Monday, November 29, 2010

Wraith Wing

The second list by Fritz. Once again it has serious issues that a competent general will be able to exploit to their advantage... take out the mobility and anti-tank.
While we are talking about “wing” based Necron armies another variant is the wraith wing which still packs some punch but is a bit harder to use on the table given a lower model count and the vulnerability of the wraiths themselves.

A wraith wing list is built around a core of fast moving wraiths backed by Necron destroyer lords and heavy destroyers. Here is the list and how it plays out:

The List

To sum it up there is are 2 Destroyer Lords, Warriors, Wraiths, Heavy Destroyers and Spyders... there is some anti-tank but as Fritz points out this has some serious weaknesses.

The main issue of the list is that wraiths occupy the same slot as destroyers and this list needs to crack open transports so the wraiths can get at the guys inside plus there are all the other reasons you want to kill mech- this leaves single shot heavy destroyers for the task, at least you can get those heavy destroyers on the table. While they aren’t bad per se, the problem is that you only get a single shot, and the models come in units of only three. It means at best your killing two, maybe three, transports a turn from shooting... Imperial Guard and Razorspam players are able to dominate the shooting phase. This is a problem my Black Templars face... but to a lesser extent.

The two lords each get attached to a wraith unit for some added punch and to take a few wounds on the way in if needed. Wargear is up to you, but solar pulse on one is 100% mandatory- not so much for night fight this time, but more so to protect you from shots on the way in.

Warriors are there for “scoring” and three are taken over the standard two for variants lists like this since there is no counter assault or speedbump unit. Let’s now look at deployment:

Standard Wraith Wing Deployment…


Ok, let’s start with the back of the table and work our way up. Warriors are spread out on the table- one on the left, once center, and one on the right. Being spread out means your opponent has to divide their forces up to get to your warriors. The tomb spyders go in-between each group and poop out a single swarm for wounds and then get into cover. This way when one warrior group falls to shooting, etc. the spyder is the bridge to WBB those warriors over to another group. Be prepared to shift warriors on the flanks and the spyders over if your opponent looks to hit the center warrior group.

Ahead of them are the heavy destroyers. They start in the center of the table so they have range to everything and operate as a “pack” so you can get WBB rolls when a unit goes down. Their job is to crack open the tanks for the wraiths to assault. The final layer is the wraiths who also start front and center and then flank the weak side. They too also operate as a pack with the lords, with the non-lord wraith group piling in on one of the assaults to make sure combat it won. The idea is to kill a unit or two in the assault, and then zip away to the other side of the table as opposed to wading through combat after combat like they are terminators or something- which they are not. The wraiths and lords are a surgical strike, looking to hit and run, keep your opponent busy moving and shooting trying to react to them so your warriors can slip in RE mission objectives.

There is little to say as the obvious problems with this list have been pointed out... anti-tank has been sacrificed to play a themed list.

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