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I have come across two very interesting strategys involving a necron lord with a warscythe and a destroyer body, the first one, bugg zapper, attaches a large group of scarabs to him and the second involves attaching wraithes to his squad, can anyone give me the pros and cons of each, and if possbile, tell me which one is more preffered/viable/most versitile? I have also seen alot of army lists including flayed ones, would it be resonable to consider putting in a pack in my army?
well the bug zapper really is only useful against horde armies like orks and nids. whereas the wraithflight is for taking out the big guys and tank hunting imo.
Both are extremely weak against mass fire though.
Depends on what youre fighting and what you want your lord to do really
There is no "I" in "team", there is an "I" in "pie" however, as in "Meat Pie" with "Meat" being an anogram of "Team".
I never really use the bugzapper, but against Tau, I love the wraiths + destroyer lord combo
3 squads of 3 wraiths with the lord+orb charging the tau lines is awesome.
Yes, I did deep-strike your sister...
Necrons : W-8 D-3 L-7 (Sleeping in their TombFoam, waiting for a new codex)
Chaos Forces (CSM/CD): W-42 D-19 L-28
Apocalypse Games : W-4 D-0 L-1 (4 Titans, Brass Scorp, 3 Baneblades, 2 Bombers, 3 Fighters, and a Partrage in a Pear Tree)
I've heard those called Scarab Lord and Wraithflight myself. I think the wraithflight is better, however.
I always assumed the bugg zapper was the anti tank because of the disruption fields and the wraiths were more anti troop because of thier inititve and strength? are these strategys practical with the new rules? I thought i might take one of them to give my army a little melee capability. or would i be better off spending my points elsewhere?
Last edited by Diango; March 6th, 2009 at 18:38.
The problem I always run into with a CC lord, is he can always be independently targeted. Regardless of who he's grouped with. So always be wary of that, if you go toe to toe with a CC squad, be prepared to get tooled...
"There is only do, or do not. There is no try." - Yoda
Wraiths and Scarabs are pretty much on opposite ends of the close combat spectrum.
Wraiths feature high Ws, S and I, but suffer from a low model and wound count.
Scarabs have pretty average stats, but a huge number of attacks and wounds. They get a bonus to cover saves, but suffer from templates.
The decision's a tough one to make, as 3 Wraiths have a similar cost to 10 Scarabs. Wraiths don't have to worry about instant death and weaponry that pierces armour, but a single casualty greatly compromises their effectiveness.
Personally I'd prefer the Scarabs to the Wraiths. A decent close combat unit will hold their own against Wraiths and, though they'll strike after the Wraiths, return hits will almost certainly see the unit destroyed. Scarabs have a great ability to stay, and you won't find too much blast or instant-death weaponry coming their way. A unit of wraiths will make a fast hard strike, and then fade away, whereas a unit of Scarabs will make a mediocre strike and be almost impossible to get rid of once they're stuck in close combat. If your opponent has a hard-hitting close combat infantry squad coming at your lines, the Bug Zapper makes for a great interception unit.
One of my biggest qualms with Wraiths is their lack of effectiveness in close combat. That's right, you heard me. My Necron codex is still off at college, but I'm pretty sure that a unit of 3 Wraiths will be getting 9-12 attacks on the charge. Hitting on a 3+, wounding on a 2+ is great, BUT! Armour saves. Wraiths cannot bypass their opponents' armour, so when fighting a unit of Space Marines 2/3 of your wounds will be negated. Assuming 12 attacks on the charge (because I can't really remember) 8 hit, 6-7 wound, meaning 2-3 kills coming out of a close combat dedicated squad. 12 Attacks coming out of a Space Marine squad will see a wraith dead, meaning you'll barely win combat against a non-CC squad. Lose the charging bonus and a model, and the Wraiths will soon phase out. The Destroyer lord will definitely lend a big hand, but the Wraiths really aren't going to be doing much at all.
A unit of Scarabs will be throwing out 40 attacks on the charge, and though they won't be the most effective attacks, simple volume will see much of the enemy dead. Receiving casualties will have little to no effect, and the Lightning Field will make the enemy pay for every wound dealt. With 30 wounds to get through...
Don't get me wrong, I like the concept of Wraiths, they're just so brittle that they work more like a one-shot unit that doesn't put out much punch. Soon as they hit a single squad, assuming they survive the assault, they'll die to subsequent shooting, and a lack of power weaponry prevents them from dealing with a large assortment of foes, from monstrous creatures to anything with a 2+ save.
My gaming group's new motto: That army you're using is overpowered because it hurts my guys, codex is broken and needs a rewrite.
Thinking of playing 9 wraiths and a lord with destroyer body and warschyte. The spacemarinesquad would be totally devastated. With a litlle finesse and some somewhat lucky dices, only Vehicles with a rear armour of 12+ would think of surviving.