Lord Perversor wrote:
One of the most important thing to remember when facing Eldar D weapons it's they are often carried by pretty durable models.
The artillery one it's a 3 wound T7 and 3+ save along 2x crewmen, wich mean it can take quite a lot of punishment before you start to dwindle down their number and firepower.
The walking wraithguard are also T6 and 3+ save but here comes with 2x flavours the single shoot (that can annihilate anything on a 6) or the template version which is absurdly good at wiping anything off the table that don't come with a good invul save.
luckily mass Gauss should do the trick due autowound at 6, and some high strength versions but sadly most of necron weapons lack a decent
Fp of 3 in order to negate most of their saves.
The artillery you only have to deal with the crew, no crew, no shooting. The unit is t7 being shot at due to artillery rules, but the crew are only 5+ armor and the battery is only 2 wounds. If Wraiths (ap2 potential) or Lychguard (AP3 for sure) can get into melee with them, then they are only T3, and wound placement depending on the charge. For shooting, either Tomb Blades can get to where the crew are first models to take the wounds or as someone else recently suggested, Night Scythes to place Warriors at an angle to deal with them.