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So, the new wave has me excited. I'm definitely picking up some wraiths. I'm tempted by the Stalker because the model is pretty sweet, but its rules make me feel like it'll never see the table. I'm starting to think long and hard about tomb blades. They seem like a great option for distraction and late-game objective grabbing. I'm a bit puzzled exactly how to load them out, though. The upgrades all seem tempting, but when you add them all up, it becomes a pretty expensive model. Perhaps it's better to just keep them bare so you can have a higher model count. Are Tomb Blades actually worth-while for that FOC slot? What do you think is the best way to kit them out? What is the optimal unit-size? I usually play 1500-1750 and my most common opponents are Tyranids and Orks...
only problem i have with blades is the take a fast slot which i would rather have Wraiths and Scarabs
Also, all this talk of tomb blades...I am a bigger fan of wraiths personally...I just don't like them much, maybe I need to re-read their rules to see why all the talk.
"There is only do, or do not. There is no try." - Yoda
I think that people are too caught up in their Wraiths to see that Tomb Blades have a totally different role. Yes, Wraiths are good, they are one of our few effective close combat choices, and yes, they are FA as well as Tomb Blades, but there is honestly no need for you to be taking taking 18 Wraiths in an army. Yes, it works, but there are other builds in the Necron Army which run from a more synergetic approach and require a different style of play.
I see Tomb Blades as one of our most versatile units, that can work in any list. Wraiths for me are very one-dimensional, they're effective sure, but the enemy knows exactly what they're going to do as soon as they see them, as they know how dangerous they are. Tomb Blades are not a hot priority target, however, once they've done their first round of shooting, horde players and MEQ's too will know they can pack a serious punch. I have, with a unit of 5, killed a 30 man Boyz squad in a single turn, from one unit of Tomb Blades. Whilst Wraiths have trouble with hordes, with their comparitively low number of attacks and inability to strike first (since units out of base contact will usually outspeed) can be held up by a horde and prevent them from being as useful as they should be.
The Tomb Blades, however, are a different kettle of fish all together. They will decimate any horde from a distance, and with their high toughness and stealth (as you will want to give them Shadowlooms whenever possible) they take very little damage, and are comparable to Wraiths in that respect (as they have 3+ cover with good placement and higher toughness instead of an extra wound). I run them in two forms, either cheap and cheerful (5 with whatever free gun you want) for target saturation, or Particle Beamers and Shadowlooms. They have the hitting power of 5 strength 6 blasts, and the survivability (a 2+ cover when turbo boosting I thank you) when you need it, to either deny kill points or get into a good position for next turn death of a unit.
Ultimately there's only so much I can say, you have to try them out for yourself to decide what you think of them. Some prefer Wraiths, other prefer Scarabs (for some unknown reason), but maybe Tomb Blades fit with your playstyle. I'd like to think they would.
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Anyway, the Tomb Blades. I have Tyranid and Ork opponents too, and I use units of 2-3 blades with particle beamers and nebuloscopes. The beamers are a nice high strength (the mediocre AP isn't that important, as nids and orks usually have low armour saves anyway) and are blast weapons. Adding the scopes means that the BS5 blasts scatter less (sometimes not at all). I don't add any other upgrades, as you say, they get expensive quickly. I'd rather have more models, because T5 and one wound isn't hard to kill.
The blades need to be used carefully, and not committed too soon (especially against the orks, who need to disembark from their transports first). Use the 24" range of the beamers, engage at maximum range. Try to stay out of LoS of long range enemy shooters. You can always turboboost to give them a cover save while you get them into position.
I've not tried the gauss or tesla on the blades yet, I'd rather have a S6 blast rather than one or two S5 shots. I really don't think the tesla carbines would be that effective on the blades though. Tesla needs weight of shots to work, and 1-5 shots (even if they are twin-linked), isn't going to produce that many sixes to trigger the tesla effect. :/
"Peace, through superior firepower."
I use my blades as a cheap harassing unit, with tesla guns and shadowlooms. They jet around the edges, using the cover save to increase their survivability, then take shots against soft targets from maximum distance. The twin link on the tesla allows for more pops than normal, so some rounds you feel like you have a whole squad back there. And while they probably won't be destroying any vehicles, it sure annoys my opponent to no end having a bunch of str5 shots against his rear armour.
Otherwise, you keep them alive long enough to contest objectives last minute. Most important aspect is to keep them out of combat and place them so they aren't taking too much return fire. They are super fast, but also super fragile. You have to play them as such.
i find that tomb blades are the new destroyers from the old codex, solid stats, fast and have powerful guns
and i tend to take some wraiths, scarabs and blades
when i use my blades its usually in a squad of 5, being so cheap, with a particle beamer or two and scopes for them, the others basically add shots and wounds to the mix
bugger, i just checked the book and your right thank you (sort of) for clearing that up for me
change of tactic i shall have two units, one with particles and one with tesla and see how that works