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![[Post New]](/s/i/i.gif) 2013/02/06 14:19:35
Subject: Wraithlords and War Walkers
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Frenzied Berserker Terminator
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For my planned Dark Eldar, I plan to take Eldar allies for only one reason: I love the War Walker and Wraithlord models.
My Dark Eldar planned list includes a squad of Scourges, lots of Wyches, Reavers, Venoms (of course) and Hellions, all lead by Lelith Hesperax. Which one would suit me best?
Thanks!
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![[Post New]](/s/i/i.gif) 2013/02/06 15:30:53
Subject: Wraithlords and War Walkers
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Abhorrent Grotesque Aberration
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Well Wraithlords are very slow and without a seer near them they have a chance to become null for a turn. A single guided and probably fortuneed Wraithlord, while it would be annoying to kill in cover, wouldn't do so much damage. Throw a bright lance and EML on it and put it in area with a squad of pathfinders and a seer to make a nice little fire base.
With that being said I would go for the War Walkers. You can take a squadron of 3 if you want (although they are quite easy to kill) throw some Scatter Lasers on them and you can pump out a lot of shots to do some damage to rhino equivalents if you put then back further as fire support. Or against chimera equivalents you can outflank them to hit side armor 10. Lastly, with a ton of shots at S6 you can force plenty of saves on pesky units. If you throw a seer to guide them you'll be doing a lot of damage !
If you plan to use them as fire support that most likely last the whole game go with the Walkers. For a more survivable unit that might not do as much damage go for the Wraithlord. Remember there is a mission in this edition where heavy support units will score so don't forget how the survivability will be more worth it in some cases!
Hope this helped ! Good luck with the army.
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![[Post New]](/s/i/i.gif) 2013/02/06 15:33:49
Subject: Wraithlords and War Walkers
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Locked in the Tower of Amareo
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Put warwalkers in cover and guide and fortune them and watch your opponent's face get redder and redder. Especially if its 4++ cover. Then it gets really nasty. I actually saw someone flip the table because of this combo in 5th back at my old store. Guided warwalkers pretty much cripple any squad you shoot them at, and can shoot down fliers, too.
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This message was edited 1 time. Last update was at 2013/02/06 15:34:31
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![[Post New]](/s/i/i.gif) 2013/02/06 15:39:30
Subject: Wraithlords and War Walkers
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Frenzied Berserker Terminator
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Thanks guys!
How do I fortune them?
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![[Post New]](/s/i/i.gif) 2013/02/06 15:39:55
Subject: Wraithlords and War Walkers
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Locked in the Tower of Amareo
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Cast fortune on them with a farseer. Or frequently, Eldrad.
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This message was edited 1 time. Last update was at 2013/02/06 15:40:11
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![[Post New]](/s/i/i.gif) 2013/02/06 15:44:42
Subject: Wraithlords and War Walkers
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Executing Exarch
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Martel732 wrote:Cast fortune on them with an Eldrad. Or infrequently, a Farseer.
Fix'd....
I'm sad now.
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Blacksails wrote:
Its because ordinance is still a word.
However, firing ordinance at someone isn't nearly as threatening as firing ordnance at someone.
Ordinance is a local law, or bill, or other form of legislation.
Ordnance is high caliber explosives.
No 'I' in ordnance.
Don't drown the enemy in legislation, drown them in explosives. |
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![[Post New]](/s/i/i.gif) 2013/02/06 15:49:04
Subject: Wraithlords and War Walkers
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Locked in the Tower of Amareo
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I guess the Farseers themselves are usually leading the Eldar biker gangs. The Eldar really need a new book.........
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![[Post New]](/s/i/i.gif) 2013/02/06 17:52:31
Subject: Wraithlords and War Walkers
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Regular Dakkanaut
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Martel732 wrote:I guess the Farseers themselves are usually leading the Eldar biker gangs. The Eldar really need a new book.........
They have one. Its IA 11. At least if you want to be competitive.
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![[Post New]](/s/i/i.gif) 2013/02/06 18:40:29
Subject: Wraithlords and War Walkers
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Locked in the Tower of Amareo
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I mean a real codex.
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![[Post New]](/s/i/i.gif) 2013/02/06 19:36:36
Subject: Wraithlords and War Walkers
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Executing Exarch
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For your list, I would certainly take war walkers over a wraithlord.
Wraithlords are fantastic, so are war walkers, but your list is saturating Av10 with a lot of fast units. Wraithlords are not about that.
War walkers work similar to venoms. Both are Av10, 2 hull points, have 3' range(usually) and throw out a ton of fire. A wraithlord is used as a hard to kill firebase, but needs to be watched by a psyker, and would leave part of your list behind.
You have 2 options as to how to take the walkers, outflank with shuricannons, or march up with scatter lasers. The first is cheaper, outflanks and kills most things with ease. The second is outright murderous. Their main advantage is spamming S6, giving you a way to deal with light armor that your poison cant touch, and letting your few lances work on the heavy targets.
I also suggest a farseer. Doom+poison is straight evil, and runes of warding is the best psychic defense in the game. If you went wraithlord, you would have to camp your farseer near him(in a foot squad, probably guardians or rangers) which would waste the potential, and leave the runes/allied troops easy to kill. Throw the farseer on a jetbike, doom, runes warding and maybe a singing spear. Run him with the reavers, turbo boosting around, causing havoc and getting doom wherever you need.
For troops, a squad of jetbike guardians with a shuricannon is all you need. Kabbies are better than guardians or avengers, and rangers just throw out shots that wound on a 4+. Leave that to your poison... You could also go DAVU(5 avengers in a wave serpent) for more s6 spam, but more points as well.
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The most important rule of 40K-Page XVII of the 6th edition rulebook, the figure at the top right of the page. "Shake hands with your opponent and thank them for a good battle and fun experience." Then go out for a beer.
Shine bright like Iyanden |
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![[Post New]](/s/i/i.gif) 2013/02/06 22:56:41
Subject: Wraithlords and War Walkers
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Locked in the Tower of Amareo
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I still maintain the single biggest thing you can do is fortune war walkers in cover. Unless you opponent has some way to hurt AV 10 while ignoring cover at long range, this simple trick doubles the fire power it takes to bring them down in 5+ cover and quadruples it in 4+ cover.
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![[Post New]](/s/i/i.gif) 2013/02/06 23:42:52
Subject: Wraithlords and War Walkers
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Stone Bonkers Fabricator General
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Martel732 wrote:I still maintain the single biggest thing you can do is fortune war walkers in cover. Unless you opponent has some way to hurt AV 10 while ignoring cover at long range, this simple trick doubles the fire power it takes to bring them down in 5+ cover and quadruples it in 4+ cover.
it increases the needed firepower to bring down a 5+ by a third(50% more firepower)
it doubles the needed firepower to bring down a 4+ (100% more firepower)
you start out with the cover save, fortune doesnt give you that.
it is too bad that warwalkers cannot benefit from an ADL, they need ruins.
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Dark Mechanicus and Renegade Iron Hand Dakka Blog
My Dark Mechanicus P&M Blog. Mostly Modeling as I paint very slowly. Lots of kitbashed conversions of marines and a few guard to make up a renegade Iron Hand chapter and Dark Mechanicus Allies. Bionics++ |
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![[Post New]](/s/i/i.gif) 2013/02/07 01:47:03
Subject: Wraithlords and War Walkers
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Locked in the Tower of Amareo
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Why can't they benefit from ADL?
My math was for no cover at all vs cover w/fortune.
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