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Post by corporalreese on Jun 23, 2013 5:41:39 GMT -5
The Wraithknight - how are you dealing with this thing?
Ratlings? Meltavets? Demovets assaulting? Vendettas? HWS? Tie it up with a platoon?
It's one of two things that make facing Eldar a pain, the other being the Serpent Shields on their transports. Between those two, it get's difficult trying to prioritise targets on my first shooting turn.
How do you guys deal with it?
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Post by Warsmith Wolf on Jun 23, 2013 9:38:06 GMT -5
I saw a Farseer Mind War one to death. 'twas hilarious.
Otherwise, may I recommend Instant Death? The Wraithknight isn't Eternal Warrior, so any high Strength weapon could do it. Demolishor tanks? Panquishers? Or just drown it in shots with a Punisher?
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Post by WestRider on Jun 23, 2013 12:38:53 GMT -5
It's not Eternal Warrior, but it is T8, so you'd need a S16 Weapon to cause Instant Death, and those are in kind of short supply Lascannon and Missile Launchers work well enough, especially with Bring It Down. Plasma and Meltaguns can pitch in if it gets close before you kill it. The thing is basically two WraithLords taped together, with the option for some better weapons if they want to crank its price up to truly ludicrous levels. And it has more trouble finding cover, since it's so ridiculously huge that it takes multi-level Ruins to cover 25% of it.
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Post by Warsmith Wolf on Jun 23, 2013 15:03:28 GMT -5
It's not Eternal Warrior, but it is T8, so you'd need a S16 Weapon to cause Instant Death, and those are in kind of short supply Lascannon and Missile Launchers work well enough, especially with Bring It Down. Plasma and Meltaguns can pitch in if it gets close before you kill it. The thing is basically two Wraithlords taped together, with the option for some better weapons if they want to crank its price up to truly ludicrous levels. And it has more trouble finding cover, since it's so ridiculously huge that it takes multi-level Ruins to cover 25% of it. Beast Hunter shells for a Vanquisher in an Armoured Battlegroup list cause Instant Death. Also, when in doubt, flame them out Sly Marbo. His attacks wound on a 2 and he has five of them, plus his Ripper Pistol hits and wounds on twos as well.
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Post by WestRider on Jun 23, 2013 20:12:07 GMT -5
Yeah, something with the ID Rule will do it, but you were talking about doubling it out with a Demolisher or something, which doesn't work.
Assuming the best situation, Marbo Charges, gets 6 Attacks, hits with 4, Wounds with 3-4, one probably goes through. Then the WraithKnight swings 4 times, hits twice, and squishes him like a bug. Assuming Marbo doesn't just get smoked by a Scatterlaser or something on the way in.
I'll stick with Lascannon. I want them anyhow for Riptides.
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Post by dangerrod on Jun 24, 2013 9:02:20 GMT -5
It's not Eternal Warrior, but it is T8, so you'd need a S16 Weapon to cause Instant Death, and those are in kind of short supply Lascannon and Missile Launchers work well enough, especially with Bring It Down. Plasma and Meltaguns can pitch in if it gets close before you kill it. The thing is basically two WraithLords taped together, with the option for some better weapons if they want to crank its price up to truly ludicrous levels. And it has more trouble finding cover, since it's so ridiculously huge that it takes multi-level Ruins to cover 25% of it. Seeing as it's a monstrous creature and not a vehicle it would gain a cover save by just standing in a crater or any other area terrain! Thanks GW, you did it again!! In all seriousness, the best way to take it down will be lascannons and meltas, everything else is just a waste of shots It's mainly their to draw your fire away from the rest of the Eldar army, and to be honest any decent Eldar player would be following it around with a spiritseer giving it wounds back and stealth!
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Post by WestRider on Jun 24, 2013 12:29:03 GMT -5
Depends on what the Terrain balance is, yes. I tend to play on tables with some pretty good Blocking Terrain, but not much in the way of Area Terrain.
And since it only has a 3+ Save, Krak Missiles should definitely be on the list of things to shoot at it, too.
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Post by corporalreese on Jun 24, 2013 16:12:03 GMT -5
My solution is to ally up with a Dreadnight and let that thing smash it up. Most cost effective measure I can think of! Perhaps 10 Sternguard podding in otherwise!
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Post by Warsmith Wolf on Jun 24, 2013 18:04:23 GMT -5
My solution is to ally up with a Dreadnight and let that thing smash it up. Most cost effective measure I can think of! Perhaps 10 Sternguard podding in otherwise! Space Marine Allies? Pah! Bloody Astartes take all the credit! Let's see how tough the Marine and the eldar walkers are when they meet our meltas!
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Post by WestRider on Jun 24, 2013 18:09:43 GMT -5
I can't think of any loadout for a SternGuard Squad that's likely to do more than 4-5 Wounds to it on the drop.
DreadKnight's the best idea I've seen so far. Even a quick look at the math gives that an excellent chance of punching out a WraithKnight while only taking 1-2 Wounds in return. And it costs about half as much.
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Post by yvain on Jun 24, 2013 18:15:23 GMT -5
While he won't do it alone, a wounded Wraithknight could actually fall to Marbo, which would be pretty hilarious.
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Post by Warsmith Wolf on Jun 24, 2013 18:20:13 GMT -5
What about Pskyer Battle Squads with Sap Will? Simply drain its morale, then make it run away. Sit back on your Munitorum issue chair and laugh as the eldar's huge monster walker runs away from screaming guys in shirts, wielding psychic sticks of DOOOOM.
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Post by dangerrod on Jun 24, 2013 20:17:56 GMT -5
What about Pskyer Battle Squads with Sap Will? Simply drain its morale, then make it run away. Sit back on your Munitorum issue chair and laugh as the eldar's huge monster walker runs away from screaming guys in shirts, wielding psychic sticks of DOOOOM. It's fearless so that wouldn't work, plus it would need to lose badly in assault as well Force weapons on the Dreadknight or even a GK with a Nemesis Force Hammer will/should do it As for us Guard players, Krak Missiles are ok, but you should really be looking at lascannons
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Post by Ponen19 on Jun 25, 2013 3:45:54 GMT -5
I like that Dreadknight idea, deals with both the Wraithknight and the Riptide. Until our codex comes out and we get our supertank/walker/monstrous Guardsman, the best way to kill them with a mono-Guard list seems to be mass amounts of lascannons and Vanquishers (preferably of the Pask or Monster Hunter variety). While plasma and melta are good, the knight will either get into CC or blow up the trooper long before a blob can kill them. And since we are but puny Guardsmen, only powerfist/power axe sergeants have a chance to hurt them in CC, and even then only a roll of a 6.
As sad as it is to say, Guard lists are becoming woefully underpowered when played against the new Codex's, hopefully everything will balance out once they've all been released. As for now my best way of dealing with new Tau, Eldar, and the Helldrake, is a rubber mallet.
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Post by Julian Sharps on Jun 25, 2013 12:03:12 GMT -5
As long as you can keep them away from your lines, Dark Eldar allies could prove useful, given the sheer amount of poison they can unload on it.
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Post by dangerrod on Jun 26, 2013 0:08:04 GMT -5
I thought MC had to be obscured to get cover saves like tanks did? You would think that but no, it's not a vehicle so it gets a cover save from standing in a crater! Go figure! Poison weapons would hurt it if you could hit it enough, though it does have a ton of wounds If you field one it will force your opponent to change his game plan, he can't ignore them and to actually take one down on one turn would be very hard Fielding two would just be good, fielding three would just be rude!
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Sgt. Rock
Captain
Loungin' like a lizard.
Posts: 231
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Post by Sgt. Rock on Jun 26, 2013 15:28:42 GMT -5
Ratlings. Ratlings, ratlings, ratlings. A ten man squad works out to 100 points, and while it probably won't off him on turn one, they're a nice cheap supplement to any other firepower you direct at it. By all means, throw some lascannons and krak missiles at it; don't depend on the runts to do it themselves. But they can shave wounds off of big nasty things in a hurry. Plus, ratlings are just useful in general; I never leave home without them anyway, and with this new obsession GW has with big nasty MCs, they're even further entrenched in my lists.
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Post by Paradill on Jun 26, 2013 16:12:09 GMT -5
How many wounds does this beast have?
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Post by dangerrod on Jun 26, 2013 19:57:41 GMT -5
6 Wounds!
and T8 to boot!
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Post by WestRider on Jun 26, 2013 22:38:20 GMT -5
Ratlings. Ratlings, ratlings, ratlings. A ten man squad works out to 100 points, and while it probably won't off him on turn one, they're a nice cheap supplement to any other firepower you direct at it. By all means, throw some lascannons and krak missiles at it; don't depend on the runts to do it themselves. But they can shave wounds off of big nasty things in a hurry. Plus, ratlings are just useful in general; I never leave home without them anyway, and with this new obsession GW has with big nasty MCs, they're even further entrenched in my lists. They're not really my thing, so I hadn't thought about them, but between the T8 and only having a 3+ Save, Ratlings actually work out better here in comparison to our other options than against just about anything. 10 of them should be able to take off something like 3 Wounds every 2 Turns, which is pretty impressive given the Points ratio there.
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Sgt. Rock
Captain
Loungin' like a lizard.
Posts: 231
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Post by Sgt. Rock on Jun 27, 2013 0:02:37 GMT -5
See? WestRider says the maths work out. Therefore it MUST be true. Vindication! Bwahahaha!
*Rides drunkenly off into the sunset, falling off his horse more than once.*
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Post by WestRider on Jun 27, 2013 17:57:31 GMT -5
It was actually kind of weird posting something that wasn't all contrarian and argumentative. Not sure what that means
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