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Post by Frosty the Pirate on Jun 18, 2013 11:04:52 GMT -5
You've got a few choices Danny.
Warp Spiders would probably be pretty good at catching a Riptide and Shredding it with their Deathspinners, but you could also take Dark Reapers with the upgrade Missiles and an Exarch for Night Vision.
Both are a little pricy, but either would be able to smoke a Riptide (and most other MCs) without any trouble.
There's also the option of Rangers, which would be more fluffy to be in your list, and also much cheaper. The Downside is I doubt the Rangers would be able to remove the Riptide solo, and would need something else to throw some firepower at it too. And they are subject to night fighting.
There's also all the Instant-Death Options you have availible to your Wraith army, through I seriously doubt any Tau player will leave their Riptide close enough to your Wraithguard for that to work, even with Battle Focus. You'd have to take Heavy Wraithcannons on the Knight, and I just feel 2 shots isn't enough to reliably kill something with ID.
You might be able to help the situation along a little by making sure you have Conceal on your Wraithguard and by alpha striking the Tau Markerlights as hard as possible. But A Wraith heavy army tends to give up quite a bit of firepower in the name of durability.
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Post by thesanityassassin on Jun 18, 2013 11:11:00 GMT -5
With the list that you have I'm trying to think.....dealing with a Riptide with the Nova Charge invul is one of the things that I am most concerned about...and I don't have a big unit of Wraithguard to try and keep alive. A few of my initial thoughts:
1) Try to cram your Wraithknight down it's throat ASAP. If it's nova charging to flee it's not doing it for its save which makes it easier to deal with. If you can get it in CC it's locked up for the game assuming you don't kill it (and honestly without some help even the Wraithknight will have a rough go hacking it down if it gets the 3++ up). Even if you can't engage it in combat, scaring it into shooting something other than your WG will help. Against Tau I'm pretty sure I'd just straight up sacrifice the big guy up the middle to give my other infantry time to close and lay into them. Also don't discount the Heavy Wraithcannons....Although relying on the ID wound to first come up and then get through his invul, it's probably one of your few chances to drop the thing before it starts blowing big holes in your army.
2) If he ever fails/doesn't use the shield booster, jump on it. If you can put rending wounds or snipers or something through the 2+ when he only has a 5++ do it....if it gives you a chance to do damage, don't pass it up. Of course the issue is that you need to be damn close to it with a lot of your guns to be doing damage. I was going to suggest Warp Spiders but you don't like the look of them and Tau have so much Interceptor stuff...
3) Psychic powers. Should be obvious, but you saw how much Misfortune + Guide/Prescience hurt your daemons. Get those powers on it and it's in trouble. Of course, this again comes with the issue of having your Farseer within 24" of it in a lot of cases, but sometimes it might be worth it. Even without those, Guide and the like are huge.
Ummm....some other thoughts I have are even more of a stretch....hiding a jetbike Autarch with Shard and Mantle from Markerlights on turn 1 will pretty much guarantee you a turn 2 charge, but if you don't score the Rend it'll be hard to get the ID through the 2+....
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Post by thesanityassassin on Jun 18, 2013 11:12:04 GMT -5
Reapers aren't a good choice against a Riptide.....they don't beat the 2+ save....
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Post by Frosty the Pirate on Jun 18, 2013 11:17:25 GMT -5
Reapers aren't a good choice against a Riptide.....they don't beat the 2+ save.... You would be right, I thought it was only 3+. Damn that thing is tough. A couple of Bright Lance Wraithlords would certainly be able to force some wounds through if you can catch it without the shield up. I'm honestly thinking the Crimson Hunter would be a nasty way to put it down, but of course Tau are packing interceptor and skyfire like it's going out of style.
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Post by thesanityassassin on Jun 18, 2013 11:22:26 GMT -5
Yeah...the Hunter would be great if it can live to shoot him....though most Tau armies don't have a flyer to deal with so it might be worth it to chance it if no better target presents itself.
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Post by danydaigle24 on Jun 18, 2013 11:42:42 GMT -5
well someone suggest me to field a 10 axe shield unit to move fwd with farseer and having m wraithguard mounting to go hunt him. Also like you said yesterday Matt I will run my WK with wraithcannon and try to find cover and if no cover well I can always heal him... I will post my new update list and need you guys advice to what I should add or change...
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Post by thesanityassassin on Jun 18, 2013 11:42:58 GMT -5
Assuming no KPs anyway, though with the range of most Tau stuff it's not like you'd do very well hiding from them anyway.
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Post by thesanityassassin on Jun 18, 2013 11:52:22 GMT -5
The Wraithblade idea works in principle, especially if you get Fortune on them, but its unfortunately a ton of points soaked up in a unit that is mostly just good at not dying. If you were building a single game list against Tau I'd say go for it, but as it stands in an all comers list I'm not certain they'll be worth it a lot of the time.
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Post by danydaigle24 on Jun 23, 2013 20:56:16 GMT -5
What you guys think of the night spiner. Im seriously thinking running one in my list instead of the battery. Reason why = torrent weapon and I also can 1 shoot suit/wraith with the large blast... if Im in trouble can be ok VS tank with S8 on the side... So my HS slot would be WK, WL with 2XBL and Nightspinner...
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Post by thesanityassassin on Jun 23, 2013 21:48:40 GMT -5
I haven't seen any reports of them being used, or used one myself yet, but after seeing how well the Shadow Weavers worked I would certainly think it would be worth trying out....the fact that it hits that key S8 against things like Crisis suits is pretty important. *ponder* I have a Falcon that is currently without turret....I wonder if I could get my hands on a couple more Shadow Weavers and just build a Nightspinner turret out of some bits I have....
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Post by danydaigle24 on Jun 23, 2013 22:15:39 GMT -5
Ive seen a couple people using it and they love it but most people thinks its crap... Im thinking even if you are playing marine its still a decent weapon force them to make save and 6s is AP1...
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Post by thesanityassassin on Jun 23, 2013 22:42:52 GMT -5
Plus pinning is always valuable.
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Post by thesanityassassin on Jun 24, 2013 0:51:07 GMT -5
So, what are your thoughts on armaments for War Walkers? The old standard of Scatter Lasers still seems to be a solid build in terms of pure volume of fire and range, but the lowered cost of Starcannons and Bright Lances make anti-elite and anti-vehicle versions perfectly affordable. Bladestorm and Battle Focus also make Shuriken Cannons a reasonable option, though I think they are outshone for the points value by the others. Missiles....are.....no. Why are they 10 points more per gun than the others? Why do flakk missiles cost more points AGAIN over the most expensive weapon? Not happening.
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Post by danydaigle24 on Jun 24, 2013 6:24:49 GMT -5
I like both options (BL or SC) +scatterlaser depending on what you are lacking on... My favorite is SC just because when you will shoot at something the scatter laser wont be waste. Example you are shooting armor 13 well scatter laser will just help for the TL... if you shoots a tervigon/DP/Any Nasty MC with T6 will be devasted. I love the model aswell but cant have all heavy support and since Im playing Iyanden need to have WL and WK...
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Post by calitom on Jun 24, 2013 9:28:39 GMT -5
Don't know why you're playing Iyanden when you have 20 aspect warriors and very few guardians and actual wraith units. Just play regular codex Eldar and paint them blue and yellow.
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