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Tyranids: Anything with a lot of attacks and Rending Claws, Toxicrene for a funny and reasonably legit counter, massed Implant Attack if you feel lucky, Boneswords if you can roll 6s. Paroxysm taking it down to WS1 BS1 is amusing. Swarmlord with some Tyrant Guard to take the D for him should might do it if you can get Furious Charge or Preferred Enemy or something. Gargoyles with Blinding Venom.
I respect what you are trying to do but as a long standing Tyranid player I am going to disagree with all of these options for the following reasons.

1. Rending claws are good against it. If they can reach it. As you mention it moves 12 inches a turn so most creatures with them are not even going to catch it. Those that can (like Raveners, Shrikes and Genestealers) are either likely to be shot down on the way in (depending on the rest of the Eldar army and the load out of said Wraithknight) or get instant killed when they start slapping it in close combat or finished off via stomp.

2. Toxicrenes are NOT a valid counter to Wraithknights. Even assuming it reaches said Knight (since it moves 6 inches a turn) it only wounds it on 6's (since it is poisoned 2+ and not fleshbane). Now whilst it gets a decent number of attacks to do this and inflicts D3 wounds per 6 it has a much lower initiative than the Knight and will probably get slapped up by it before it gets to strike.

3. Implant attack no longer exists in the current Tyranid book.

4. Boneswords suffer the same problem as rending claws as explained above.

5. Paroxysm as a power no longer reduces the target to WS and BS 1. It instead drops both by D3 and since Knights were WS5 last book (I am assuming this does not change) then the best I can get it down to would be WS2 and BS1. Also I cannot assume that I will be able to out-psyk an Eldar army since they both are roughly the same on power dice etc.

6. Swarmlord will not even get close to a Knight. I'm sorry but no competent Eldar player is gonna allow that thing anywhere near his Knight. Not to mention the Swarmlord himself is nearly the same points cost as the Knight in the first place.



Looking through the Nid book I have come to the conclusion that there is almost nothing that can deal with a Wraithknight because it will either get shot down/outmaneuvered before it gets a chance to do its thing. The best thing I reckon stands a chance is to get a Hierophant up against it. Then again I find it ridiculous I have to field a 1000 point monster (which is still not SD I might add) to even stand a very good chance of toppling a Wraithknight.

Again this is not a personal dig at you (It's not meant to) but there is literally almost nothing a Tyranid player can do to stand up against it.
 

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Looking through the Nid book I have come to the conclusion that there is almost nothing that can deal with a Wraithknight because it will either get shot down/outmaneuvered before it gets a chance to do its thing. The best thing I reckon stands a chance is to get a Hierophant up against it. Then again I find it ridiculous I have to field a 1000 point monster (which is still not SD I might add) to even stand a very good chance of toppling a Wraithknight.
What about the Hierodule? I remember them being pretty nasty...
 

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Simple, GW is a collectors hobby. Rules are there with prices to make the models(they are not toys, you play games with toys. These are not made for playing games but for telling story's).

Besides. Eldar ALWAYS gets this hype. They always are the best, cheesiest. Well unless Ultra Smurfs come out after them... oh wait I do believe they will be.

Solution.... more Heldrake-bell!

:p
 

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Rattlehead
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Discussion Starter · #25 ·
I had a thought - would people be more willing to play against Wraithknights if they count as Escalation choices? I.e. give you +1 to Seize, the special Warlord Traits, and being worth additional VP for being wounded or killed?

That seems like it's a pretty reasonable way to make sure that people aren't getting stomped in every game, but also allows all the perfectly nice Eldar players who've spent a lot of time and money on their big robot to play games with them.
 

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I had a thought - would people be more willing to play against Wraithknights if they count as Escalation choices? I.e. give you +1 to Seize, the special Warlord Traits, and being worth additional VP for being wounded or killed?

That seems like it's a pretty reasonable way to make sure that people aren't getting stomped in every game, but also allows all the perfectly nice Eldar players who've spent a lot of time and money on their big robot to play games with them.
I would love to pit 2 heldrakes against a knight.... kind of a dragon story...
 

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Get yourself some Warhammer Fantasy, son.

We'll make a High Elf Caledor-themed army player of you yet.
I have 2x 500 pt fantasy armys. Ogres(nobody loves a gnoblar) and Vampires. I dont "play" vampires though I play undead, as I feel the undead need to free themselves from the eternal yoke of tyranny the vampires bring.

For my ogres I field more gnoblars then most people field in a 1000-1500 point game. Minimal bulls, plenty of lead belchers!

The hoard truly is among us.

I dont much fancy elves, prefering armys where I can make junk into gold. I like the grots and gretchin, not so much the orks. I like the Chaos machines, soul grinders, heldrakes, nurglings spawn. I have a softspot for things that can be styled in a steampunk fashion and the drama of a good underdog / love story.

I play Khor--- Blood Angels (Flesh tearers) because I like the tragic tale of the death company. My favorite 40k was the Tyranids because they are the ultimate faith, where not one soul is cruel for crueltys sake... well maybe just because everyone needs to eat.

Players like me ruin the game for gamers. Alas Power Gamers ruined the game for me.

Cheers.
 

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For the part about Ork Meganobs, it should be mentioned that a Wraithknight with Strength D rather than Strength 10 is pretty much the same thing when it comes to Instant Death, what with Strength D being counted as Strength 10 for the purposes of determining Instant Death.
 

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Rattlehead
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Discussion Starter · #30 ·
For the part about Ork Meganobs, it should be mentioned that a Wraithknight with Strength D rather than Strength 10 is pretty much the same thing when it comes to Instant Death, what with Strength D being counted as Strength 10 for the purposes of determining Instant Death.
It's better - a Str10 attack will take off two wounds, but a Str D attack might only take off one (wounds don't overspill from D).

Same with Ogryns, Paladins, Thunderwolves, Wraiths etc. (with the minor caveat that a 6 will ignore Invulns, which Meganobz don't have anyway). Of those, only Ogryns are actually a poor unit to fight a Wraithknight with, I think - Paladins can take off *roughly* three wounds with shooting assuming no buffs other than Prescience, and they'll wreck it in combat because they do that; Thunderwolves have a bunch of Rending attacks and then a bunch of Str10 AP2 attacks from their Power Fists/Hammers (does Concussive still do stuff to Gargantuans?); Wraiths have a load of high Initiative Rending attacks, a lot of mobility to catch a WK and can be given Shred to increase their chances of Rending or Reanimation Protocols to protect themselves from Instant Death (and, I believe, even the 6 result on the Stomp Table as it is 'removed from play' *not* Str D, and therefore doesn't deny Reanimation).
 

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Option for the lowly Chaos player:

Mayhem pack. For lightly higher cost than the WK itself, you can deep strike 3 Helbrutes on its head with MMs and Fists.
 

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Necrons:Scarab swarms WITH Shield Lychguard. Shield bots to take up D HTH hits, which is why they aren't scythe bots, and Gauss Jaws! *budummmmmm*. Sure, they'll die to a 6 stomp, as will anything, but with Resurrection Protocol 5+ for a non-6, some will probably live. Maybe. :). Of course they'll have been razored down by the rest of the army, just cause of this.
 

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Rattlehead
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Discussion Starter · #34 ·
Isn't Reanimation discounted by Destroyer but not Removed from Play? I seem to remember that being a thing but I'm no Necron player and I've never seen it come up.
 

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Isn't Reanimation discounted by Destroyer but not Removed from Play? I seem to remember that being a thing but I'm no Necron player and I've never seen it come up.
You don't get reanimation for Destroyer and Removes from play now, not that I'm complaining from how good it is the rest of the time.
 

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Is WraithKnight something the 'nid players just have to play around? Like, we don't target it, and we don't make any units that we need to survive in order to win? It'll just kill our necessary units, and so having no necessary units seems to be my only hope.
 

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Depends on the exact rule. The Ranged Knight need to be Engaged with MCs, as it seems to not have D level HTH. The stomps will be dangerous, but it should fall to a trio of carnifexes before stomping can occur. The GlaiveKnight needs to be occupied by swarms or gaunts. Tervigon spam will be helpful here. Neurothropes and their Zoanthrope broods shoudl aslo be effective, though Psychic against Eldar is...iffy.
 

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Rattlehead
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Discussion Starter · #39 ·
Psychic against Eldar is...iffy.
Considering that Eldar need to throw an average of 6 dice at a Psychic Shriek/Psychic Scream/Paroxysm if you're not casting against a Wraithknight, I don't know where the whole 'you can't cast spells against Eldar and Daemons' comes from (Grey Knights I understand since they have pretty excellent psychic defence if you're not casting Blessings or Conjurations, but Eldar and Daemons? Nah).

Against the Wraithknight with Tyranids, I'd want as much Rending as possible. Anything that can Instant Death on top of that is brilliant. Carnifexes would be good if you can get them into melee - preferably with Paroxysm to cut down on the amount of attacks you take before striking (only need to cast Paroxysm successfully, even with a 1 on the D3, to get hit on 4s instead of 3s, a huge bonus. If you roll a 3 and get hit on 5s, gra-vy). Gargoyles can try and do weight of wounds in a pinch, and Blinding it would be amusing if nothing else. Massed Boneswords are your fist-pump if you can get into melee.
 

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Imagining a unit of three fexes is a good idea, how are they armed? If one or two have crushing claws and all other sets of weapons are devourers they might have a chance, but we're talking about a slow unit trying to pin down a fast unit that knows there probably isn't much else in the list that can harm it.

For simplicity, let's assume they're all dakkafexes. You might do something with the devourers and/or hammer of wrath but after getting into combat half of their attacks will miss, one third won't wound, and then one third will be saved by feel no pain. So 2.667 wounds. The devourers should do exactly one wound so that's 3.667 plus hammer of wrath if all three fexes get to shoot and charge. It's... alright. They might be able to finish it off next turn but it all involves everything going right for the nid player and the Eldar guy not killing any of the fexes or their supporting synapse unit/s before the charge happens

I've got an almost finished Tyranid army but I'm not going to spend more money on it to compete with Eldar. I'll hope my synapse web holds together, hurl gaunts at the knight and hope for the best. Bad stomp rolls perhaps. Otherwise take the loss if I have to play and avoid Eldar with wraithknights when I don't
 
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