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Necrons and you


SyNidus

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Wraiths are literally one of those units that's you'll always hate to see on the table, even in a single small squad (much like how people react to our dreadknights)

 

But any of us would also react in a negative way, if we seen a marine player with a custom home grown rules army...

 

That had a whole army of deathwing knights that were on bikes! That also somehow had the mark of sleneesh (or whatever god) for extra initiative. And to top it all off, gave them an extra wound each because.... Because he felt like it..

 

We'd tell them to :cuss off.

 

And that's essentially what a wraith is... A super stormsheild marine on a bike.

 

 

I'm just so surprised that gw gave them a buff, especially after the nerfing spree there been on, and the fact that these wraith lists were already abusive... Clearly just want to sell more of them.

 

 

What they've done is equivalent to updating the eldar codex, and instead of reducing the serpent sheild, they give it rending...

Wraiths are durable they aren't that killy. Do the math 6 wraiths vs 20 flayed ones with wraiths charging at init 5. Anything without serious volume or ap4 isn't getting rid of FOs either. Both tarpit, the wraiths much better vs ap3. The wraiths are faster overall but infiltrate is plenty fast for t2 assault. The FOs deny real estate, bubble wrap, multi assaults and handles hordes better. You can add RP to the wraiths via harvest formation but then their cost increases 120 pts but damage output doesn't. I'm not evaluating these just from a gk perspective however.

 

Who cares about damage output? Wraiths get 3x S6 Rending attacks at I5, that's better than Genestealers in 99% of matchups. You could concievably run them outside the Decurion if you wanted, they're already absurdly hard to kill without Rez. 

 

Flayed Ones can Infiltrate, but anyone with half a brain knows how to deny Infiltrating armies. You simply set up your sightlines so there are no good places within 18" of your lines. Standard deployment can do it, you don't even need to castle. Also, they're still just spamming S4 punches with re-rolls to wound. No Rending, not even AP4 or something token to make their attacks more threatening. They might tarpit quite well, but they're still Warrior price with no guns. Warriors beat them on flexibility, and can still tarpit pretty much exactly the same. I see no purpose to spending points on Flayed Ones, when there are many better investments. 

I need to get my hands on this new 'dex. They may even beat Blood Angels in combat! *shudder*. GW took away the initiative bonus from our halberds, and gave it to the necrons. If our halberds were at least +1 initiative then we might gain some ground, but... This is the xenos' domain. 

 

They will man, your melee units are going to fail miserably at killing Wraiths. Death Company will still do reasonable work (and they have FNP to keep them alive against Rends or failed armour saves), but they can't score. You do have Baal Preds for spamming firepower into them too. 

Have you faced the old wraithwing? It's the same only less, no much less firepower. It was a top tier army previously, not sure that's still the case. I do know that dreadknights don't really care about the toughness change. Harvest formation is good but show me a list with more than 1 of these that has anywhere near the old wings ranged presence. 

 

Decurion is broken man. I don't think we'll be waiting long to see the proof. The Necron community are probably too busy celebrating right now. You'll see the game-breaking lists emerge soon, just as we saw Tau players update their lists and get with the new groove. 

I'm just so surprised that gw gave them a buff, especially after the nerfing spree there been on, and the fact that these wraith lists were already abusive... Clearly just want to sell more of them. 

 

What they've done is equivalent to updating the eldar codex, and instead of reducing the serpent sheild, they give it rending... 

 

Well yeah, those new box sets aren't gonna sell themselves. They need super snowflake formation to buff them to all hell. Expect to see the Wraith formation out soon. 

 

Also, don't give GW ideas. It already Ignores Cover. Adding Rending...urgh

Wraiths are good, a premiere assault/bully/pit unit in fact. But show me a list that is better than the previous wraithwing. Then try that with decurion. I've been building and testing with the new book since before release and it's great but I'm not convinced its actually stronger than its predecessor.

 

We're in real trouble against Necrons I feel. They can jam up our assault attempts with Wraiths (who are basically perfectly designed to tarpit Dreadknights, especially in their Formation that grants RP), then vape our infantry with massed fire and Doomsday Arks (railgun large blasts = dead Terminators). On top of that, in Decurion, they're just impossible to kill off outside of melee (and as we all know, GW hates melee so good luck getting there). 

 

 

When it comes to the Cryptek formation you need to kill the spyder. There is only a single spyder in that formation and when it dies they lose all special rules that anyone would ever care about - so no more RP on the wraiths or scarabs. The formation also comes with a scarab tax - which are just asking for an incinerator blast to remove them by the handful.

Wraiths are good, a premiere assault/bully/pit unit in fact. But show me a list that is better than the previous wraithwing. Then try that with decurion. I've been building and testing with the new book since before release and it's great but I'm not convinced its actually stronger than its predecessor. 

 

It's not just Wraiths that got buffed dude. Its the fact you can port in super-heavy skimmers with stuff like the Living Tomb formation, into a normal 40k game. Some of the formations aren't that strong (the Destroyers are kinda eh), but it's really unbalanced how one faction can just take essentially Apoc stuff at any point level. 

When it comes to the Cryptek formation you need to kill the spyder. There is only a single spyder in that formation and when it dies they lose all special rules that anyone would ever care about - so no more RP on the wraiths or scarabs. The formation also comes with a scarab tax - which are just asking for an incinerator blast to remove them by the handful.

 

Well its T6 3 wounds with a 3+ save and 4+ Rez. Good luck with that. Also, while you're wasting firepower on the Spyder, the Wraiths aren't dying. Also, the Scarabs literally don't matter, they're only good as a tarpit these days (Entropic Strike is nerfed to hell now). So its a waste of firepower shooting at either, and by the time they're dead, the Wraiths are in melee combat anyway and largely don't care about losing Rez (in melee they aren't being shot by an entire army, and their 3+ invul and T5 is plenty durable). 

 

That's what stupid about the Harvest formation. The Wraiths are functionally immortal until you kill the Spyder, and by the time you do they're in melee. 

Ya the decurion makes crons the only faction outside of IKs that can take multiple super heavy units. That said IKs are better just look at adlance compared to an obelisk that can't train more than 2 weapons tops on a single target.

 

I'm aware plenty of units got buffed and they needed it. In return the core of the army's fire support got nerfed hard, ccb nerfed, mss deleted, tesla nerfed very hard cost increased, veils became relic 1 use, royal court deleted, haywire/lance/despair tek weaponry deleted. There's more but those are the major ones, and they are major. Most of the above was pretty busted. I think people are glossing how significant these changes are. Compulsory choice costs also increased.

 

Crons dropped from the list of armies capable of torrenting med strength fire. In return they gained more durability and combat options.

 

Destroyers arent bad by any stretch though. The cult operates like crisis suits with PE tank hunter and shred.

Wraiths are not as dangerous as their previous incarnation in my experience. For a few reasons:

 

1) Destroyer lords are jet pack infantry so can't keep up with them. The destroyer lord was important for giving the unit a 2+ tank at the front and preferred enemy everything, mind shackle scarabs and an AP2 war scythe. 

 

2) Mind shackle scarabs are no longer a concern to us.

 

3) Necrons now only get access to 2+ armour on their lords through relics.

 

4) The spyder only has 6" movement and the wraiths have to stay within 12" of it to get the benefit. Slowing the wraiths down.

 

5) The necron player needs to pay the scarab/spider tax of 110pts to use the formation.

 

6) The formation activates it's subroutines in the controlling players movement phase, meaning they won't have reanimation protocol against our first shooting phase if they go second.

 

Personally I would rather face this than the old wraith wing any day of the week (two large squads of wraiths each lead by a destroyer lord with a 2+/3++ and mind shackle scarabs).

I just wrote something similar elsewhere, went like this:

 

Wraiths are TWC-lite, meaning they're great but hardly unmanageable.

 

People need to quit freaking out. The vast majority of LGS's and tourneys I've seen have a 2 source limit or some variation of. So, to get the more durable version that everyone is afraid of means one of two things.. either its a decurion formation- for more than 1 harvest meaning no significant ranged presence or mobility is left in the army, OR theres only a single harvest formation + a CAD/other formation. This is the weaker approach IMO.

 

The alternative and probably the more competitive approach is to spam normal wraiths in a CAD, i.e. wraithwing. Here were looking at a potential tier 1 build. So whats new? Better wraiths!!!! Worse telsa worse CCBs worse anni barges worse scythes no mss no doom/despairs no voltaics no lances.

Hmmm.

Meanwhile the majority of effective answers to this are torrenting medium strength weaponry and nothings changed here. S7+ does literally the same as it did before. S6 slightly worse. And again TWC-lite because no true deathstar build exists and no S10 access. D lords also took a hit. Ya they can maintain unit coherency but the mobility has definitely taken a hit due to jetpack status. This combined with the change to beasts and T5 are subtle changes that mean wraiths are better off alone.. which in turn means less

tanking nonsense from D lords.

 

 

The unit is damn good no doubt. Probably even capable of altering the metagame, but its not sky falling territory.

Wraiths are fantastic and a royal pain in the ass for us but I think the buff from reanimation protocolls to regular warriors and immortals is much more of a problem. They already were top-tier in damage output which only got buffed with the new gauss (also auto-wounds on 6:s) but they now effectively have a 2.5+ or 2+ save on 13p troops which also won't go down like wet tissue in close combat like the other xenos (eldar and tau), rather the opposite as they are now incredibly durable also in close combat. Immortals have an effective 2+ or 1,5+ save now.

 

If I was building a tough necron list, I'd build it around a solid foundation of spamming warriors and immortals.

Just finished a game against newcrons, 1850 kid gloves were off with decurion triple harvest vs draigostar. Rolled for and played BAO mission 3 (hammer and anvil deployment, primary- relic, secondary- modified maelstrom + bonus pts for FB/StW/LB). 

 

Wraiths were fairly durable as expected but I really didnt get to see what they could do... since I killed ALL THREE spyders before they even reached me Lol. Game ended bottom of turn 6 result: crons- 6 (no bonus pts) GK/RS- 15 (all bonus pts plus maelstrom). Neither army held the relic (worth 4 pts). He was 2 night scythes and 2 wraiths away from being tabled.  

 

EDIT- miscalculated my score (maelstrom worth 3 not 4, and I did not obtained one of the final maelstroms upon reflection. Now fixed above).

 1) Destroyer lords are jet pack infantry so can't keep up with them. The destroyer lord was important for giving the unit a 2+ tank at the front and preferred enemy everything, mind shackle scarabs and an AP2 war scythe.

 

Who cares? You have 3+ invulnerable saves, and you're even more resistant to the S5/6 shooting that was the way people deal with Wraiths last edition. Also, Rez Protocols is better than a 2+ armour save as well. You don't need Preferred Enemy, you get free Shred if you need it (which you usually don't). Mindshackle were broken, they needed to be deleted. Warcythe doesn't matter, you have S6 Rending attacks to eat Terminators alive with. 

4) The spyder only has 6" movement and the wraiths have to stay within 12" of it to get the benefit. Slowing the wraiths down.

 

Run the Spyder. 

5) The necron player needs to pay the scarab/spider tax of 110pts to use the formation.

 

So? You can't get an extra unit of Wraiths for that price, so is functionally cheaper than just duplicating the unit (which is the best way to judge if a defensive upgrade is worthwhile). Spyder makes scoring units for free and is a T6 Monstrous Creature, for its cost its perfectly reasonable, and in the Decurion it's not competing for Heavy slots. 

6) The formation activates it's subroutines in the controlling players movement phase, meaning they won't have reanimation protocol against our first shooting phase if they go second.

 

Assuming you get first turn. And even then, you have one Shooting phase to kill the Spyder. After that, it gets Rez as well. 

People need to quit freaking out. The vast majority of LGS's and tourneys I've seen have a 2 source limit or some variation of. So, to get the more durable version that everyone is afraid of means one of two things.. either its a decurion formation- for more than 1 harvest meaning no significant ranged presence or mobility is left in the army, OR theres only a single harvest formation + a CAD/other formation. This is the weaker approach IMO.

 

What are you talking about? You do understand how Decurion works right? You buy a Core formation, then its 1-10 Auxilary, and 0-1 Royal Court. Each Auxilary can be the same or different, it doesn't matter. So, technically, under Decurion you can take an entire army of Wraiths, and only pay the Core tax. Or take ranged support Formations as well (Core is pretty shooty in its own right too don't forget, Warriors are very efficient Troops). 

Meanwhile the majority of effective answers to this are torrenting medium strength weaponry and nothings changed here. S7+ does literally the same as it did before. S6 slightly worse. And again TWC-lite because no true deathstar build exists and no S10 access. D lords also took a hit. Ya they can maintain unit coherency but the mobility has definitely taken a hit due to jetpack status. This combined with the change to beasts and T5 are subtle changes that mean wraiths are better off alone.. which in turn means less

tanking nonsense from D lords.

 

Firstly, no one is playing Necrons except as Decurion. CAD is so much worse it's not even funny. So, just forget about the Force Org when fighting Necrons. They literally don't care. 

 

So, back to your analysis. Yes, S7 still wounds them, but S5/6 is more commonplace as anti-infantry, and was better last edition because it wounded reliably. Now, you need S6 at minimum for a 3+ to wound (which still isn't ideal). T5 is a big deal, they also can't be Insant-Deathed by battle cannons and other S8 anymore. That's also huge. Now add 4+ Rez rolls. Good luck ever killing them. You need absurd amounts of firepower at one unit, you can't just wear them down slowly. Combined with the general increase in durability for Necron infantry, and you're already spending entire shooting phases just killing off one Warrior blob etc. That's really why Wraiths are stupid good now. They're in an army that sports lots of highly durable threats that require answers. You can't kill them all, not even Tau or Eldar can. 

If I was building a tough necron list, I'd build it around a solid foundation of spamming warriors and immortals. 

 

That's what Decurion does dude. Warriors are 10 minimum, and you need 2 squads, plus a squad of Immortals. As you said, Warriors are so improved now, it's not even really a tax. The Core formation actually has a lot of value itself, before you even start adding Auxilary formations. 

Oh look, GW changed design philosophy in the middle of an edition again!

 

I doubt that. It was probably just good old-fashioned incompetence.

 

Why not both ;) ?

Just finished a game against newcrons, 1850 kid gloves were off with decurion triple harvest vs draigostar. Rolled for and played BAO mission 3 (hammer and anvil deployment, primary- relic, secondary- modified maelstrom + bonus pts for FB/StW/LB). 

 

Wraiths were fairly durable as expected but I really didnt get to see what they could do... since I killed ALL THREE spyders before they even reached me Lol. Game ended bottom of turn 6 result: crons- 6 (no bonus pts) GK/RS- 17 (all bonus pts plus maelstrom). Neither army held the relic (worth 4 pts). He was 2 night scythes and 2 wraiths away from being tabled. 

 

Battle report perchance? I'd like to know the actual lists and turns. Glad to hear you cleansed them successfully, brother. 

Battle report perchance? I'd like to know the actual lists and turns. Glad to hear you cleansed them successfully, brother. 

 

Thank you. I've never been great at batreps but I'll give it a shot.

List approximates:

 

 

Decurion: (4+ RP, reroll 1s within 12" of CCB, reroll moral within 12" of CCB, all units get MTC)

 

CCB- 2+/4++ scythe

2x10 warriors- night scythes

5 immortals

3 tomb blades

 

canoptek harvest x 3: (all get RP. Theres others but they dont matter or didnt here)

 

5 wraiths- whip coils

3 scarabs

Spyder

 

 
Mine:
 
LoW
draigo 245
 
HQ
sevrin loth ml 3, invis, shrouding, dominate, shriek 175
librarian ml 3, ndh 140
 
TROOPS
5 tactical marines apoth, mg, cbmelta, drop pod 125 (#1)
5 tactical marines apoth, mg, drop pod 115 (#2)
5 terminators halberds 175
 
HS
3 centurion devastators grav/hurricanes, omni scope, warlord 260
relic fire raptor avenger bc, 2 turret qhb, 4 ssm 225
dreadknight teleporter, hvy psycan 195
dreadknight teleporter, hvy psycan 195
 
TOTAL 1850
WC 11
 
 

As stated above BAO/LVO missions, rolled 3 from above (longboard deployment, nightfight in effect, relic primary- 4 vp, modified maelstrom secondary- 3 vp). Each player places 1 objective in their DZ, relic as standard. Maelstrom is thus: Beginning of each game turn roll 2 of the following rerolling duplicates.. control obj 1, control obj 2, kill enemy unit, kill enemy unit, have a scoring unit in enemy DZ, have 3 scoring units and no enemies in your DZ. Each worth 1 VP at end of a GAME TURN. End of game whoever has more VP wins maestrom (+3 pts). 

 

 

Libby powers from divination- overwatch, 4++, rending, prescience.

He places obj 1 I place obj 2. 

traits: crons- -1 to enemy reserves, GK- reroll reserves (I won roll off chose to roll second).

 

So I won roll off and chose first. The battlefield is medium to heavy terrain density with ruins and a couple forests. I deployed both NDKs and draigostar centrally up close as he had no ranged presence to speak of. He deployed all harvest units forward to support each other, wraiths screening spyders/scarabs, CCB behind LoS terrain, bikes same, immortals on his obj (1) looking to bubble wrap it. Seize attempt failed. 

 

 

GK t1: (unit in enemy DZ, 3 scoring no enemy in my DZ)

 

GKT drop in his DZ and stick. Drop pod 2 sticks on top obj 2 in my DZ, tacs disembark. NDKs and star remain within DZ to score 1 VP but shuffle for optimal shooting, NDKs take right flank supporting the cents. I cast force on the GKT to deter any bright ideas from the spyders and prescience on cents. The cents shoot down a spyder in cover with stealth from night fight and RP 4+ (note I forgot they didn't have RP yet). NDKs do some wounds to the wraiths who no longer have RP. GKTs run to put distance from his units and get closer to the immortals. I shoot them but their armour and RP + reroll prevents any wounds. 

 

Cron t1: (destroy a unit, hold obj 1)

all harvest units surge forward 12", both remaining spyders create swarms and run. The center wraith unit makes its play and grabs the relic. The other two units work to block access since the front was somewhat protected by a large ruin. Immortals, CCB, bikes open fire on GKTs dropping 2. The CCB then assaults them and finishes them off (poor rolling for this unit).

 

End of t1: GK 2 (1 + FB), Crons- 2 

 

 

GK t2: (destroy a unit, hold obj 1)

His warlord trait messes with my second pods arrival but the raptor arrives on a reroll. I position it to target 3 units. NDKs move further to the right flank to try and limit the amount of force he can apply. Draigos unit teleports to the left flank with LoS to both spyders right in the middle of forward and backfield elements. Prescience and invis are up but loth and the libby each suffers a wound from perils. The fire raptor opens up on the middle spyder with 4 SSM and the vulcan BC causing 3 unsaved wounds through cover and RP. Its QHBs damage 2 seperate scarabs but dont kill either. The cents split fire the damaged spyder killing it. The remaining shots kill the last spyder (not in cover this time). Both NDKs shoot the damaged wraiths (now at 3 models) and assault in tandem. Unfortunately one fails. The other takes 2 wounds in combat but kills a wraith in return. The tacs (tac 2) moves to interdict another wraith unit. 

 

Crons t2: (hold obj 2, scoring unit in enemy DZ)

Both night scythes arrive and one unit disembarks its warriors. His backfield shuffles to deny LZs for the fire raptor. Wraiths move to assault. The night scythes open up on the fire raptor removing 3 HPs but no further effects. The wraiths carrying the relic join the ongoing assault but fail to kill the knight. His backfield opens up on the cents and manage a wound on 2 cents and the libby killing him.  

 

End of turn 2: GK- 3, Crons- 3

 

 

GK t3: (destroy a unit, control obj 1)

Havent been able to reach his objective yet but now my second pod arrives and scatters onto his immortals reducing to 1" away right where I wanted it. Tacs disembark. The fire raptor perches on top of a ruin aiming at multiple targets. My second NDK moves to join the ongoing assault and free his buddy. Draigostar sets up to multi assault scarabs (that were interdicting them from assaulting the CCB) and the bikes. The star split fires into his bikes killing 2 and they fall back off the board (ruining my assault plan). The cents then blast his warlord but fails to kill it putting 2 HPs on the CCB and 1 on the rider (I forgot immobilized doesnt effect chariots here). The podded tacs shoot his immortals but again nothing. The vulcan BC also shoots them resulting in 1 wound. the right QHB blasts a sneaky scarab unit moving to my DZ leaving it at 1 base 1 wound. The NDK joins the fight and they kill another wraith. 

 

Crons t3: (destroy a unit, hold obj 2)

Both night scythes move past the bulk of the melee towards obj 2 in my DZ where my obsec pod is setting pretty. He disembarks the warriors 1" from the pod. 2 scarab units move to further block draigos unit from the warriors and his warlord. The warrior squad in his DZ moves into rapid fire range and they and the immortals fire upon the cents. Now every model in the unit has a wound except draigo. Both night scythes unload into the drop pod stripping 2 HPs. If destroyed his warriors would run to control the objective, however it survived forcing the warriors to shoot thereby killing the pod but preventing him from scoring obj 2.

Meanwhile the CCB moves to assault the tacs and fires into them doing no wounds. It then assaults them and with stellar rolling wipes the squad (4 wounds from the scythe 1 from impact hits). Fortunately my drop pod is obsec and within 3" thereby scoring me another pt on maelstrom. The unengaged wraiths assault the tacs in my DZ thinking to mop them up quickly (plus difficulty reaching the existing combat) but they only kill 1 due to our own protocols (fnp). They hold. Both NDKs are now wounded, one at 1 wound the other at 2. At this point were tied on secondary although I'm up by 1 with FB but he has the relic. Since outscoring your opponent on pts (before relic factors in) nets another 3 pts from maelstrom the secondary's are still key. 

 

End of turn 3: GK- 5, Crons- 4

 

 

GK t4: (destroy a unit, scoring unit in enemy DZ)

I decided to keep the fire raptor on board due to several factors..  credible threats left to it and limited unengaged guns available to me among other things. Being centrally located it turns 90 degress and flies to my far right flank QHB aiming at the lone scarab swarm with 1 wound hiding until now behind cover. Draigo and friends daisy chain towards the immortals with draigo in the lead. Draigo split fires his stormbolter into the immortals while this time the cents unload their full weight of fire into the CCB destroying it. The raptor destroys the lone swarm (backup plan for netting a maelstrom pt). Draigos squad multi assaults into the immortals (only draigo reaches the immortals) and the rest of the unit contacts the scarabs. Draigo kills 2 immortals due to RP and the remaining 2 fall back  near his board edge. 1.5 scarab bases go down (no force). 

 

Crons t4: (destroy a unit, hold obj 2)

Both night scythes fly off the board. The immortals regroup near to obj 1 while the warriors in my DZ move into range of obj 2. 3 scarabs in his DZ move to assault my drop pod. The warriors in his DZ move back and also spread to interdict draigo and friends who are still engaged for the moment. The 3 scarabs assault my remaining drop pod destroying it. The engaged scarabs are annihilated and draigos unit consolidates towards the warriors. The dreadknights kill the wraiths down to 1 model and the dreadknight with 1 wound remaining kills itself out of combat and consolidates. The other 5 wraiths kill 2 tacs and they fall back towards obj 2.

 

End of turn 4: GK- 8 (2 + StW), Crons- 6

 

 

GK t5: (destroy a unit, destroy a unit)

The fire raptor switches to hover and moves into his DZ facing the warriors and remaining scarabs. Note that the raptors positioning and other unit/terrain positioning across the board will likely prevent the night scythes from drawing a bead on it when they arrive. Force is active on draigo, no other psych worth noting. The raptor unloads into the scarabs killing them with vulcan BC fire. The left QHB fires into the warriors in his DZ killing 1. The cents split fire into the warriors kiling 2 more while the rest of the squad destroys the immortals. Draigo assaults the warriors killing several but they hold. In my DZ the 2 tacs auto regroup and assault the wraith unit once again tying them down. They sustain 1 casualty but hold. Meanwhile the freed knight moves to obj 2 firing into the warriors holding it and killing 2. It then assaults killing another 2 but they hold. The other dreadknight finishes off the relic wraiths leaving the relic at its feet but unable to claim it until my next movement phase. 

 

Crons t5: (hold obj 1, hold obj 2)

With the immortals gone and his warriors locked with the dreadnight these two objectives are now unobtainable. Night scythes come on in tandem unloading everything into the unengaged dreadknight by the relic but it survives on 1 wound.  In combat the other dreadknight kills 3 more warriors who are swept. The knight consolidates towards the relic. Combat sees the remaining tac finally destroyed and the wraiths at full strength also consolidate towards the relic.

 

End of turn 5: GK- 10, Crons- 6

 

 

GK t6: (destroy a unit, 3 scoring no enemy in my DZ)

The fire raptor remains in hover and moves deeper into his DZ to get LB. One dreadknight grabs the relic, the other shunts to try and block the last wraith unit. In the psych phase draigo teleports from combat and back down less than 12" away but into my DZ. His squad split fires into the warriors destroying them while the rest open fire on the wraiths along with both dreadknights and the fire raptor, killing 3.

 

Crons t6:

Night scythes do nothing. The wraiths circumvent my blocking knight and assault the relic bearer killing it and leaving the relic unobtained. At this point he has 2 night scythes and 2 wraiths left.

 

End of turn 6: GK 12, Crons- 6

 

Game ends. GK score an additional +3 for maelstrom.

Final tally: GK  15 (12 + FB/StW/LB), Crons- 6

 

 

Hope you liked it. 

I probably wouldn't build a whole list around wraiths like that, I don't think they have enough versatility compared to warriors/immortals for the equivalent points cost. I'd use a single unit of them as snipers/harrassment with their incredible speed (12", move through everything) and survivability (3++, 4+ RP) while the mainstay of the army is dishing out the pain with their gauss. Then you can use tomb blades to grab objectives, the annihilation-formation if you want to shoot something or some lychguard/praetorians to counter-charge anything that's foolish enough to charge one of your main blocks of warriors. One or two arks to keep adding back the few warriors that are killed. If you feel particularly nasty, how about a triarch stalker to make all of those warriors and immortals bs5?

 

I'd park the big units in the middle of the board and let you try to deal with it.

 

The problem for me is that I can't really see how to deal with such a list, not even with other armies than grey knights.

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