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Wraithwing


mjc

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Hi everyone,

 

Last week I played a 1500 point game against necrons with my henchmen. I had played this player before but never with the new wraiths: jump infantry +3/++3 saves, fearless, (WS 4 BS 4 S6 T4 I2) and with wip coils (Makes everyone in base contact initiative 1 & halberds do allow you to add + 2 to your initiative FAQ V1.2). I only faced 2 squads of 3 and thanks to my DCA's (x 6), arco-flagellants (x 6) and inquisitor with rad and psychtroke grenades I was able to handle them well. But there are now players (2000 point games) running 3 squads of 6 with wip coils and using solar pulses to cover their advance. Let me say this can be quite problematic and real fast. Originally, I thought my psifleman could handle them with any failed save instant killing one but when 18 are coming your way, the odds are not favorable especially with solar pulse. In my circle I see this becoming a popular spam real fast.

 

Has anyone run into this type of list and how have you dealt with it?

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I haven't played such a list with my GKs but with my Eldar I find small arms fire works well.

 

In my case Blade storming Dire Avengers did a real number on them (with a bit of help from doom and guide ;)) but I imagine enough wounds from any kind of weapon will cause them to fail some saves.

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with wip coils (Makes everyone in base contact initiative 1 & halberds don't increase your initiatve by +2 ^_^ )

This is false. See the Necron FAQ:

 

Q: If a model with whip coils is in base contact with a

model with an Initiative-boosting rule/piece of wargear

(e.g. Furious Charge, an Eldar Banshee Mask etc.), which

order are the Initiatives modified? (p44)

A: The Whip Coils will reduce an enemy model’s

Initiative to 1 before any other modifiers are applied.

So, a model with Furious Charge that assaults a

Canoptek Wraith with Whip Coils will strike at Initiative

2, a Grey Knight with a Nemesis force halberd will strike

at Initiative 3 and an Eldar with a Banshee Mask will

strike at Initiative 10 in the first round of assault.

 

The same goes for other Initiative reducing equipment btw, such as Tyranid Lash Whips.

 

I reckon a squad with Halberds would do a number on them, especially with an attached IC for Hammerhand and/or grenades so the squad can activate their force weapons for Instant Death.

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I wish RedemptionNL was right.

But, unfortunately the halberd initiative issue was FAQ'd in version 1.1

 

Q: If a model with a Nemsesis force halberd has had his

Initiative reduced to a fixed number by an

ability/special rule, do they still get the +2 Initiative

from the Halberd? (p54)

A: No.

 

So we can't add the +2 to the initiative with our halberds ^_^ .

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You're working with outdated information. The relevant FAQs are :

 

Grey Knights FAQ V1.2 (Jan '12):

 

Q: If a model with a Nemesis Force halberd has had

his Initiative reduced to a fixed number by an

ability/special rule, do they still get the +2 Initiative

from the Halberd? (p54)

A: Yes.

 

Necrons FAQ v2.0 (Jan '12):

 

Q: If a model with whip coils is in base contact with a

model with an Initiative-boosting rule/piece of wargear

(e.g. Furious Charge, an Eldar Banshee Mask etc.), which

order are the Initiatives modified? (p44)

A: The Whip Coils will reduce an enemy model’s

Initiative to 1 before any other modifiers are applied.

So, a model with Furious Charge that assaults a

Canoptek Wraith with Whip Coils will strike at Initiative

2, a Grey Knight with a Nemesis force halberd will strike

at Initiative 3 and an Eldar with a Banshee Mask will

strike at Initiative 10 in the first round of assault.

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Sorry about that! I was referencing the wrong FAQ. Just realized it while looking at my FAQs. Thank you very much!!!

 

Version 1.2

Q: If a model with a Nemsesis Force halberd has had his Initiative reduced to a fixed number by an ability/special rule, do they still get the +2 Initiative from the Halberd? (p54)

A: Yes.

 

Well that is good news. Just corrected the statement in the initial post. Thanks again!

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With a S6 and hitting the rear armor in close combat ... that rhino won't lol for long

 

And then watch as they wreck the Rhino out from under you.

 

Who cares! :)

 

You've just stopped the uber assaulty unit form doing it's thing (and mincemeating your expesnive Squad!) by wasting thier entire Assault round on pooping a Rhino.

 

You then unload into them in the shooting phase, and charge them!

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With a S6 and hitting the rear armor in close combat ... that rhino won't lol for long

 

And then watch as they wreck the Rhino out from under you.

 

Who cares! :)

 

You've just stopped the uber assaulty unit form doing it's thing (and mincemeating your expesnive Squad!) by wasting thier entire Assault round on pooping a Rhino.

 

You then unload into them in the shooting phase, and charge them!

Not if they wreck it what shooting first.

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Has anyone run into this type of list and how have you dealt with it?

ye should be runing 2x10 purfis as counter units like everyone at more then 1500 pts. they can be ID . wounds from psychic power hits before everything and wrights dont have protocol so once beaten they dont stand up.

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Wraiths are a really frustrating unit for Knights, but we do have some good hard counters;

 

- PsyDreads: Yes, our boring and faithful workhorse yet again proves his worth. Massed S8 will break their 3++ and ID them, and you should get at least a turn of fire in before they charge

- Psycannons: Purifiers bring the most bang for buck, and inside a Henchmen Chimera they are a real annoyance. Massed S7 will break 3++ as well as autocannon bolts (just be aware that Rending means nothing to Wraiths, they get the same save anyway). Place your psycannon dudes so the Wraiths have to be in BTB with them, then hit them with halberds.

- Halberds: TDA blob and Purifiers both do a good job here.

- Sanctuary: Screwing up their assault buys you more shooting time, which means more dead Wraiths

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Not a GK player my self but with wraiths its all about the number of shots you hit them with. They will always get a 3+ save for any and every attack at them but if you make them roll 20 saves on 1 unit then they will fail!

 

6 Wraiths fully tooled is a lot of points so if your facing the full 18 then there wont be much else in the list, there will deffo not be any scarabs. You should be able to deal with the wraiths and then turn your attention to what is left and wipe your opponent off the table!

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