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Ok, I play this guy who just tears through me with this Eldar list, any thoughts on how I could counter those wraith guard??
HQ: Yriel, Prince
HQ: Warlock Unit (3#, 100 pts)
Troops:10 Wraithguard, 1 Spiritseer (Warlock)
Troops: 10 Wraithguard 1 Spiritseer (Warlock)
Heavy Support: Fire Prism
Heavy Support: War Walker Squadron
Heavy Support: Wraithlord (1#, 110 pts)
Elite: 9 Howling Banshees, 1 Howling Banshee Exarch
HQ: Lord res orb, staff of light (attached to squad of warriors)
Lord res orb, VoD, staff of light (attached to immortals)
Troops: 2 x 10 Warriors
Elite: 10x Flayed Ones
Fast Attack: 8x Scarabs
I made the mistake of deploying my destroyers too close to his wraith guard...they wiped them first turn. In retrospect I should of dropped some scarabs or flayed ones and did two squadrons of Destroyers, at least 3 and 3 instead of just one squad of 5.
My immortals and VoD lord played nicely, destroying the big gun on the fire prism and holding up his wraith lord.
The banshees wrecked my flayers hands down and I couldn't even dent his wraith guard. Perhaps drop the flayed ones all together and put up more destroyers? The match was 1750 pts. Thanks for any and all advice!
Biggest thing I can see, is Drop the Flayed Ones and Scarabs and get another 5 Destroyers. They are your bread and butter, and with their range can put the hurt on most of the eldar without being shot back.
I don't know about your models, but if you really want to beat him I would suggest this list:
Lord w/ Rez Orb, Chronometron - 150pts
Lord w/ Rez Orb, VoD - 200pts
10x Immortals - 280pts
10x Warriors - 180pts
10x Warriors - 180pts
5x Destroyers - 250pts
5x Destroyers - 250pts
5x Destroyers - 250pts
This comes out to 1740pts. (Give each lord a Disruption Field if you want to max out.)
But some general strategy against his list. Don't worry about the Wraithguard or Lord for the first few turns of the game, their short range and slow speeds will keep them out of the fight for a bit. Focus on things that will make a more immediate threat. Send a squad or two of destroyers to take care of the Howling Banshees, do not let them get near you, their Power Weapons will destroy your army. Send the other squad to contend whatever target you don't send your VoD after.
VoD your Flying Circus to take care of distant targets such as the War Walker Squadron and the Fire Prism. Once the immediate threats are taken out, keep the ball in your court, this game will turn into a range game. Necrons have a much better weapon range and speed than this Eldar list you provided. With only foot troops left you should be able to dance circles around them with the Destroyers and whittle them down.
Hope this helps a little. Even if you don't have the purposed list, most of the advice can also be used with the models you provided.
Thanks for the reply! I only have 8 destroyers currently, I'll def have to invest in some more. Those howling banshees are def sick! I'll spin up some more banshees and let you know how the next game goes.
Others have already given advice on army choice -- here's my advice on tactics with the original armies:
Remember your Monolith is ALWAYS AV14, even against Lances.
Always keep your troops within teleport range of the Lith, to be pulled out of close-combat if assaulted (and survive).
May I suggest that the large footprint of 10 Wraithguard is a good target for your Particle whip. Remember also though, the Guass Flux Arc is actually very effective when there are 3+ units within range -- this also frees up the Power Matrix for use with teleportation.
Beware Wraithcannons -- kill them before they get into range of the Lith.
The biggest thing for Necrons in general is make sure you focus your fire to destroy units. By this i mean having (at least) both your Warrior squads rapid-firing at the same enemy unit. Bunch your army near the centre of your deployment zone. Keep a Lord with Orb in the centre, within 6" of both Warrior squads to give WBB (even against D-Cannons). Nearby Monolith will give you the chance to re-roll bad WBB rolls via teleportation when necessary. I'd probably join a squad only when/if Wraithguard come within firing range. You can give him a Warscythe to help fight inv saves, but tbh if his Warlock retinue reaches your Lord he's going down.
Your Immortals are tailor-made for taking out Banshees -- 10 Immortals fire 2x S5 AP4 shots at 24" even when moving ! That's 10 wounds per round if i am doing the maths correctly. It will bypass their armour so Fortune doesn't help them (unless they are in cover). However, they are not your primary target. VoD these guys around back and hassle hassle hassle. You outrange his Wraiths even on the move, so whitle them down to nothing. Fire on the Banshees if you get a clean shot but don't go chasing them. I'd put a scythe on the VoD Lord to discourage any assaults, and to rip open the Fire Prism if you scatter too close.
Stay at long range and take down the Walkers asap. (and Fire Prism if you can get bhind it.)
Can instant-kill the Farseer and/or Prince Yriel, so if you get a clear shot at either of them on their own, take it.
Tarpit duty. On objective missions they can also provide a frustration in Turn 5 by Turbo-Boosting next to objectives.
These aren't as harmful as you might think. Even if he reaches your line unmolested, best he'll do is wipe out a Warrior squad (50-75% of which will stand right back up due to res orb + Lith) and then stand there waiting for 4-5 of your units to cremate them. If not used elsewhere, you could field the scarabs in front of your warriors as a screen. The disadvantage of this is they might actually hold them in combat for a turn or two. I'd rather go with the suicide Warriors.
This guy is nasty as he will lock your units in a combat they can't win. Make sure your Lith is with range to teleport out troops before he grinds them to death. You can use your scarabs to cancel him out (even with instant-Death, he'll take 3-4 rounds of combat to cut through them, as they are Fearless, and failing combat by 1-2 wounds won't kill a swarm But unless he's really hassling you I'd just avoid him.
I'd prefer to use my scarabs to tie up these guys. You might even wound some, although the added number of hits back at you (including many S9 warlock hits) will quickly decimate your swarms. If your lord joins in the fight (avoiding the warlock) then you may carve through his troops in no time.
Unless you see rear armour, all your guns have an equal chance to glance him, so don't waste your big guns on this.
AV10 means these are a prime target for your destroyers. pens on 5+ and destroyed on 4+ (due to squadron rules) mean these guys should fall to 1-2 rounds of concentrated fire from 5 Destroyers. Check if they have holo-fields cos those will ruin all your nice pens
All those 4++ save HQ models are going to hurt, but that's what warscythes are for
Another point to note -- don't waste your big guns on those inv saves, use your Warriors instead. Massed fire will carve through them, with S4 v T3.
I'm interested to find that none of their HQs are Fearless, so it might be worth taking a Nightmare shroud on a Lord. Ld 8/9/10 is not invincible if you are checking many units every turn. It would be good on a Warscythe as an alternative to shooting. Not so useful against Wraiths but try it on his HQs and you may find some success. If an HQ does flee, move (Turbo-Boost if necessary) Scarabs or Destroyers within 6" and he will be unable to Rally them
There are three types of people in this world -- those who can count, and those who cannot.
This should be your first turn of shooting. Once you have disposed of the banshees, the only other real threats in cc are the wraithlord and council. The biggest shooting threat is the wraithguard and you will probably have another 2 turns before they're in range of the monolith. I would focus on the wraithlord. He's more likely to sweep a squad, and easier to kill than the mini council.
You have greater mobility than him with teleportation. Don't be afraid to pull guys out of range of assault at the expense of the monolith's ordanance.
I'm moving this thread to the army list section. To let you know, any thread inquiring about a list should be posted there.
Spambot kill tally. . .337
Those two wraith guards come to 700 points mininum without the spirit seer (off the top of my head) and they are gonna have to foot it and only have 12" weapons. It is save to say ignore that unit til needed, you can and should out manuvere him easily.
Unfortunately for you he has no weaker units for the flayed ones to rip apart which they usually do against eldar. I played a game where by turn end of two things were bad but 10 flayed ones came on and destroyed everything on his half of the board by themselves.