Aventine Posted January 17, 2014 Report Posted January 17, 2014 They updated the rules for the R'varna Riptide this week and nerfed it a bit. Still very good but not stupid. http://www.forgeworld.co.uk/Downloads/Product/PDF/R/Rvarna15-1-2014.pdf AP on its main gun got changed from 3 to 4, it explicitly cannot benefit from 'Storm of Fire', and if it uses its reactor to double shoot then it does not get to shoot in the next turn. With the changes I feel like it is a tough cookie, but something that I wouldn't mind fighting against... 2 Quote
busbina Posted January 17, 2014 Report Posted January 17, 2014 I'm thinking about getting that pod. Seems like a great Kharn delivery system. Yes you cant charge out of it, Yes I am putting 20 berzerkers in the backfield, while mister blood thrister flies at your frontline. Quote
WestRider Posted January 18, 2014 Report Posted January 18, 2014 That's still riding the edge of what's broken, I think, simply because it's still so hard to kill or tie up, and it's still putting out a lot of firepower, but taking away the full Volley Fire option and the ability to just erase MEq and MC Units certainly helps. Quote
Aventine Posted January 18, 2014 Author Report Posted January 18, 2014 I just feel like with these new rules there is actually a choice between it and a normal Riptide... they seem to fulfill slightly different roles now Quote
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