Jump to content

Dealing with Necron Wraiths


Recommended Posts

Weight of attacks is the way to deal with those guys. A 3++ save with 2 wounds each is rough, but eventually they will go down. Make sure you get the charge and make sure you make it with a lot of marines - and remember, the longer you are in CC with them the longer your marines are NOT getting shot at. And getting shot at is, generally, by far the biggest threat you will face from a Necron force. Shooting them is viable, but generally you don't want to risk your lascannon or missile launcher shots against that 3++ save.
Link to comment
Share on other sites

Libby dreads do wonders. 4x S10 attacks on the charge allow for any failed saves to pop them.

AV13 on the dread also helps.

 

 

The libby dread can tie them up , but rending hits can shut him down pretty fast/kill him. I'd actually recommend Seth for killing wraiths. The man is a boss at it. He can always whirlwind if a load of them are in base to base with him.

Link to comment
Share on other sites

I've found that as with all things Thunder hammer termies are the way to go.

 

Against wraiths you're probably going to be I1 anyway due to the whips, so might as well match their 3++ v rends, get an improved 2+ against the others and then pop them with the hammers.

Link to comment
Share on other sites

My wife plays necrons so I have lot's of experiance with them.

First, don't think necrons as primary shooty army. They have plenty of formidable CC units in every slot except troop.

Second, use Power Fist/thunder hammer. They have one stat worse then other CC necrons and it is T4. With fists, you will "Instant" them. Usual build is I believe with Whip Coils (who the hell wouldn't take that) so you go last anyway.

Link to comment
Share on other sites

Ten man hammer and shield terminator squad with Lysander, chaplain in terminator armour and a librarian in terminator armour to cast null zone.

 

That should do it......

Wrong codex.

And im not sure how much Lysander costs, but i know he is more than 100, which means you are spending over 700 points on a single unit to wipe out a unit that costs around 250 at the most (6 wraiths with some upgrades).

Link to comment
Share on other sites

Generally drowning them in attacks and/or str8 is the way to go.

 

Because of the Quantum Shielding (AV13) on most Necron vehicles, I would shoot missles at Canoptek units over vehicles as priority. lascannon the vehicles and close with Melta - AP1 + open topped just wrecks them.

 

If the wraiths have a destroyer lord escorting, make sure to hide your powerfist in the rear so it can't get mindshackled.

Link to comment
Share on other sites

Ten man hammer and shield terminator squad with Lysander, chaplain in terminator armour and a librarian in terminator armour to cast null zone.

 

That should do it......

Wrong codex.

And im not sure how much Lysander costs, but i know he is more than 100, which means you are spending over 700 points on a single unit to wipe out a unit that costs around 250 at the most (6 wraiths with some upgrades).

 

 

I think hes being sarcastic - or hes got a great net list lol.

 

Listen to Mezkh, as a fist in the rear is generally considered painful for the recipient.

 

 

 

......o0

Link to comment
Share on other sites

Close assault for Space Marines is not the best way to deal with them. They are most vulnerable to being forced to take a lot of saves. Even a Dreadnought will strike last against their Whip Coils, and with Rending hits you will suffer a Penetrate on most Rend results even with AV13 (6+6 = 12 then + D3). Let's not forget Destroyer Lords often hang around with Wraiths and they have Preferred Enemy and 2D6 penetration dice with S7!

 

Don't assault unless you REALLY have overwhelming force.

 

However, shooting squads of Wraiths and removing just a couple will really even the odds. Then you can potentially charge and finish them off, if you have too.

 

A Baal Predator with Heavy Bolter sponsons will hurt a Wraith squad believe it or not, since you can pick away at them for a couple turns and force plenty of saves. 2 Baals are better and what Blood Angels player doesn't have at least 2? ;)

Link to comment
Share on other sites

Do remember though that if you have furious charge you at least go simultaneously on the charge as whip coils are applied before the +1 I due to furious charge. An assault squad with a Priest would actually stand a reasonable Chance on the charge.

 

6 Wraiths will on averge will kill 1 .33 marines with FNP if you charge them.

 

10 marines + priest with Furious charge Deal 3.6 regular wounds and .4 fist wounds. So lets just say 4 wounds (5 if the fist wounds), which kills 2 wraiths (or if they are allocated is just 4 wounds, after fearleass they take another wound, so that is usually at least 1 wraith dead, and 3 others wounded.

 

Future rounds are not quite as favorable, but it is a reasonably close fight.

Link to comment
Share on other sites

Do remember though that if you have furious charge you at least go simultaneously on the charge as whip coils are applied before the +1 I due to furious charge. An assault squad with a Priest would actually stand a reasonable Chance on the charge.

 

6 Wraiths will on averge will kill 1 .33 marines with FNP if you charge them.

 

10 marines + priest with Furious charge Deal 3.6 regular wounds and .4 fist wounds. So lets just say 4 wounds (5 if the fist wounds), which kills 2 wraiths (or if they are allocated is just 4 wounds, after fearleass they take another wound, so that is usually at least 1 wraith dead, and 3 others wounded.

 

Future rounds are not quite as favorable, but it is a reasonably close fight.

 

Yeah someone mentioned that at a recent gaming store but I don't think it is true. A furious charging model still strikes last if forced to strike last, or else you have initiative 2 Power Fists too.

Link to comment
Share on other sites

As per the latest FAQs as breng77 says - Fists, Hammers, assaulting in to cover all strike at exactly initiative 1 regardless of bonuses. Lash Whips, Whip Coils and anything else similar reduces you to initiative 1 before bonuses (so GK Halberds strike at i3 against Whip Coils, Furious Charge gets i2, etc)
Link to comment
Share on other sites

As per the latest FAQs as breng77 says - Fists, Hammers, assaulting in to cover all strike at exactly initiative 1 regardless of bonuses. Lash Whips, Whip Coils and anything else similar reduces you to initiative 1 before bonuses (so GK Halberds strike at i3 against Whip Coils, Furious Charge gets i2, etc)

 

Ah makes perfect sense and I've read it now. Yes the penalty occurs first to the base initiative then bonuses are applied afterwards, with the caveat some circumstances and weapons force a weapon to always strike at initiative 1 regardless of other factors.

 

So our game was correctly played out when I forbid the Power Klaws from receiving the benefits of initiative bonuses from Furious Charge.

 

Will remember Furious Chargers receive benefits after the Coils when using my Wraiths in future.

Link to comment
Share on other sites

Hey Gang! As the topic states, I figured I'm not the only one who is getting annoyed by these guys now that the official models have been released. How do you deal with them?

 

They certainly annoyed me a lot over the weekend, especially on Saturday when I was up against a player who took about 12 of them in his whole army. Only a little bit on Sunday though. His army was pretty smart I have to be honest. The problem is you're going to be going second usually because they will have whip coils (unless your opponent is stupid), but it should be noted that this applies BEFORE any modifiers. So furious charge can help you here. Of course, since they move like Jump infantry it becomes a matter of who will get the charge.

 

 

Weight of attacks is the way to deal with those guys. A 3++ save with 2 wounds each is rough, but eventually they will go down. Make sure you get the charge and make sure you make it with a lot of marines - and remember, the longer you are in CC with them the longer your marines are NOT getting shot at. And getting shot at is, generally, by far the biggest threat you will face from a Necron force. Shooting them is viable, but generally you don't want to risk your lascannon or missile launcher shots against that 3++ save.

 

I suppose that Plasma cannons and demolishers cannons might cover more of them to force those saves. The demolisher cannon can also instakill.

Link to comment
Share on other sites

I've found that as with all things Thunder hammer termies are the way to go.

 

Against wraiths you're probably going to be I1 anyway due to the whips, so might as well match their 3++ v rends, get an improved 2+ against the others and then pop them with the hammers.

 

Agreed. Stick a Librarian with a Storm Shield with them using either unleash rage or Sanguine sword as a bonus.

Link to comment
Share on other sites

I don't know about that one. a unit of 5 gets 20 attacks at S6 on the charge so can force a few saves, plus more often than not will have a Destroyer Lord attached with Mindshackle Scarabs, so you stand a good chance of not having enough attacks to take advantage of instant kills. And any models in base contact with the Destroyer Lord will have to attack him, who has T6 so can't be instant killed by Thunder Hammers.

 

Better off shooting them then counter charging the remnants.

Link to comment
Share on other sites

Same way Blood Angels deal with anything.

 

Death company. 1 DC marine on the charge is one lost T4 3+ wound. 5DC strike simultaneously, inflict 5 wounds, take the rends on the reclusiarch.

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.