Wraithwing and Spider Wall armies? - Warhammer 40K Fantasy
 

Welcome to Librarium Online!

Join our community of 80,000+ members and take part in the number one resource for Warhammer and Warhammer 40K discussion!

Registering gives you full access to take part in discussions, upload pictures, contact other members and search everything!


Register Now!

User Tag List

+ Reply to Thread
Results 1 to 4 of 4
  1. #1
    Member
    Join Date
    Sep 2008
    Posts
    174
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Reputation
    2 (x1)

    Wraithwing and Spider Wall armies?

    Hi, I dont actually play necrons and therefore dont have the codex and dont know all the exact rules for every entry. But recently I've seen more and more of these "Wraithwing" and "Spyde Wall" armies out there, and I have to say they do look really interesting.
    So I was Wondering if any of you experienced necron players could tell me a little about it is this two types of armies work on the table.


  2. Remove Advertisements
    Librarium-Online.com
    Advertisements
     

  3. #2
    Member
    Join Date
    Jun 2009
    Age
    24
    Posts
    92
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Reputation
    5 (x1)

    Dear wack-tapaz,
    I'll warn you up front. I haven't actually played either of those armies, but I know the theory to it quite well.

    Wraithwing: 2-3 full units of wraiths, usually with a destroyer lord with phase shifter and warscythe, turbo boost to a position close to the enemy and out of line of sight (wraiths and phase shifter can move though impassable terrain) then assault any dakka, tanks or HQ they can. This does not work particuarly well against CC elites, it is to kill anything that shoots at 'crons, while the 'crons shoot the CC specialists...hopefully the terminators die before they get close.

    Spyder Wall: I'm less familiar with this, but like the wraithwing, you use 2-3 full units of Tomb Spyders which (while slow and clumsy) are CC beasts, ignoring armor as MCs. This is complimented by having each Spyder make 1 scarab to increase the units wounds. The drawback, while very hard hitting, it is slow...painfully so.

    Hope that was helpful,
    Sithcron Lord
    "Sithy"
    Dark Lord of the 'Crons

  4. #3
    Senior Member visseking's Avatar
    Join Date
    Dec 2008
    Location
    Southern Sweden
    Posts
    688
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Reputation
    18 (x2)

    And every spider is 1 kill point...

  5. #4
    My backpack has JETS! Ravendove's Avatar
    Join Date
    Mar 2006
    Location
    Basingstoke
    Age
    29
    Posts
    1,983
    Mentioned
    1 Post(s)
    Tagged
    0 Thread(s)

    ReputationReputationReputationReputationReputationReputationReputationReputationReputationReputationReputationReputationReputation
    545 (x8)

    I've tried the Spyder Wall a few times and it is deadly. Almost unfair, sometimes.

    The idea is that you get 9 x Tomb Spyders, each pumping out a Scarab Base to increase their 'wounds', so to speak. These form a wall in front of your Phalanx, giving everything a cover save.

    Against MEQ armies the Tomb Spyders will tear everything up, except TH/SS Terminators perhaps, but you've got masses of Warriors behind the Spyders pumping out Gauss shots for stuff like that.

+ Reply to Thread

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts