Second Sphere

Wargames => Warhammer 40k => Topic started by: Chicop76 on May 28, 2013, 02:18:25 PM

Title: Riptide lessons!
Post by: Chicop76 on May 28, 2013, 02:18:25 PM
As I play my riptide I learn more and more each day. Instead of going over what evryone else is saying I figure I will mention my own observations.

1. As more and more games get combat element in them I slowly facing combat. At first I shy away from it now I embrace it. A good example is fleshhounds of khorne. The fleshhounds are a re problem that can deal major damage to your army. One thing I have learned is if you assault them instead of the other way around the tide can tie them up for a very long time, watch out for any ap 2 weapon heralds. The unit needs 6s and you need to roll a 1 to take a wound. Heralds need 3-5s but without an ap 2 weapon they can't do much. If your postion is getting over whelmed use him to tie up combat. The hounds cost way more than he does by the way usually.

2. I learned this the other night. Stay away from melta bombers. That being said I completly forgot that the riptide have fear. Remember the fear and use it on units with poor leadership. A squad of 5 nobs at leadership 7. Use that fear to drop them to ws 1 so now instead of hitting you on 3s they hit you on 5s and you can smash away with hitting on 3s.

3. Smash, Riptide Smash. This I learned has cought a lot of players off guard. They see no strength 10 long range weapons, nor meltas and think you have nothing that can defeat said armour 14. Wrong! You proceed to nearest armour 14 vehicle and smash away with 3 strength 10 attacks. It catches them off guard.

4. Ion Cannon is strength 9 barrage, ordanance. Which means you hit side armour. Yes you might hurt the poor 5 wound monster, but you can now take out a russ due to side armour 13. I have found that it's very effective and now I use it against guard. It's the same as having longshot with his re roll armour pen hitting front armour of a guard tank.
Title: Re: Riptide lessons!
Post by: Arkitek on May 28, 2013, 02:34:58 PM
1. Smash halves your attacks, rounding down. So a Riptide gets 1 attack at Strength 10.

2. The Ion Cannon is not Barrage. It's direct-fire only.
Title: Re: Riptide lessons!
Post by: Cammerz on May 28, 2013, 03:00:38 PM
Quote from: Arkitek on May 28, 2013, 02:34:58 PM
1. Smash halves your attacks, rounding down. So a Riptide gets 1 attack at Strength 10.

I wasn't sure about this so I looked in the rulebook, it doesn't specify there whether it rounds up or down, I then looked at the FAQ where it gives an example saying that it does in fact round up.
Source: Rulebook FAQ pp.6
Title: Re: Riptide lessons!
Post by: Arkitek on May 28, 2013, 03:48:55 PM
I stand corrected.

Alright, two attacks, then. That's still less than three. Unless you add the attack for charging after you halve the attacks.
Title: Re: Riptide lessons!
Post by: Cammerz on May 28, 2013, 04:52:11 PM
Quote from: Arkitek on May 28, 2013, 03:48:55 PM
I stand corrected.

Alright, two attacks, then. That's still less than three. Unless you add the attack for charging after you halve the attacks.

That is exactly what happens, and charging is the only way you'll be getting into combat with an AV14 thing. I've had great fun in the past smashing a Land Raider Crusader with my Bloodthirster.
Title: Re: Riptide lessons!
Post by: Arguleon-veq on May 28, 2013, 05:22:09 PM
Only barrage hits side armour, not just ordnance.

I would avoid combat with the Riptide, your only getting a few attacks and with its poor WS so it is very easy to do no damage at all then if you take even a single wound in reply your taking a break test and your probably getting ran down if you fail it.

The other day my guard horde was charged by a riptide that intended to tie them up but thanks to a 4+ ward on my squad and it only managing 1 wound, which I saved my 1 wound in reply was enough to break it and run it down.
Title: Re: Riptide lessons!
Post by: Arkitek on May 28, 2013, 05:32:28 PM
How does one run down a monstrous creature? ???
Title: Re: Riptide lessons!
Post by: Arguleon-veq on May 28, 2013, 06:06:20 PM
As far as I can tell, its not fearless so when it loses a combat it can break like any other unit and be ran down in a sweeping advance. Unless ive missed something? My opponent didnt question it either.
Title: Re: Riptide lessons!
Post by: Cammerz on May 28, 2013, 07:54:28 PM
Well this edition specifically states that models with the 'Fear' rule are not themselves immune to fear and it doesn't list 'Fearless' in its Special Rules so yeah, it can run away, and of course with the frankly appalling initiative of the Tau it will quite likely be caught.
Title: Re: Riptide lessons!
Post by: Carrelio on May 28, 2013, 08:31:18 PM
With the adequate drone support that almost every Tau unit has access too, we're actually pretty speedy at running away (I4).
Title: Re: Riptide lessons!
Post by: Arkitek on May 28, 2013, 08:59:34 PM
Sorry, that's not quite what I meant. I mean, suppose it's fighting some Guardsmen and one of them gets a lucky bayonet strike in. Disregard, for a moment, that bayonetting a Riptide is a bit strange. What do they do to it that makes them so deadly that they remove it instantly? XD
Title: Re: Riptide lessons!
Post by: Carrelio on May 28, 2013, 09:37:16 PM
I'd assume from a fluff perspective it would be that having sustained a critical hit that called for the pilot to retreat, the riptide starts to fire up it's engines, when suddenly 50 guardsmen pile onto it... it struggles to take off, spiraling out of control into the soft mud, a hundred hands clawing at the cockpit doors, smashing out optic sensors and severing anything they can get to.  The riptide thrashes, unable to right itself and take flight, as the door to the cockpit is torn off and the inside of the cabin is scorched by hundreds of flashlights.
Title: Re: Riptide lessons!
Post by: Arkitek on May 29, 2013, 04:19:15 AM
I figured it'd be something along those lines, but it just seems like it'd take much longer than a turn to resolve, lol

Also by 'some' I meant "a squad".
Title: Re: Riptide lessons!
Post by: DEF Knight on May 29, 2013, 05:59:48 AM
guardsmen do carry grenades and spare, potentially volatile if tampered with ammunition and weapons. A riptide is a very complicated machine. A fragmentation grenade may not be the most deadly thing in the 40K universe, but getting lucky and stuffing one into a over-charging reactor or vernier necessary for a safe landing could do an awful lot of damage...
Title: Re: Riptide lessons!
Post by: Chicop76 on May 29, 2013, 06:21:35 AM
I learned melta bombs and vet squad guard are nasty. :facepalm001:

That being said I forgot it's not fearless which however it can easily be stubborn due to your friendly neighboorhood ethereal.
Title: Re: Riptide lessons!
Post by: KCKitsune on May 29, 2013, 12:21:13 PM
My thoughts... only get into combat with vehicles without a WS. 

Your shooting attacks are a damn sight more impressive than your H2H abilities so why waste them?
Title: Re: Riptide lessons!
Post by: knightperson on May 29, 2013, 03:59:39 PM
Quote from: KCKitsune on May 29, 2013, 12:21:13 PM
My thoughts... only get into combat with vehicles without a WS. 

Your shooting attacks are a damn sight more impressive than your H2H abilities so why waste them?

I think that's true in the vast majority of cases. But there will be the occasional time when you really need to tarpit something and nothing else is available. Monstrous Creatures, even with poor melee stats, are pretty nasty in melee especially against non-walker vehicles. This is a good thing since the Nerf of the broadside railguns!
Title: Re: Riptide lessons!
Post by: Chicop76 on May 29, 2013, 04:46:34 PM
Quote from: knightperson on May 29, 2013, 03:59:39 PM
Quote from: KCKitsune on May 29, 2013, 12:21:13 PM
My thoughts... only get into combat with vehicles without a WS. 

Your shooting attacks are a damn sight more impressive than your H2H abilities so why waste them?

I think that's true in the vast majority of cases. But there will be the occasional time when you really need to tarpit something and nothing else is available. Monstrous Creatures, even with poor melee stats, are pretty nasty in melee especially against non-walker vehicles. This is a good thing since the Nerf of the broadside railguns!

My Riptide tx to a 3+ invulnerable beat down a tervigon and trygon before.

Not saying to start attacking and smashing things. Just saying it's options. I just found myself having to assault at times depending on what the threat is. It's all relative and depends on your over watch situation.
Title: Re: Riptide lessons!
Post by: Arguleon-veq on May 29, 2013, 05:24:52 PM
Yeah it can make a decent tar-pit if you really need it to hold something up but id only do it if its going to save something more vital.
Title: Re: Riptide lessons!
Post by: The Man They Call Jayne on May 29, 2013, 05:32:38 PM
With 3 S7 AP2 shots as standard, at a good BS is you can grab some Markers the ONLY thing you ever need to engage in CC is AV14 on the rear. I suppose if you had nothing better to do you could punch a Leman Russ to death aswell.
Title: Re: Riptide lessons!
Post by: Kur'os on June 07, 2013, 03:22:26 AM
I've used my XV-104 in most of my recent games and it's quickly becoming a staple unit. 

It has the mobility of an XV-8 and height of a Trygon, so LoS issues are rare. 

I have had great success fielding both the EWO and VT.  I can't think of the last time my opponent didn't bring reserves of some kind and flyers are only going to become more and more frequent.  In my last game, I dropped a Stormtalon the moment it arrived; allowing my Sunshark free reign of the board when it arrived on my subsequent turn.   

The primary weapon strongly dictates the units primary targets, IMO.  I can't say which primary I prefer, but I almost always use the TL FB just in case I need anti-armor. 

Beyond these, I think my overall favorite aspect of the XV-104 is its durability.  Save for tricky left-field wargear / abilities like the Dark Eldar shatterstorm, you're not likely going to see it felled by a single lucky shot. 

As a final note, I would like to state that I have horrible luck with my Nova reactor.  :(

-Kur'os