Honestly I'd have thought Skitarri had one of the easiest methods to defeat Wraithspam (though that is relative) given their special rules and allies.
1. Allied psykers:
a. Enfeeble helps enormously and allows a some of the best anti-wraith guns to wound them with regular rolls on top of their special rules. Also allows you to potentially survive a turn longer than you would otherwise given the lower strength.
b. Endurance. You've got the weapons, all you really need is a chance to use them. This will help TRMENDOUSLY.
c. Foreboding - Your weapons are nasty and while Cognis gives you a nice BS 2 on overwatch, full BS overwatch is even tastier.
d. Psychic shriek. Remember, it's a very small unit were every wound matters. Hitting every wraith in a full squad will do 2.5 wounds. Or one dead wraith. Or three less attacks.
e. (Sarcastic) Roll Vortex of Doom and surprise the Spyder for lulz. What are they going to do, chuck their massive amount of WC at you? Meh.
Big ones is Enfeeble, though Endurnace is nice. Enfeeble allows several guns to actually wound, and many others to get a much better chance to do so. It'll also help keep you alive long enough to cause pain.
II. Guns
a. RADIUM. WOO. 6's cause two wounds. Even those to-wound rolls are the big rolls.
b. Flechette. Five shots with shred. Throw enough dice at the wraiths and you'll be able to break through the Invul/RP. Not that you WILL need Enfeeble to wound.
c. Mindscramble grenades. Poison/Not-poison grenades with 4+ to wound. Why not.
d. Neutron Lase. 48" 10/1 Concussive? You're not shooting for wounds here, you're shooting for Concussive to buy yourself time for more hits. Additionally, this synergizes with..
e. PHASE TASER. Initiative Test or remove from play. S+2 plus you Enfeeble'd, right? Good times.
f. Pater Radium. You should have survived one round of combat, so hit them with this. Again, Enfeeble'd makes magic happen.
g. Phosphoenix - Three poisoned shots. And this is for an army that can randomly add +3/2/1 to its BS for a turn? Yes please. All about making that opening salvo count.
h. Transonic - Again, doubles on 6's and auto-wound.
i .Chord - Fleshbane. Again, poison.
j. Taser - +2 on that initial hit (Given, you most likely won't get the charge) and... again... doubles on 6's.
Doubling wounds and poison of any sort are incredibly useful on wraiths T6 is only the first part of the problem but also the easiest to get around. When you start chucking 30's dice at people and hitting 5 6's - 12 wounds to save, that's one wraith before any of the other dice. Suddenly you've knocked 20% off that squad or more. Everything else like poison, concussive, etc. is gravy helping those 25 other numbers add up before they even hit you and are guaranteed yet another debuff (Because you let them hit your Vanguard, RIGHT?)
My only game so far vs. Necrons with a (mostly proxy, unfortunately) Skitarri army, I got them to T4 before activing the Pater Radium to lose all but 1. Then... well, 1 WS 4 T4 unit, even with a nice save and reroll, struggles with 11 attacks even before any doctrines or special gear.
III. Units
a. SKITARRI. VANGUARD. Another debuff to toughness, woo! AND Radium weapons! Up to 30 Radium shots at a range longer than Wraiths can charge you. And once they're in combat they're toughness drops to 4 (Because you Enfeeble'd them, right?)
b. Ruststalkers. Terrific, but they're going to evaporate after the first round of combat. Would DEFINITELY push for Enfeeble or a lucky Neutron hit here. 21 hits with great weapons, 2 wounds so you don't burst into flames the moment they arrive means they can do a significant amount of damage. There's a chance of you getting the charge, and with FC, I'd definitely go for it if possible. Remember the grenades for the love of God.
c. Another fun unit, like the vanguards. Problem is you NEED Enfeeble for their flechettes to work. On the plus side, a full squad will tie up wraiths for awhile. Don't expect to win combat, but with their inherent debuff and taser goads, they'll soften them up.
d. Dragoons - For God's sake, only if you think you can get the charge. If you do, you'll have a glorious first round. After that... well, the memories are nice, right?
IV. Formation:
Don't want to pray for Enfeeble? Think the Necrons are too damn good in melee? Get the Killclade. You can almost guarantee a charge and you have 12" of -1 WS/BS/I/Ld goodness. That should give you a terrific first round, which is again, the most important.
I've only played one game and it went terrifically. The Skitarri army can pretty much ground anything in the air, and are extremely competitive in the first round engagement with any unit. What I found most painful actually were things like Praetorians who are mobile AND have a high number of good attacks with AP enough to ignore most our armor. Other than that, I'd imagine a Ghost Ark with Warriors or any Deathstar (Orikan, Enclave) would be my second worst nightmare.
Remember - this army is all about the special rules and making the first round yours. It can effectively neuter just about anything, and it is singularly important (and gifted) with some amazing debuffs.
Enjoy!
|