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Fresh-Faced New User




The Necron wraith is a good close combat unit, but is it that good of a unit? A person I met while gaming said that because of the lack of power weapons and the small amount of units per squad, the effectiveness of the wraiths are very limited. Insights anyone? The same person said the same thing about flayed ones. I can see his point but I can also see a tactical advantage with their infiltrator and terrifying visage abilities. Suggestions?

I have met many different oppinions about scarab swarms. Some say they are a usefull unit to have, but in most games I field them in, they get blown away in the first turn. That being said, I have done some pretty cool things with scarabs. In one game were I was up against a Black Templar army, my squad of 8 scarabs and a Necron destroyer lord held up in close combat with both assualt marines and terminators for 4 turns! Suggestions would be appreciated.

   
Made in us
Nervous Accuser




Milwaukee, Wisconsin

I think the trick to making any Necron unit work well is that with the limitations of WBB, you need to take 2 units, 2 units of Wraiths, 2 units of Flayed Ones. One unit on it's own can get cut down and with the limitations of WBB, you won't necessarily be able to recover from it.

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Pragmatic Primus Commanding Cult Forces






Southeastern PA, USA

If you have to use Wraiths, use them like Tyranid players use Raveners. Field them in single model units and use them as a speedy scoring unit. They can do alright like that.

The real trouble with Wraiths is that they have too much competition for FA slots, and both Scarabs and Destroyers are all-around better units. Scarabs are superior counterchargers and are probably the best tarpit unit in the game when you consider their sheer number of wounds, price AND speed. Destroyers are well, Destroyers. They can't fire from behind Warriors with impunity anymore, but they're very mobile and carry a great gun.

Flayed Ones' lack of oomph in close combat makes them better suited for countercharge/tarpit duty. Trouble is that they're not as fast as Scarabs, so they can get outmaneuvered. And if you infiltrate them away from Orb protection, power weapons will cut 'em down like wheat. They're hard to use effectively.

Regarding your Scarabs, try keeping them behind cover so that they don't get shot up in the first turn. After that, you should be able to use their speed and cover to keep fire off them until they're ready to assault the right unit. If you have an Orb and Monolith, let your Necron units absorb the punishment in your first turn. They can handle it.

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Made in us
Longtime Dakkanaut



Brotherhood of Blood

Scarabs are the way to go. Turbo boost them first turn into some cover and they are more surviviable. Like gorgon said they are great "tar pits".  Scarabs are great at tying up deadly close combat units so you can shoot up other parts of your opponents force. 
   
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Dakka Veteran




Blackship Exhumation

3 individual wraiths as separate units escorting a lord with destroyer body and res orb. Oh I hate it when my buddy does that to me. Then last second for scoring purposes turbo boost them where needed.
   
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Sneaky Lictor





Two units of Wraiths, a Destroyer Lord with WarScythe, and a Monolith? Sweet. Get the Monolith close enough for the a unit of Wraiths to assault and watch the fireworks! Pull a unit of Wraiths out of combat and asault again (thus getting the charge bonus). Rinse. Repeat.

Not only that, but given the right scenario, the Wraiths (coupled with the Monolith) can assault on the first turn.


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Been Around the Block




Scarabs are a far superior unit to Wraiths in most cases.  Unless the target is T5, 120 points of scarabs will outperform 120 in Wraiths.  The Wraith's problems are small unit size and the inability to hurt things with an armor save.  5 man Wraith units or rending Wraiths would be much much better.  If you do field Wraiths, you should at least escort them with a DLord or take 2 units.

If you have spare FA slots, a single Wrath can be quite the annoyance.  A real threat if you throw it into a CC you might actually win, assuming the other side can be run down.  It's awesomely fast for a non-vehicle, and easy to hide.

Flayed Ones just tend to suck.  They are slow, have no special CC abilities that actually WORK, and can't win vs. their weight in almost any assault unit you can name.  The only place Flayed Ones outperform Scarabs in CC would be against a S6+ weapon, which usually means a PF, while in Orb range.  Unfortnately, most PFs trying to assault you will generally be able to outmanuver infantry forcing you to portal them to redeploy.

   
 
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