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Post by Colonel Beauregard on Jun 3, 2013 0:59:46 GMT -5
Ok... I just played a 1250 against a tau player. I can officially say, I hate tau. Riptides are retarded. And he brought two of them.
Their toughness is such that I cannot Insta-kill them... they aren't vehicles so I can't AP them... AND THAT MANY WOUNDS WITH A 2+ AS?!?!?
What the fack? Seriously... It's almost as bad as a Helldrake. I'm pi$$ed. I have no real answer for them.
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Post by Ponen19 on Jun 3, 2013 1:24:10 GMT -5
Lascannons, melta, and plasma. Remove their armor save and force their invuln save. 5+ isn't that great to begin with, and if they want a better save then they have to overcharge their shield/reactor things and risk a wound. Riptides are nasty but remember that even lasguns can hurt them, just need to drown them in dice.
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Post by emptyhat on Jun 3, 2013 9:42:21 GMT -5
What sort of range do they have on their guns?
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Post by Empirespy on Jun 3, 2013 14:26:00 GMT -5
The max range gun they can have is 72".
To be fair, they have a 1/3 chance of wounding themselves every turn if they nova charge, and if they want to fire the better profiles on their heavy burst cannon it's 12 shots with gets hot. To me that smells of suicide.
Fire plasma at it, they get wounded on a 3+ and only get a 5+ save. It's also a monstrous creature, so you can "bring it down". You complain that you can't insta kill them, but how terrible would it be if your 180Pt+ model got killed by a single high strength shot. As they don't have an AV value, it means that you can throw dice at them until it fails those saves, as even the ever abundant lasgun can wound them. Too many wounds at 2+ AS you say, well a paladin squad can fit nicely into the points gap and have more wounds. I think this is a big overreaction honestly, when the codex came out I was worried that this might be some nigh on unstoppable uber-unit, but fortunately it is quite well balanced. /rant
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Post by WestRider on Jun 3, 2013 22:48:23 GMT -5
Yeah, I haven't really had a problem with them. Plasma/Lascannon fire + Bring It Down does the job pretty nicely. Yes, they can get a 3++, but it's risky, and it significantly cuts into their firepower. And if they fail to put that up even once, they're probably dead, because that one is now down a Wound and is the obvious target for the next Turn.
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Sgt. Rock
Captain
Loungin' like a lizard.
Posts: 231
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Post by Sgt. Rock on Jun 11, 2013 14:20:59 GMT -5
One word: Ratlings. Ten BS 4 sniper rifles can shave wounds off of MCs surprisingly quickly.
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Post by that1guy on Dec 1, 2013 12:11:29 GMT -5
I hate to revive a stale thread, but would a powerfist on a sgt. in an infantry blob be useful in these scenerio's?
There is a formidable Tau player local and I kind of imagine rushing him with waves of chimera's and then another wave of conscripts with a commie barking at those white stripes to run faster.
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Post by WestRider on Dec 1, 2013 13:17:54 GMT -5
Sgts can't take PowerFists. Meltabombs are handy as long as it doesn't have Hit & Run, tho.
If you're tarpitting them, you should also be careful about how much you're investing in the Tarpit. They only usually run around 220 or so, so you don't want a big Blob stuck into them unless you know you're eventually going to drag it down.
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Post by Narric on Dec 1, 2013 15:57:20 GMT -5
Imperial guard weapons that coule easily kill a Riptide: - Bastion Breacher Shells - Demo-charge from an Meltagun equipped Vet Squad with Plasma Pistol Sergeant, or Marbo - Executioner Plasma Cannon - Lascannon (can't ost IG vehicles take this? And our Troops can bring up to 11 per Slot.) - Meltagun (mentioned earlier) - Melta Cannon - Plasma Cannon - Plasma Gun - Vanquisher Battle Cannon - Deathstrike Missile - Demolisher Siege Cannon - Medusa Siege Cannon
And thats just by highest Str & AP
- Massed LAsguns can out wound it - Anything higher than Str:6 is going to bring the hurt, and can easily be brought en-mass - Our Multi-laser equipped Transports can inflict more wounds than it can statisically save - Our Punisher Gatling Guns also can - With some lucky rolls, Stracken could potentially kill one in combat
If you're having difficulty killing ariptide, either your list is not tooled to face such a model, or you do not jknow how to use the weapons and tactics at your disposal.
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Post by Boobs McGee, Esquire on Dec 26, 2013 17:47:51 GMT -5
Riptides will generally never nova charge unless the player is scared or stupid,personally I would never waste a bastion breacher or template weapons that's what they are there for. For 180 points they are the best distraction unit the tau have. They should be an afterthought in your target acquisition as they will mostly be out of range and will just soak up all your firepower. Massed las guns is the only way to take them down reliably and without wasting your shots. Get a squad of guuardsmen a d drive them up to it within rapid fire range and cast bring it down. When I went to throne of skulls I only lost one game due to someone ignoring my riptides until the end.
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Post by sirbebox on Feb 12, 2014 15:52:20 GMT -5
My favorite way of killing them is with my two primaris psykers, My force staff primaris has one riptide kill under his belt. And the force axe one has two riptide kills under his belt. One wound is all you need then warp charge engaged bam dead riptide
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Post by that1guy on Feb 15, 2014 0:21:38 GMT -5
My favorite way of killing them is with my two primaris psykers, My force staff primaris has one riptide kill under his belt. And the force axe one has two riptide kills under his belt. One wound is all you need then warp charge engaged bam dead riptide How do you like to deliver them into melee? Chimera? Valkeryie? Set a cleaver trap?
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Post by Empirespy on Feb 15, 2014 17:10:47 GMT -5
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Post by hendrik on Feb 22, 2014 18:32:05 GMT -5
today i faced a tau list including 2 riptides, their special anti-IG hammerhead and lots of suits and pathfinders.his firepower mauled my army, although i sold my little plastic men their lives at a cost! i learned that his worst fear were my beast hunter shells, however, nightfighting seriously ruined my alpha strike capability, especially since i went fiorst and no targets were illuminated yet. once he destoryed the vanquisher cannon on my command leman russ i didn't have any decent AP2 weapons left that could deal with the riptides.
off all the listed tactics here i think i'll try and see what damage some ratlings can do, and i doubt any unit will be able to make it close to them
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Post by that1guy on Feb 23, 2014 1:27:26 GMT -5
i learned that his worst fear were my beast hunter shells What are those?
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Post by hendrik on Feb 23, 2014 7:56:49 GMT -5
it's an IA volume one; second edition upgrade available for vanquisher command tanks and vanquisher commissar tanks for 15pts for the following profile: 72" S8 AP2 Heavy 1, blast(3"), instant death. it's THE monsterous creature hunter option, but unless i make the armoured company my primary list and work double force org charts you'll only be able to include 2 of them (1 company command vanquisher, 1 commissar vanquisher) as allies, and even though i only face 1 opponent i don't want to tool my army to only deal with his lists.
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Post by hendrik on Feb 23, 2014 11:00:10 GMT -5
whilst i was redesigning my list i started to look into using more tanks, and a small tank drew my attantion. the hades breaching drill. for only 145 pts you can get: -hades breaching drill: D3 S8 AP2 tank shock attacks -10 veterans armed with 2 plamsmaguns and a plasmapistol.
This almost seems like a dedicated riptide/vehicle destoryer unit! not to mention it's more effective in getting your veterans to where you want them since they are not exposed to enemy fire untill they arrive from reserves!
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Post by sirbebox on Feb 24, 2014 13:05:58 GMT -5
*that1guy-owe just blob squads lol that how i always diliver them
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