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Made in gb
Been Around the Block



Cambridge UK

As you probably know, it is a minus 1 to shoot a wraith fighter with it's "hard to hit" rule. Can I also use the Alaitoc craftworld attribute "fieldcraft" which also offers a minus 1 to hit if over 12" away to give a total of -2?

I'm just looking at making a tyrannid players life very difficult lol.
   
Made in gb
Lord of the Fleet






London

As far as I can see, yes it's perfectly legal. Bit pointless though as you'll only have a 4" zone between the -1 area and your weapons' max range, and you won't be able to use your Mindshock Pods.

This message was edited 1 time. Last update was at 2018/03/05 14:51:42


 
   
Made in gb
Sadistic Inquisitorial Excruciator




And indeed, everyones been doing this in every torny since the Codex dropped...

Disclaimer - I am a Games Workshop Shareholder. 
   
Made in us
Powerful Phoenix Lord





Dallas area, TX

 Valkyrie wrote:
As far as I can see, yes it's perfectly legal. Bit pointless though as you'll only have a 4" zone between the -1 area and your weapons' max range, and you won't be able to use your Mindshock Pods.

Hardly pointless considering it is widely accepted to be the BEST CW attribute for the Wraithfighter.

You have to consider a few things:
A) even though you need to be with 16" to use their weapons, that doesn't mean the enemy's entire army is now walking distance to ignore the Alaitoc -1. You move very selectively to only get in range of very few units.
B) The Hemlock's guns are very decent and combined with tactical fire from other units, it should be no problem wiping out most, if not all, threat units that could move within 12" of the Hemlock
C) There is no guarantee you will get to go first, meaning your Hemlocks could very well be far away from most enemy shooting. A combined -2 to hit helps them live past that first round of shooting.

-

This message was edited 2 times. Last update was at 2018/03/05 15:22:23


   
Made in gb
Norn Queen






Add to that it can make anything with BS5+ literally unable to shoot it make it stupidly powerful and broken.

   
Made in gb
Been Around the Block



Cambridge UK

That's the plan. Most tyrannids are 5+ I think.
   
Made in us
Powerful Phoenix Lord





Dallas area, TX

Sy2pie wrote:
That's the plan. Most tyrannids are 5+ I think.

Orks are BS5+, yes, but Nids have hit on 4+ for most of their existence. Although, many of the larger bugs probably have Heavy weapons, meaning 5+ when moving (therefore 7+ against an Alaitoc Hemlock outside 12"). A Good tactic nonetheless. Just be wary of Flying Tyrants.

-

   
Made in gb
Regular Dakkanaut




I actually think alot of there is stuff is 4+, but either way its horrible!
Especially if you use some psychic to reduce your opponents ability to hit as well.
   
Made in nl
Automated Rubric Marine of Tzeentch



Netherlands

 Galef wrote:
Sy2pie wrote:
That's the plan. Most tyrannids are 5+ I think.

Orks are BS5+, yes, but Nids have hit on 4+ for most of their existence. Although, many of the larger bugs probably have Heavy weapons, meaning 5+ when moving (therefore 7+ against an Alaitoc Hemlock outside 12"). A Good tactic nonetheless. Just be wary of Flying Tyrants.

-


Tyranids big shooters have a 3+ (Hive Guard, Tyrranofex, Exocrine, Hive Tyrants, Carnifexes with enhanced senses), aka the kind of things you'd expect to shoot at a wraith fighter. Kronos also gives them reroll 1's to hit. You shouldn't really care if termagant devourers hit on a 4+ or not, those are never going to target you. This tactic will be much less efficient than you think. More likely it will make your opponent to ignore your fighter altogether.

In fact a shooty Tyranid player will bring 9 biovores and will start shooting mortal wounds and spore mines at your fighter. It's even better for them because they actually want to miss on their shots to generate more spore mines.

Whoever thinks Tyranids don't have shooting hasn't been paying attention in 8th edition.

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