Nashie666 wrote:A very good point you bring up. I had a game two nights ago against triple wraithknight, 2 serpents. The serpents are cake as I run triple tide, double commanders and deathrain crews with markers, but the wraithknights were a rough cookie taking most of the game to kill. I kept him out of combat with the wraithKnights by making him double back or decide to be somewhere else.
With the new eldar codex wraithknights are an even bigger concern since they have gone to gargantuan creatures meaning your 4+ to wound just became a 6+, and a FnP5+ on top of the 3+ armour save.
Through my searching I really can't find anything in tau that can cost effectively bring them down. I keep coming back to possibly adding a pair of Imperial Knights.
ShasODerpy wrote:Snipers are not the way to go here, wounding on 6's is not reliable, even with re-rolls.
Broadsides with HRR + Seekermissiles would have a much more reliable, and all-round 4+ to wound, as well as having a longer range.
At BS5, a single round of shooting would deal ~3 and that's without missiledrones.
A WK with the 5++ means it'll not have any WraithCannons, wich means no StrD.
Since it traded away it's firepower for a 5++ and a suncannon, you can start ignoring it at that point. Because it now needs to get much closer to be a threat, Broadsides will get the chance to fire full salvo's. it's 5++ will do no good to volume of fire.
Bolter&Rail wrote:Not sure I follow your math on the HHR broadsides. 3 broadsides are going to deal 2.25 hits which equates to only a half of an unsaved wound after invul save and FnP. 3 Guided seeker missiles come out around the same with half a wound. Even if you fully load-out with missile drones that’s only 2 wounds a turn this entire unit is dealing to the WK. With his 24 inch assault range you could easily be looking at being charged turn 2 if you are trying to utilize the range of the missile drones.
nic wrote:Yes and no on the snipers. If you are taking kroot anyway (to bubble-wrap your expensive units) then go ahead and shoot massed sniper rounds at the WK, at least when you roll a 6 it bypasses the armour save. A full unit of broadsides + seeker missiles may do more damage but then they do cost significantly more. If you need to kill a WK fast then I think the skyray is the go-to option. Massed kroot snipers are different, they buy you time by making your expensive units impossible to assault while they still chip away a couple of wounds here and there and are actually a reasonably points-efficient way to hurt it.
Enough kroot can actually keep your skyrays/riptides safely outside D weapon range until the eldar player goes through the boring job of whittling them down. A brief experiment seemed to get this working with 50-60 kroot (allowing for the rather large base on the WK) which made me happy as the core of my army is 70 kroot. This only works with kroot because they can infiltrate.
The problem with Kroot being, they'll die if anything with a high volume of shots looks at them, and with Eldar jetbikes / battle-focussed avengers they'll give up easy first blood.
Not even mentioning their 24' sniper range, the WK will either be outside of their range, or in close combat.
AnonAmbientLight wrote:They have the best psykers in the game. There's little to no chance of an Eldar player ever having to take perils if they have enough warp charges. They get an ability that lets them expend WC to ignore perils.
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