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Riptides aren't OP in 7th
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=== Riptides are Fine === Riptides are fine, they are in an army that has neither psychic powers nor real CC units. For optimum strength, it's ruleset requires a gamble for Nova reactor, which has a 1/3 chance to wound the unit every single turn. Also requires the use of markerlights to maximize it's average shooting. I've seen a couple of posts of people saying the 'scour' ML option (ignores cover) is 1 marker light. It's actually 2. Twice as hard to pull off as naysayers claim. In my experiences of playing with Riptides, the Riptide Wing was undoubtedly the poorest showing of the unit. The double attack option doesn't kill as much as you think it should and not moving a turn, to pull it off, can cost you the game. Also, you generally need to balance out every monstrous/gargantuan creature with some decent amounts of MSU units or you will eventually get worn down/shut down in the later parts of the game. Even in an army of giant robots, MSU/copious wounds still matter.Β But please, don't just take my word for it. Any time another whiner about Riptides shows up, clear, empirical evidence is usually the best form of persuasion.Β So I present to you a Frontline Gaming video, a supposedly "competitive" list of the Riptide Wing and 2 Stormsurges, getting basically TABLED by Space Marines.Β https://www.youtube.com/watch?v=9Op5ovJHIE8 Are Riptides too strong? Well, the evidence of this video conclusively proves they aren't.
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