Author Topic: Some Riptide info  (Read 951 times)

Chase

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Some Riptide info
« on: April 02, 2013, 06:20:37 PM »
Just got off the phone with GW.  Placed a pretty obscene Tau order.

Here's what the rep had to say about the Riptide:

- Went together like a dream.  Really fun kit to build.
- 2+/5+
- Roughly 180 points, roughly Land Raider cost when it's kitted out
- Monstrous creature
- Something about a "jump" creature?
- Toughness 6
- 5 wounds
- 2 "reactors" it can "use."  One is a nova reactor.  On a 1 or 2 you lose a wound (no save), on a 3+ "all of your shooting gets way better."
- Some sort of melee attack is AP2
- It's "very good in game."


That's all I can remember about him...  The new 60ish point HQ seems totally awesome.  Attach him to a squad or unit and I guess all of their shots are doubled or something like that.

Also, marker lights sounded really powerful, but what he was saying is beyond my understanding of the game.
"In the absence of orders, go find something and kill it."
- Field Marshal Erwin Rommel


Sir_Prometheus

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Re: Some Riptide info
« Reply #2 on: April 02, 2013, 07:25:38 PM »
180 pts, yes.  Except it's only BS 3 so figure +10 for the targetting array.  T6, 5 wounds.  Looks pretty arn hard to kill.  It's a jet pack MC so it'll move 6" and then 2d6" in the assault phase just like the crisis suits.

Reactor can overcharge for 4 efFects: Boost the guns (various effects), boost the shield save to 3++, fire twice each gun, or move 4d6" in the assault phase.

SO besides having 5 wounds (+ drones, if you want) it sounds like you'll never be able to catch the thing, either.  Force weapon would be a good way to do it, but I can see even a teleporting NDK having trouble catching if the Tau player is canny about it.

Did I mention you can give FNP?

Ion cannon is something fairly high str AP2 boostable to Str9 large blast, the rumour is.

The super burst cannon (gatling gun) looks surprisingly hot: Str6, Hvy 8, but it becomes Hvy 12 rending when overcharged. That's a very general purpose gun.

Gonna LED mine up: http://www.modeltrainsoftware.com/ledlights1.html
« Last Edit: April 02, 2013, 07:29:29 PM by Sir_Prometheus »

MM3791

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Re: Some Riptide info
« Reply #3 on: April 02, 2013, 07:45:32 PM »
Catching it seems like the only way to kill it, so hopefully it doesn't have hit and run. It seems to be completely immune to the 40k shooting phase.

robpro

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Re: Some Riptide info
« Reply #4 on: April 02, 2013, 08:30:10 PM »
Catching it seems like the only way to kill it, so hopefully it doesn't have hit and run. It seems to be completely immune to the 40k shooting phase.

Just shoot 6 transdimensional beamers at it. :)

Grand Master Steve

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Re: Some Riptide info
« Reply #5 on: April 02, 2013, 11:31:40 PM »
I jave already pre-ordered one of these bad boys with the Codex. I want to have a fun army (for me) that can be on the more competitive side with out my opponent checking off the box "slice of cheese." I was thinking about Chaos but they just have way to much crap to remember about that an opponent can take advantage of. Gaurd are the same level with Orders. I dont want to constantly hold up games to look up my own rules to see what chaos powers i get or what orders I should be issuing.

Sir_Prometheus

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Re: Some Riptide info
« Reply #6 on: April 03, 2013, 11:02:39 AM »
More than one riptide might be a slice of cheese.  I think it's probably good to leave some room for Stealths and Crisis, anyway. 

I bought $25 worht of LEDs just to light mine up.  If I got more than one, it wouldn't be center piece anymore!

Grand Master Steve

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Re: Some Riptide info
« Reply #7 on: April 03, 2013, 03:19:19 PM »
I agree I will not use more than one Rip Tide. I love the whole concept of the Mechs of Tau im sort of hoping Farsight can get a rip tide.

MM3791

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Re: Some Riptide info
« Reply #8 on: April 05, 2013, 02:28:10 PM »
Farsight will be just as common as Eldrad.

Grimwulfe

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Re: Some Riptide info
« Reply #9 on: April 05, 2013, 03:50:55 PM »
ELITE Choice
Base Cost 180 Fully geared out 240 or so

WS 2 BS 3 S 6 T 6 W 5 I 2 A 3 LD 9 Sv 2+ 5++
Jet Pack MC
Wargear - Missile Pod Shield Generator

Special Rules
Nova Reactor - Begining of movement roll d6 on a 1 or 2 he takes a wound NO SAVES ALLOWED on 3+ pick from Nova Shield 3++ or Boost Roll 4D6 for Thrust move or Ripple Fire allows a wep to be firedt twice or Nova-Charge accelorator or burt cannon uses nova-charge profile

Supporting Fire - Units within 6" of model being charged can overwatch
« Last Edit: April 05, 2013, 03:55:17 PM by Grimwulfe »
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