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Dealing with 7th Necrons - Wraiths!


Rottimus

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Hello all,

 

We've all had to deal with them and we've all probably been on the sharp end of Wraith spam - Those hard to shift, 3+ invul nasties!

 

They just got better if you can believe that.

 

Basically at around 250 pts ish, your looking at facing 6x, 2 wound models, toughness 5, rending, lots of attacks at strength 6.

 

They've got jump that ignores terrain so you're looking at hammer of wrath and good maneuverability. 

 

They'll now strike before your space marines due to whip coils.

 

 

Now, I'm not panicking yet, but is there anything this unit cannot handle now? the extra toughness just brought up to a whole new level.

 

I'm looking through my army and struggling to find something that will kill them reliably. Even in close combat terminators stand no chance (even hammernators as the sheer number of attacks will get through your +2 / +3 (remember they have rending) and come in at the same price. 

 

my old technique of using typhoons and devastators to instadeath them is now out the window, as are powerfisting/hammer terminators

 

Help me! :)

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Torrent them to death still. Force them to take saves. Instant death is harder now so don't put the heavy anti tank weapons on them.

 

Small arms fire will help too. Sure T5 is tough, but if you put a bunch of bolters on them then you'll still cause damage.

 

Centurions should/will devastate them. (They have an armour save right?)

 

If you haven't an inclination of them, go for the likes of heavy bolters from Landspeeders (2 on a single Speeder is actually pretty substantial for cheap), Devastators and Predators. A Land Raider Crusader will plink off wounds. A Tactical squad can help support this fire, as can Sternguard.

Assault terminators + ministorum priest. 2+ and 3++ re-rollable saves can tank those wounds, and the hammers don't care about t5.

 

Failing that, massed anti-infantry fire can do the trick. Just make him rush them out, then concentrate fire on them.

Tarpit them with a Ironclad , invisible unit, attach Coteaz to your hamminators+priest for a 2++ rerollable or something bigger like a Imperial Knight? Otherwise force as many saves as possible and work in some st10 shots where you can,thunder fire, orbital bomb and vidicator come to mind.

Wellone thing to remember is that taking wraiths cuts into the ability to take scythes as fast attack, and they compete with tomb blades (pretty solid now) and scarabs. and for assault terminators, yea they will cut through assault terminators, which is why no one runs them... remember they are just like a large bike squad in durability, force saves or use orbitals and demo cannons to double them out

Yet at the same time a imperial knight is great for killing them (rapid fire battle cannon and 2 heavy stubbers can push some wounds through) and a 2-5 on the D table forces you to take d3 s10 hits, so any fail and its a dead model. A lucky stomp of a 6 can easily kill 2-3 wraiths just as fast. And sure the rending can cause a issue but hitting on 4s and then needing a 6 for rending to kick in you need 3 wraiths charging to strip 1 hp on average (12 attacks, 6 hits, 1 rend) so 6 wraiths charging a knight will do 2hp (more often then not) while the knight will swing back a kill a few from stomps or the D

15 grav shots will give you two dead wraiths, 3 at best... Not particularly effective :-/

 

Hmmmm, interesting

 

Keep in mind a true Gravstar and the most effective way to run them will have minimum 5, possibly even 6 Grav Cannons. And killing 3 Wraiths in one volley is AMAZING. With only a minimum of 3 Centurions you have wiped out or severely crippled any Necron player who only takes a small unit of Wraiths for utility or counter-assault. With a full Gravstar, you can wipe out the full 6 in one shot.

 

It's not "I only killed 2-3 Wraiths" it's "Holy crap I killed 2-3 Wraiths!" Wraiths are tough, dangerous units. And while they should be a high priority, they present a trap in that if you waste time shooting at them, they've done part of their job already and have allowed other Necron units to go unmolested. This is part of why Wraiths are so good: they present dilemmas to which there is no winning choice for you, unless you can eliminate them in a single turn.

 

You will be hard pressed to EFFICIENTLY kill multiple Wraiths a turn with any other unit available to C:SM, except for D weapons or the marine superheavies. I say efficiently because I'm sure Honor Guard or Vanguard Veterans fully equipped could do it but they cost a lot of points and will potentially take return casualties and also be less useful against other targets.

  • 3 weeks later...

Yet at the same time a imperial knight is great for killing them (rapid fire battle cannon and 2 heavy stubbers can push some wounds through) and a 2-5 on the D table forces you to take d3 s10 hits, so any fail and its a dead model. A lucky stomp of a 6 can easily kill 2-3 wraiths just as fast. And sure the rending can cause a issue but hitting on 4s and then needing a 6 for rending to kick in you need 3 wraiths charging to strip 1 hp on average (12 attacks, 6 hits, 1 rend) so 6 wraiths charging a knight will do 2hp (more often then not) while the knight will swing back a kill a few from stomps or the D

Where is the S10 coming from? It's D3 auto wounds from the D weapon, and a 2-5 on the stomp table is only S6, so not ideal either way. Wraiths look like they'd stack up fairly well against a knight (aside from lucky rolls of "6", which would sort them right out).

 

Yet at the same time a imperial knight is great for killing them (rapid fire battle cannon and 2 heavy stubbers can push some wounds through) and a 2-5 on the D table forces you to take d3 s10 hits, so any fail and its a dead model. A lucky stomp of a 6 can easily kill 2-3 wraiths just as fast. And sure the rending can cause a issue but hitting on 4s and then needing a 6 for rending to kick in you need 3 wraiths charging to strip 1 hp on average (12 attacks, 6 hits, 1 rend) so 6 wraiths charging a knight will do 2hp (more often then not) while the knight will swing back a kill a few from stomps or the D

Where is the S10 coming from? It's D3 auto wounds from the D weapon, and a 2-5 on the stomp table is only S6, so not ideal either way. Wraiths look like they'd stack up fairly well against a knight (aside from lucky rolls of "6", which would sort them right out).

D weapon wounds are resolved at str10, read the book.

 

 

Yet at the same time a imperial knight is great for killing them (rapid fire battle cannon and 2 heavy stubbers can push some wounds through) and a 2-5 on the D table forces you to take d3 s10 hits, so any fail and its a dead model. A lucky stomp of a 6 can easily kill 2-3 wraiths just as fast. And sure the rending can cause a issue but hitting on 4s and then needing a 6 for rending to kick in you need 3 wraiths charging to strip 1 hp on average (12 attacks, 6 hits, 1 rend) so 6 wraiths charging a knight will do 2hp (more often then not) while the knight will swing back a kill a few from stomps or the D

Where is the S10 coming from? It's D3 auto wounds from the D weapon, and a 2-5 on the stomp table is only S6, so not ideal either way. Wraiths look like they'd stack up fairly well against a knight (aside from lucky rolls of "6", which would sort them right out).
D weapon wounds are resolved at str10, read the book.
Charming.

 

Indeed they are though, which changes things a lot.

 

Destroyers with rad missiles and rad grenades

And phosphex

 

stay in terrain they do not have frag grenades so when they assault you in cover they are hitting at I1

 

- Yes rad is a good idea. So is any blind test you can force for that matter...

 

- Terrain is moot. They treat all terrain as 'open'.

I've been trying ignoring them, they're a bit of a distraction carifex. So I normally charge them with a minimum sized assault squad, whilst my stronger units focus on obliterating the more destructive shoots units. Allied imperial guard blobs to support later turns of assault if required.

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