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Made in us
Battleship Captain




Oregon

Are they any other cost effective means to down a Wraithknight other then mass grav weapons for vanilla marines?

Best I can think of is triple Land Speeder Typhoons.
   
Made in ca
Journeyman Inquisitor with Visions of the Warp




A Psyker can strip a few wounds off a Wraithknight with Psychic Shriek, if you get lucky. Rending is also very effective (tag it with Misfortune). High-strength melee attacks with the right attackers can work (Iron Arm or Hammerhand). And of course Instant Death is good, deny FNP and D3 wounds.

S8 AP3 is good but you might have better targets.
   
Made in us
Ultramarine Master with Gauntlets of Macragge




What's left of Cadia

Rending weapons, massed Lascannons to the face, instant death weapons is what comes to mind

TheEyeOfNight- I swear, this thread is 70% smack talk, 20% RP organization, and 10% butt jokes
TheEyeOfNight- "Ordo Xenos reports that the Necrons have attained democracy, kamikaze tendencies, and nuclear fission. It's all tits up, sir."
Space Marine flyers are shaped for the greatest possible air resistance so that the air may never defeat the SPACE MARINES!
Sternguard though, those guys are all about kicking ass. They'd chew bubble gum as well, but bubble gum is heretical. Only tau chew gum
 
   
Made in us
Screaming Shining Spear





Northern California

Don't rely on sniper/poison/rending; the Feel No Pain on the Wraithknight and any sort of cover it can take advantage of will easily neutralize any wounds you deal. Consider massed krak missiles or lascannons instead.

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Dman137 wrote:
goobs is all you guys will ever be
 
   
Made in br
Fireknife Shas'el




Lisbon, Portugal

3 Typhoons would hardly damage a Wraithknight at all. Hit 4x, Wound 2x, 1.32 Unsaved Wounds after FnP. Even worse if it's the 5++ WK. Meh.

 TheNewBlood wrote:
Don't rely on sniper/poison


And both only damage a GC on a 6+. Not a good idea

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 Unit1126PLL wrote:
"FW is unbalanced and going to ruin tournaments."
"Name one where it did that."
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 Shadenuat wrote:
Voted Astra Militarum for a chance for them to get nerfed instead of my own army.
 
   
Made in hk
Steadfast Ultramarine Sergeant




Generally speaking the Grav cannon on a rentless platform maybe the only effecient way to take down such a undercosted monster before it does too many havoc. If you are not able to use that for whatever the reason, possibly a full squadron of Tri-Lascannon Predator is the second best. Even better if you have divination Librarian nearby granting rerolls. So that is 9 shots reroll to hit and reroll to wound Lascannon. Hopefully it can kill the WK in two turns.

Just hope none of your tank is hurt by the D cannon before you start putting wounds on that WK.

This message was edited 1 time. Last update was at 2015/09/01 06:22:22


 
   
Made in no
Regular Dakkanaut




TH/SS Termies do well against WK if you can get them in close combat. That's a pretty big if, it would require a Stormraven so your looking at 400 points +
   
Made in gb
The Last Chancer Who Survived




United Kingdom

Yea... Even as a BT player, if at all possible, I'd just find a way to get deepstriking Grav on T1 to delete that damn thing before it kills half your army.

Alternatively, don't take any vehicles worth more than 75 points.

This message was edited 1 time. Last update was at 2015/09/01 07:40:04


 
   
Made in us
Chaplain with Hate to Spare





Sioux Falls, SD

Assault Cannons and Lascannons are fairly reliable ways to kill a WK. Assault Cannons lack range, but can be purchased for cheap, especially in a Gladius Strike Force, where they can be picked up for 20 pts for TL Assault Cannons (that just so happen to come attached to a Razorback), and be bought en masse. Lascannons have much better range and strength, but they lack shots. Still, a Trilas Predator or a squad of Lascannon Devs can get the job done, though not necessarily in one turn. A squad of TriLas Predators, though expensive as hell, is going to rip a WK (and basically any MC or Tank) apart though.

Sticking a TDA Librarian with a squad of Terminators (Assault or Tactical, really) in a Land Raider or Stormraven is probably the best general way of killing a WK in CC, IMO.

Still, a squad of Death Company with a few Fists mixed in might be a good way of hacking a WK apart if they get the charge off. So many Str 5 attacks with a few surprise Power Fists, even if most of those aren't going to have an AP worth a damn, is just going to overwhelm a WK. This is provided that they get into CC with a WK and don't get Stomped for their trouble.

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Made in us
Pyro Pilot of a Triach Stalker





The Eternity Gate

Devastators with missile launchers or lascannons will end it quick.

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Made in gb
The Last Chancer Who Survived




United Kingdom

 buddha wrote:
Devastators with missile launchers or lascannons will end it quick.
A Wraithknight will end 300-500 points of stuff quicker.
   
Made in us
Battleship Captain




Oregon

I wish Sternguard's poisoned ammo still worked on a 2+.

I was thinking of massed thunder hammers or power fists but the units who can carry them are either too slow (terminators) or not durable enough (vanguard)
   
Made in us
Pyro Pilot of a Triach Stalker





The Eternity Gate

 Selym wrote:
 buddha wrote:
Devastators with missile launchers or lascannons will end it quick.
A Wraithknight will end 300-500 points of stuff quicker.


I'm not saying the wraithknight isn't OP, but outside of grav per the OPs post, devs are the best bet.

01001000 01100001 01101001 01101100 00100000 01101111 01110101 01110010 00100000 01001110 01100101 01100011 01110010 01101111 01101110 00100000 01101111 01110110 01100101 01110010 01101100 01101111 01110010 01100100 01110011 00100001  
   
Made in gb
The Last Chancer Who Survived




United Kingdom

 buddha wrote:
 Selym wrote:
 buddha wrote:
Devastators with missile launchers or lascannons will end it quick.
A Wraithknight will end 300-500 points of stuff quicker.


I'm not saying the wraithknight isn't OP, but outside of grav per the OPs post, devs are the best bet.
Fair enough.
   
Made in us
Unshakeable Grey Knight Land Raider Pilot





 minigun762 wrote:
I wish Sternguard's poisoned ammo still worked on a 2+.

I was thinking of massed thunder hammers or power fists but the units who can carry them are either too slow (terminators) or not durable enough (vanguard)

You're referring to the hellfire round, correct? Unless I'm reading the codex wrong, it says "Poisoned (2+)" in the profile.

   
Made in us
Auspicious Daemonic Herald





 GangstaMuffin24 wrote:
 minigun762 wrote:
I wish Sternguard's poisoned ammo still worked on a 2+.

I was thinking of massed thunder hammers or power fists but the units who can carry them are either too slow (terminators) or not durable enough (vanguard)

You're referring to the hellfire round, correct? Unless I'm reading the codex wrong, it says "Poisoned (2+)" in the profile.

Gargantuans make poison only wound on 6+
   
Made in us
Unshakeable Grey Knight Land Raider Pilot





 CrownAxe wrote:
 GangstaMuffin24 wrote:
 minigun762 wrote:
I wish Sternguard's poisoned ammo still worked on a 2+.

I was thinking of massed thunder hammers or power fists but the units who can carry them are either too slow (terminators) or not durable enough (vanguard)

You're referring to the hellfire round, correct? Unless I'm reading the codex wrong, it says "Poisoned (2+)" in the profile.

Gargantuans make poison only wound on 6+

Didn't know that! I've thankfully never had the pleasure of facing any.

Thanks for the info.

   
Made in us
Battleship Captain




Oregon

Looks like the non-grav options are really slim. The cheapest way to field massed lascannons (for SM) is five man Devastators and that's still 150 points or 127 points per wound on average.

Compare that with 43 points per wound from Gravturions. BIG efficiency difference!
   
Made in gb
Longtime Dakkanaut




Vulture gunships?
   
Made in ca
Junior Officer with Laspistol





London, Ontario

Well, Vanguard with SS and PF are 47 points each, only a couple more points than an Assault Termie with TH / SS.

Against most non-Bolter-Equivalents, the save is going to be the same, definitely in close combat. So for a couple more points each, you're jumping instead of walking.
   
Made in us
Fixture of Dakka





For the past 13 years, Marine players have been removing Wraithlords from the board without any difficulty.

Wraithknights are only slightly harder to kill than 2 Wraithlords (since they have Feel No Pain now).

Whatever you were doing with your army before that made you unconcerned with the possibility of 2 Wraithlords still stands. Continue doing that.

"'players must agree how they are going to select their armies, and if any restrictions apply to the number and type of models they can use."

This is an actual rule in the actual rulebook. Quit whining about how you can imagine someone's army touching you in a bad place and play by the actual rules.


Freelance Ontologist

When people ask, "What's the point in understanding everything?" they've just disqualified themselves from using questions and should disappear in a puff of paradox. But they don't understand and just continue existing, which are also their only two strategies for life. 
   
Made in us
Screaming Shining Spear





Northern California

DarknessEternal wrote:For the past 13 years, Marine players have been removing Wraithlords from the board without any difficulty.

Wraithknights are only slightly harder to kill than 2 Wraithlords (since they have Feel No Pain now).

Whatever you were doing with your army before that made you unconcerned with the possibility of 2 Wraithlords still stands. Continue doing that.

Wraithlords don't have 6 wounds, the option for an invulnerable save, Feel No Pain, the option for D-weapons, and are actually appropriately costed. They are not comparable to the Wraithknight.

~3000 (Fully Painted)
Coming Soon!
Dman137 wrote:
goobs is all you guys will ever be
 
   
Made in us
Fixture of Dakka





 TheNewBlood wrote:

Wraithlords don't have 6 wounds,


2 Wraithlords do, which is what I said. The invulnerable save is no greater than the cover save they'd be getting, and I did mention Feel No Pain.

Wraithknights are simply not as difficult to kill as the internet likes to pretend they are.

The only difference is that one Wraithknight will actually kill things whereas 2 Wraithlords will not.

This message was edited 1 time. Last update was at 2015/09/01 21:19:31


"'players must agree how they are going to select their armies, and if any restrictions apply to the number and type of models they can use."

This is an actual rule in the actual rulebook. Quit whining about how you can imagine someone's army touching you in a bad place and play by the actual rules.


Freelance Ontologist

When people ask, "What's the point in understanding everything?" they've just disqualified themselves from using questions and should disappear in a puff of paradox. But they don't understand and just continue existing, which are also their only two strategies for life. 
   
Made in us
Monstrous Master Moulder




Cleveland, Ohio, USA

Wraithlords also move half as quickly, don't reduce the efficiency of poison and sniper rules, and actually die to ID rather than taking additional wounds.

Given as the SM arsenal includes poison (on Sternguard), snipers (on scouts), and ID (on librarian force weapons) - I'd say Wraithknights are measurably harder to bring down for Marines than Wraithlords without the consideration of grav.

This message was edited 1 time. Last update was at 2015/09/01 21:24:54


They are my bulwark against the Terror. They are the Defenders of Humanity. They are my Space Marines, and they shall know no fear. 
   
Made in us
Lieutenant Colonel






there are far more differences then you glossing over over darkness....


WL dont move 12", no str d, IE threat range is way different, damage out put is different, pts cost is different,

shooting at two targets that move 6" is vastly different then shooting at something that moves 12"

simply put outside of grav, there are options, but they suck for the pts you have to sink into it.

grav is the only thing that is cost effective for dealing with WK's that wont also tie up a large part of your PTs with just dealing with WK's to the exclusion of most other things.

 
   
Made in us
Legendary Master of the Chapter






FRFSRF + Misfortune is always funny.

Sniper no longer works because its a Gargantuan.
Grav still should work and so can fleshbane.

a Lucky Vortex O Doom can work.

Bike Smashers can work. stacking invisibility helps it.

All alternative options require a LOT of point AND luck :/

This message was edited 1 time. Last update was at 2015/09/01 21:29:42


 Unit1126PLL wrote:
 Scott-S6 wrote:
And yet another thread is hijacked for Unit to ask for the same advice, receive the same answers and make the same excuses.

Oh my god I'm becoming martel.
Send help!

 
   
Made in us
Lieutenant Colonel






 Desubot wrote:
FRFSRF + Misfortune is always funny.


thats actually one of the things I was coming up with the other day after the 4th time in a row my 3 iron priests on TW (so 12+ str 10 attacks each round) failed to kill a WK before it stomped them into dust.

main issue being OFC how random it is to get misfortune, but its a great thing if you can swing it!

actually gunning for misfortune when I have loads of lasguns is one of my favorite go to's as its effective against everything,

not so hot for a marine player though.

such a shame skyhammer is non purchasable as its the perfect counter for WK

 
   
Made in ca
Ghastly Grave Guard





Canada

 easysauce wrote:
such a shame skyhammer is non purchasable as its the perfect counter for WK


What is the consensus on Skyhammer? I didn't buy it, but I definitely have the models to play it. Is it illegal for someone to bring it as part of their army if they don't have that laminated dataslate?
   
Made in us
Locked in the Tower of Amareo




 Lord Corellia wrote:
 easysauce wrote:
such a shame skyhammer is non purchasable as its the perfect counter for WK


What is the consensus on Skyhammer? I didn't buy it, but I definitely have the models to play it. Is it illegal for someone to bring it as part of their army if they don't have that laminated dataslate?


I am opposed to any revenue for GW, so I'm cool with anything off the internet.
   
Made in us
Lieutenant Colonel






 Lord Corellia wrote:
 easysauce wrote:
such a shame skyhammer is non purchasable as its the perfect counter for WK


What is the consensus on Skyhammer? I didn't buy it, but I definitely have the models to play it. Is it illegal for someone to bring it as part of their army if they don't have that laminated dataslate?


its been allowed around here, I know last year at the LVO several people I played against used the flesh tearers formation to get some FA pods and didnt have those rules but it was allowed, so i dunno? ask your TO?


 
   
 
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