDate><![CDATA[Sat, 5 Oct 2013 16:16:25]]> GMT</pubDate>
				<author><![CDATA[ Zagman]]></author>
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				<title>Tau Riptide 1500pt</title>
				<description><![CDATA[ Really? I would think dropping two S9 pie plates per turn would be devastating to just about any army.  It's just surprising to me that 3 Riptides are something that someone can just ignore.]]></description>
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				<pubDate><![CDATA[Sat, 5 Oct 2013 17:06:16]]> GMT</pubDate>
				<author><![CDATA[ Tanniith]]></author>
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				<title>Tau Riptide 1500pt</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/556155/6119937.page"><b>Tanniith wrote:</b></a><br/>Really? I would think dropping two S9 pie plates per turn would be devastating to just about any army.  It's just surprising to me that 3 Riptides are something that someone can just ignore.</div></blockquote><br /> <br /> To get S9 you need to pass your Nova Reactor or take a wound.  so 1/3 deal a wound to yourself, 2/3 goes off.  Then you need to make your gets hot whether you make your <span class="glossaryitem" onmouseover='gp(755);'>NOVA</span> or not, so 1/6 fails here too.  So, to get a S9 Ordinance off you have only a 55% chance.  Then you need to hit, becasue a miss at BS3 isn't good.  So only ~25% are hitting where you want them to.  Many armies can effectively ignore this.  ]]></description>
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				<pubDate><![CDATA[Tue, 8 Oct 2013 01:47:03]]> GMT</pubDate>
				<author><![CDATA[ Zagman]]></author>
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				<title>Tau Riptide 1500pt</title>
				<description><![CDATA[ Riptides are often overrated by both the owner and the opponent.<br /> <br /> Riptides do well when they are targeted because they are difficult to bring down. However for the reasons mentioned by Zagman, I've seen riptides only do significant damage on average 2 turns per game - the rest of the time they fail to hit anything significant or fail gets hot rolls.<br /> <br /> An army using just one riptide will be successful as it has many points left over for high damage units while the lone riptide soaks up enemy fire. An army with 2 riptide needs really put their opponent in a place where they are stuck making difficult target priority choices (spreading the damage evenly between the two riptides).<br /> <br /> 3 riptides just means you'll have 700 pts tied up to 3 pie plates that fail to do much half the time. I'd rather have 3 fully suited up crisis teams with some drones and a good sized pathfinder squad for the same points.]]></description>
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				<pubDate><![CDATA[Tue, 8 Oct 2013 20:48:11]]> GMT</pubDate>
				<author><![CDATA[ gossipmeng]]></author>
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