Reunion-Round
May 27 2012, 03:09 PM
Destroyer Lord
-Weave
-Shackles
Overlord
-Warscythe
-Shackles
-Weave
Command Barge
-Tesla Cannon
Cryptek of Despair
-Abyssal Staff
-Veil
5x Immortals
-Tesla Carbines
5x Immortals
-Tesla Carbines
5x Immortals
-Gauss Blasters
5x Immortals
-Gauss Blasters
6x Wraiths
-6x Coils
6x Wraiths
-6x Coils
6x Wraiths
-6x Coils
Annihilation Barge
-Tesla Cannon
Annihilation Barge
-Tesla Cannon
Annihilation Barge
-Tesla Cannon
Scarab
May 28 2012, 09:18 AM
No Solar pulse, no wound allocation on the wraiths, gauss immortals? Still, potent list, 18 wraiths will make alot of people cry, and trip Ann Barges for juicy tesla goodness. Good luck with the list
Reunion-Round
May 28 2012, 09:23 AM
Dunno how many times I gotta tell people, even 1 wraith without a coil is bad news for the wraiths - pile in around the wraith without the coil, which pending placement could be the majority of your unit or nearly none of them. Not worth the risk.
Solar Pulse is almost irrelevant... and at 55 points, id rather find another 10 and buy 5 warriors (or you know... just take imotek). Don't get me wrong, I've played similar lists with imotek and pulses and the whole shebang... I even know where to get the points from... But I also need to try the list without that option and see how it goes.
Gauss Immortals are actually pretty handy when the enemy drops in dreads or shoots a skimmer up into my face. Which is good, because I only have 10 tesla ones anyway. Combined with a veil they make a reasonable disruption unit.
Scarab
May 28 2012, 10:22 AM
Hmm, all good points, more food for thought, don't think i'd ever play without a solar pulse though, one crutch i don't want to let go of.
Your point about the wraiths is spot on though, a couple times i have jibbed myself by alowing enemies to pile into the non whipcoil wraith and hurt my cc potential.
casperionx
May 28 2012, 04:37 PM
To be honest, no night fight = dead wraiths. Yes they have 3++, but honestly, their toughness 4. They die like anything else toughness 4 & 3+ armour. Lots of bolter shots and lots of melta.
I would drop one squad of wraiths to at least bump one of your immortal squads to 10 men.
Plus I would change the tesla gun on the barge to gauss cannon, 2 str 5 AP 3 shots are better than 1 str 5 shot.
You need night fight to protect the wraiths. Plus some additional shooty anti tank wouldnt hurt either.
tbenk
May 28 2012, 06:03 PM
QUOTE(casperionx @ May 28 2012, 04:37 PM)

Plus I would change the tesla gun on the barge to gauss cannon, 2 str 5 AP 3 shots are better than 1 str 5 shot.
The gun is a tesla cannon - two strength 6 shots. With tesla. Probably an even fight between the two weapon options
Reunion-Round
May 29 2012, 06:34 AM
QUOTE
no night fight = dead wraiths.
Well, considering night fight was only stopping a couple of shots per turn, or the enemy had acute sense or spotlights, night fight was becoming redundant. Especially at the point where the wraiths are only 12" or less from the enemy lines.
Reunion-Round
May 29 2012, 04:25 PM
Okay. So after some thinking and a realisation that Pulses are player turn, not game turn a Pulse for the first turn might be well worth it. A Lance might not go completely astray either.
ru486baby
May 29 2012, 05:11 PM
I like it and play a scaled down version of this with scarabs, can i ask why the 3rd wraith unit over scarabs??
Reunion-Round
May 29 2012, 05:32 PM
QUOTE(ru486baby @ May 29 2012, 05:11 PM)

I like it and play a scaled down version of this with scarabs, can i ask why the 3rd wraith unit over scarabs??
they're simply better... (sure they cost more for it though). I am also of the opinion that if your going to do a necron army properly you need to take 1 idea and run with it. In this case, it's max wraiths. 12 just isnt as good... even with other stuff filling the points.
Reunion-Round
Jun 11 2012, 06:58 PM
So came 3rd overall and 2nd highest battle.
Game 1: Mech Eldar with 3x Holofalcons in 5 objectives. Took the list to a damaged falcon for a turn 7 win with 2 objectives.
Game 2: Another mech eldar with 3 more holo tanks. Turn 4 wiped it out in kill points
Game 3: Mech Orks in 4 objectives, wiped them out on turn 5 and held 2 objectives.
Game 4: Minor loss to horde wolves in modified kill points
Game 5: Turn 4 forfeit from GK in a recon mission
Game 6: Turn 4 forfeit from GK in a beans mission
Finished on 212/240 battle.
Earendil the Dark
Jun 11 2012, 07:49 PM
So I guess you are pretty happy with that list then?
In hindsight, do you think you could take the wolves next time?
Congrats on the result by the way.
Cheers
Matt
Kordos
Jun 11 2012, 08:37 PM
Why the forfeits? time? personal? already lost and lacked the will to fight on?
Reunion-Round
Jun 11 2012, 09:18 PM
QUOTE(Kordos @ Jun 11 2012, 08:37 PM)

Why the forfeits? time? personal? already lost and lacked the will to fight on?
The 3rd for both.
QUOTE
So I guess you are pretty happy with that list then?
Yes and no...
I think I could make a couple of minor changes. The Solar Pulse was only useful in one game (game 5), despite using it in all of them, the amount of shots coming at me wasn't great enough to worry about or the opponent simply saw my units.
So possible changes would be to drop the Barge Lord down to a Destroyer Lord (saving 35), drop the crypteks (saving 115) and putting in a Night Scythe. leaving 50 points to play with.
As for taking the wolves again. No. Simply the list he had out shot me and out combatted me (horde of counter attack marines with Logan in tow will do that). No matter how I looked at it he was going to smash me if I made a move for his army and his first shooting phase downed 3 of my 4 barges.
Zidi
Jun 12 2012, 01:40 AM
I was the Grey Knights player, and simply put, it all came down to his wraiths vs my paladins (draigo included). I rolled badly, and he rolled well. I rolled an 11, Paladins run away. I charge my deathcult assasains into the wraith squad with destroyer lord to get the bonus points for most expensive HQ and most expensive Unit. End of turn 4 hes got 14 recon points, and i can potentially only get 8, and given the required margin was 3...his wraiths are in combat with a ven dread and a normal dread. No way i'm getting back from that.
That said, it was my first game against wraiths, it was also my first tournament with grey knights (coming from dark eldar). I learnt alot from it. Its not a match-up i look at and go "###### i have no chance"
Its more a match up where you know there will be a defining combat, and basically this time round it went to him. To put in perspective. His wraiths statistically should of wounded me 22-23 times, and rended me 5-6 times. He wounded me 18 times, and rended me 12 times. I think i then failed 5 of the 18 2+ saves...
*shrugs*
I think with what i've learnt i could test the list alot better then i did. If i get a 1 for grand strategy pallies get counter attack, if i get 2-3 i'll take re-roll ones to wound so that the psyfles can make sure the hurt goes on the wraiths. Slightly better deployment and i get an extra turn shooting at the wraiths, make sure coteaz is in the combat, and hope he doesn't roll a rend against him. Then things are far more interesting.
TheOriginalHavoc
Jun 12 2012, 12:38 PM
Hearing the GK put into the pain locker makes me very very happy

Well done mate!
Surprised at the CC results against Pallies though, unusual bad luck for you there Zidi.
Well done on the results too.
Gary92
Jun 12 2012, 09:03 PM
Nice work in game two it isn't the most powerful army even with turn denial bit i did enjoy painting it.
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