Switch Theme:

Wraithknight Points Changes Announced Chapter Approved 2018  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in pl
Fixture of Dakka




By everthing you mean, faction wide including soups right?

If you have to kill, then kill in the best manner. If you slaughter, then slaughter in the best manner. Let one of you sharpen his knife so his animal feels no pain. 
   
Made in us
Omnipotent Necron Overlord






Marin wrote:
 Xenomancers wrote:
 grouchoben wrote:
Okay, so wraithhost gives the WK acess to a reroll to charge & +1 attack. That's significant, with more to be revealed I suspect.

Hopefully something for the shooty ones. or something to buff durability.




Automatically Appended Next Post:
 Marmatag wrote:
Haywire isn't a thing because of strength anyway, or minus to AP.

The problem is that Knights have incredible resistance to AP weaponry. In reality Baneblades do, too, with a 2+ thanks to a 50 point Psyker.

There is no credible way to take down a 3++ knight, with a 6+++, and also the ability to stand back up. Doom or Jinx is DESIGNED to punish this kind of thing, where you have some super god mode OP unit.

Eldar's counter to this is Haywire and Doom. Haywire by itself isn't enough. Let's not act like it is.

18 harlie bikes 1 shots a castellan with an average roll. 950ish points BUT it's too easy.


Lol what surprise 900 pts anti-vehicle can kill 1 600 pts vehicle. Really shocking

It's pretty surprising compared to the competition.


Automatically Appended Next Post:
 Galef wrote:
 Xenomancers wrote:
Clearly 3++ knights are a problem. Harlie bikes are too effective against invo save vehicals though.
And maybe that's the point. Giving everything a potential hard counter.
But I agree if the 3++ Knight gets "fixed" the effectiveness of Haywire Harlies should be toned down

-

Why is it D6 shots compared to the DE D3 shots? There is your problem. Not to mention - for a specialist weapon - it's great at killing chaf too. Str 4 ap-1 isn't a bad profile for killing infantry ether - so there is 0 downside to bringing it. I'm really suprised that the 4++ invo warlord trait hasn't been fixed yet (all they need to do is state that it is a maximum 4++)

This message was edited 2 times. Last update was at 2018/12/05 20:34:56


If we fail to anticipate the unforeseen or expect the unexpected in a universe of infinite possibilities, we may find ourselves at the mercy of anyone or anything that cannot be programmed, categorized or easily referenced.
- Fox Mulder 
   
Made in us
Powerful Phoenix Lord





Dallas area, TX

 Xenomancers wrote:

Why is it D6 shots compared to the DE D3 shots? There is your problem. Not to mention - for a specialist weapon - it's great at killing chaf too. Str 4 ap-1 isn't a bad profile for killing infantry ether - so there is 0 downside to bringing it. I'm really suprised that the 4++ invo warlord trait hasn't been fixed yet (all they need to do is state that it is a maximum 4++)
Yeah, I can agree with that, but it's likely due to Harlies only have like 3-4 total non-Character units in the first place. Those units have to do more work.

-

   
Made in us
Furious Fire Dragon




USA

 Galef wrote:
 Xenomancers wrote:

Why is it D6 shots compared to the DE D3 shots? There is your problem. Not to mention - for a specialist weapon - it's great at killing chaf too. Str 4 ap-1 isn't a bad profile for killing infantry ether - so there is 0 downside to bringing it. I'm really suprised that the 4++ invo warlord trait hasn't been fixed yet (all they need to do is state that it is a maximum 4++)
Yeah, I can agree with that, but it's likely due to Harlies only have like 3-4 total non-Character units in the first place. Those units have to do more work.

The only other heavy weapon in the Harlequin arsenal is the Prismatic Cannon, which is garbage. All ranges are 24 inches:
Assault D6 at S4/Ap-2/1
Assault D3 at S6/Ap-3/D3
Assault 1 at S8/Ap-4/D6

If that weapon were stronger (and say ignored invulnerable saves) then I would totally be on board with haywire going down to Assault 3. As it is, the Harlequin heavy weapon platform at its peak is effectively a melta weapon that doesn't even have the melta rule.

We mortals are but shadows and dust...
6k
:harlequin: 2k
2k
2k 
   
Made in us
Sword-Bearing Inquisitorial Crusader





Cleveland, Ohio

 Xenomancers wrote:

Why is it D6 shots compared to the DE D3 shots? There is your problem. Not to mention - for a specialist weapon - it's great at killing chaf too. Str 4 ap-1 isn't a bad profile for killing infantry ether - so there is 0 downside to bringing it. I'm really suprised that the 4++ invo warlord trait hasn't been fixed yet (all they need to do is state that it is a maximum 4++)


The DE and Quin weapons are different. Scourges get Haywire Blasters, less shots but they are cheaper. Skyweavers get Haywire Cannons, potentially more shots for higher cost. They aren't supposed to be the same weapon profile, because they aren't the same weapon.

Dropping the Skyweavers Haywire to D3 would fix the 'problem', if there is one, but it would also make souping manditory for Harlequins to be anything other than a laughing stock in the current meta.

Gotta keep in mind that outside of Characters, Harlequins really only have 3 units, Troupes, Skyweavers, and Voidweavers. Voidweavers are ok at best, not great, overpriced and you can't take squadrons anymore so at most can only be a minor supplement to the roster due to Rule of Three. Troupes get the job done usually, but after the nerf to Flip-belts their utility in assault is diminished. Skyweavers are good, and fill the huge gap in the Harlequins roster in adequate range anti-vehicle shooting and some anti-horde, they're expensive though.

Nerfing Skyweavers wouldn't have the same impact as nerfing Dark Reapers or Ravagers, those Codexes have piles of other units to draw from, nerfing Skyweavers is basically nerfing a full third of an entire codex. An equivalent nerf in Craftworlds would be to nerf Shining Spears, Swooping Hawks, Windriders, Vipers, and Warp Spiders (the entire Fast Attack section), all at the same time.

Sometimes, you just gotta take something cause the model is freakin cool... 
   
Made in us
Fixture of Dakka





"Not to mention - for a specialist weapon - it's great at killing chaf too. Str 4 ap-1 isn't a bad profile for killing infantry ether - so there is 0 downside to bringing it."
If 45ppm models with 3.5xStr4 AP-1 is great at killing chaff, you should switch to Marines - their Primaris do it even better!
   
Made in us
Fixture of Dakka






Bharring wrote:
"Not to mention - for a specialist weapon - it's great at killing chaf too. Str 4 ap-1 isn't a bad profile for killing infantry ether - so there is 0 downside to bringing it."
If 45ppm models with 3.5xStr4 AP-1 is great at killing chaff, you should switch to Marines - their Primaris do it even better!


Damn, my SoB HB Ret unit must be god then b.c with AoF and a Canoness i get 24 shots re-rolling 1's that +1 Str over Bolt Rifles!

   
Made in us
Omnipotent Necron Overlord






You guys do realize this is a multi roll CC unit that does flat 2 damage in CC with ap -2 and 4 (likely 5) attacks each...that can fall back and shoot and assault. Only a fraction of the points are in shooting. You'd figure most of it goes into having a 22" advance move - having a 4++ with 3 W - and base -1 to hit.

Quinn bikers are a complete package of too much loaded on to 1 unit and do everything well. Including being the best unit in the game for killing titans. Then when it's done with titans it has no problem clearing chaff infantry While being at completely safe range and or capping objectives.

This message was edited 1 time. Last update was at 2018/12/05 22:13:07


If we fail to anticipate the unforeseen or expect the unexpected in a universe of infinite possibilities, we may find ourselves at the mercy of anyone or anything that cannot be programmed, categorized or easily referenced.
- Fox Mulder 
   
Made in us
Sword-Bearing Inquisitorial Crusader





Cleveland, Ohio

 Xenomancers wrote:
You guys do realize this is a multi roll CC unit that does flat 2 damage in CC with ap -2 and 4 (likely 5) attacks each...that can fall back and shoot and assault.

Quinn bikers are a complete package of too much loaded on to 1 unit and do everything well. Including being the best unit in the game for killing titans.


Of course they are multi role, Harlequins have practically no unit selections. Every unit has to have multiple roles in the Harlequin codex or it doesn't work. The options aren't there.

Someone has to have 'the best unit in the game for killing titans', why can't it be the Harlequins? It's ok for Knights to have a weakness, it really is. They are also poor against a fair amount of things, and if you take too many of them you don't have the CPs to fuel their best abilities (like keeping them alive) and don't have enough boots on the ground to actually win missions.

And why likely 5 attacks? Since the Fly and flip-belt nerf Frozen Stars are a second tier masque. Soaring Spite and Silent Shroud are much more common.

Sometimes, you just gotta take something cause the model is freakin cool... 
   
Made in us
Clousseau





East Bay, Ca, US

Harlequins haven't done anything since the Soulburst nerf.

Their bikes are good, but the rest of the codex is just bad. Except the Solitare, that dude is a fething stud.

 Galas wrote:
I remember when Marmatag was a nooby, all shiney and full of joy. How playing the unbalanced mess of Warhammer40k in a ultra-competitive meta has changed you

Bharring wrote:
He'll actually *change his mind* in the presence of sufficient/sufficiently defended information. Heretic.
 
   
Made in gb
Longtime Dakkanaut




I have an issue with the fact that it's Mortal Wounds for haywire, morr because I just see Mortal Wounds as another round of ignore save invent new save GW logic, more than an actually necessary addition to the game.

Harley bikers on their own weren't were the compliant started it's the GW ignoring a bonkers interaction of rules. It's just an instant delete button for any non FNP vehicals. Like seriously 75% or more chance of MW and a 1.5 in 6 chance for D3

This message was edited 1 time. Last update was at 2018/12/05 22:35:50


 
   
Made in us
Furious Fire Dragon




USA

 Xenomancers wrote:
You guys do realize this is a multi roll CC unit that does flat 2 damage in CC with ap -2 and 4 (likely 5) attacks each...that can fall back and shoot and assault. Only a fraction of the points are in shooting. You'd figure most of it goes into having a 22" advance move - having a 4++ with 3 W - and base -1 to hit.

Quinn bikers are a complete package of too much loaded on to 1 unit and do everything well. Including being the best unit in the game for killing titans. Then when it's done with titans it has no problem clearing chaff infantry While being at completely safe range and or capping objectives.
From which bag of tricks are you pulling these bonus attacks? A Skyweaver is 3 attacks base, which can get to 4 on the charge if the Masque is Frozen Stars. Additionally, the Zephyrglaive is only +1 Str which means they strike at Str 4. Given the speed differences between them and a Troupe Master, they aren't likely to benefit from the re-roll wounds aura in the first two turns. Also, that -1 to hit is only against shooting attacks.

We mortals are but shadows and dust...
6k
:harlequin: 2k
2k
2k 
   
Made in us
Clousseau





East Bay, Ca, US

Knights still ignore mortal wounds on a 5+ for 1CP.

Haywire mortal wounds are literally a way to drop them to their original 5++ save.

Can we please stop acting like Knights have a glaring weakness?

 Galas wrote:
I remember when Marmatag was a nooby, all shiney and full of joy. How playing the unbalanced mess of Warhammer40k in a ultra-competitive meta has changed you

Bharring wrote:
He'll actually *change his mind* in the presence of sufficient/sufficiently defended information. Heretic.
 
   
Made in us
Fixture of Dakka





Besides, Haywire has been Mortal Wounds for Vehicles, more or less, for a couple editions before 8th.
   
Made in gb
Longtime Dakkanaut




 Marmatag wrote:
Knights still ignore mortal wounds on a 5+ for 1CP.

Haywire mortal wounds are literally a way to drop them to their original 5++ save.

Can we please stop acting like Knights have a glaring weakness?

Why do you think it's just a knights issue, it sucks to play against with anything with the vehicle keyword, Hammerheads, Stormsurge etc and delete, repulsive or Landraider or even a spartan, deleted.
   
Made in us
Furious Fire Dragon




USA

Ice_can wrote:
I have an issue with the fact that it's Mortal Wounds for haywire, morr because I just see Mortal Wounds as another round of ignore save invent new save GW logic, more than an actually necessary addition to the game.

Harley bikers on their own weren't were the compliant started it's the GW ignoring a bonkers interaction of rules. It's just an instant delete button for any non FNP vehicals. Like seriously 75% or more chance of MW and a 1.5 in 6 chance for D3

A unit of 6 will average 21 shots (3.5 x 6) which will cause an average of 14 hits (due to hitting on 3+). Of those hits, an average of 7 will be wounds, 2.3333 of which will be 6's. So you're taking 5 MWs, + 4.66 MW (2.33xd3) And the knight has to make two 4+ armor saves. Roughly 10.5 wounds is not an instant delete....



Automatically Appended Next Post:
Ice_can wrote:
 Marmatag wrote:
Knights still ignore mortal wounds on a 5+ for 1CP.

Haywire mortal wounds are literally a way to drop them to their original 5++ save.

Can we please stop acting like Knights have a glaring weakness?

Why do you think it's just a knights issue, it sucks to play against with anything with the vehicle keyword, Hammerheads, Stormsurge etc and delete, repulsive or Landraider or even a spartan, deleted.
See above. Any vehicle that is T8 with a 3+ armor save is taking an average of 10.5 wounds. Hardly a delete button.

This message was edited 3 times. Last update was at 2018/12/05 22:43:04


We mortals are but shadows and dust...
6k
:harlequin: 2k
2k
2k 
   
Made in au
Stalwart Tribune





 Marmatag wrote:
Knights still ignore mortal wounds on a 5+ for 1CP.

Haywire mortal wounds are literally a way to drop them to their original 5++ save.

Can we please stop acting like Knights have a glaring weakness?

On one knight with one half of the knight houses. And if you're bringing elder soup you'll probably be able to use agents of vect to stop that anyway.
   
Made in us
Fixture of Dakka





So you pay 1 CP to strip more CP from your opponent? Doesn't that make it a bigger net win for the IK?
   
Made in gb
Longtime Dakkanaut




 mokoshkana wrote:
Ice_can wrote:
I have an issue with the fact that it's Mortal Wounds for haywire, morr because I just see Mortal Wounds as another round of ignore save invent new save GW logic, more than an actually necessary addition to the game.

Harley bikers on their own weren't were the compliant started it's the GW ignoring a bonkers interaction of rules. It's just an instant delete button for any non FNP vehicals. Like seriously 75% or more chance of MW and a 1.5 in 6 chance for D3

A unit of 6 will average 21 shots (3.5 x 6) which will cause an average of 14 hits (due to hitting on 3+). Of those hits, an average of 7 will be wounds, 2.3333 of which will be 6's. So you're taking 5 MWs, + 4.66 MW (2.33xd3) And the knight has to make two 4+ armor saves. Roughly 10.5 wounds is not an instant delete....



Automatically Appended Next Post:
Ice_can wrote:
 Marmatag wrote:
Knights still ignore mortal wounds on a 5+ for 1CP.

Haywire mortal wounds are literally a way to drop them to their original 5++ save.

Can we please stop acting like Knights have a glaring weakness?

Why do you think it's just a knights issue, it sucks to play against with anything with the vehicle keyword, Hammerheads, Stormsurge etc and delete, repulsive or Landraider or even a spartan, deleted.
See above. Any vehicle that is T8 with a 3+ armor save is taking an average of 10.5 wounds. Hardly a delete button.


No your conversion rate to MW for Doom + Haywire is way off its
HW IS base 50% conversion rate with Doom its 75% so those 14 hits become 10.5 will be wounds, 3.5 of which will be 6's. So you're taking 7 MWs, + 7 MW. I have no idea why your even bringing up the units save as they don't get saves against MW no-one does thats the objectionable part of the MW-FNP save cycle.
   
Made in us
Fixture of Dakka





Because on a 6 to wound, a T8 3+ vehicle takes the d3 MW, but also takes an AP-1 wound from the S4 profile.

Conversion rate is actually 4/6 MW/roll without rerolls. You average 1 MW for a 4 or 5, or 2 MW for a 6, otherwise 0, for 4MW out of 6 chances.
   
Made in us
Powerful Phoenix Lord





Dallas area, TX

Bharring wrote:
So you pay 1 CP to strip more CP from your opponent? Doesn't that make it a bigger net win for the IK?
Yeah, especially since even Eldar soup has what? 10CPs on average for the whole game. So the IK player spends less than a 10th of his CPs to remove 1/3 of the Eldars. Seems like a win for the IK player

-

   
Made in gb
Longtime Dakkanaut




Bharring wrote:
Because on a 6 to wound, a T8 3+ vehicle takes the d3 MW, but also takes an AP-1 wound from the S4 profile.

Conversion rate is actually 4/6 MW/roll without rerolls. You average 1 MW for a 4 or 5, or 2 MW for a 6, otherwise 0, for 4MW out of 6 chances.
Then get to reroll for doom but again I don't think Haywire is the issue its stacking unintended consequences from allies.
   
Made in us
Fixture of Dakka






 Xenomancers wrote:
You guys do realize this is a multi roll CC unit that does flat 2 damage in CC with ap -2 and 4 (likely 5) attacks each...that can fall back and shoot and assault. Only a fraction of the points are in shooting. You'd figure most of it goes into having a 22" advance move - having a 4++ with 3 W - and base -1 to hit.

Quinn bikers are a complete package of too much loaded on to 1 unit and do everything well. Including being the best unit in the game for killing titans. Then when it's done with titans it has no problem clearing chaff infantry While being at completely safe range and or capping objectives.


Yeah you also know its an addition 6pts per model and they only have 3 attacks hitting on 3+ with 0 re-rolls at S4, the leader Oh wait, they dont get leaders in units....

I take it you never actually melee with them before, b.c they are mediocre at it. 2D isnt very good when you have low attacks, and low str, its good to help kill off Marines thats about it.

A lot of players arnt even taking the Zephyrglaives anymore, or at least just a couple per 6.


   
Made in ca
Dakka Veteran




I got happy about a thread about the Wraithknight, and maybe getting some warm fuzzies about it working with the Wraithhost formation previewed today....

Then I read and saw it was a complaint thread about Harlequins and Imperial Knights.

Worst bait-n-switch ever.
   
Made in us
Furious Fire Dragon




USA

Ice_can wrote:
 mokoshkana wrote:
Ice_can wrote:
I have an issue with the fact that it's Mortal Wounds for haywire, morr because I just see Mortal Wounds as another round of ignore save invent new save GW logic, more than an actually necessary addition to the game.

Harley bikers on their own weren't were the compliant started it's the GW ignoring a bonkers interaction of rules. It's just an instant delete button for any non FNP vehicals. Like seriously 75% or more chance of MW and a 1.5 in 6 chance for D3

A unit of 6 will average 21 shots (3.5 x 6) which will cause an average of 14 hits (due to hitting on 3+). Of those hits, an average of 7 will be wounds, 2.3333 of which will be 6's. So you're taking 5 MWs, + 4.66 MW (2.33xd3) And the knight has to make two 4+ armor saves. Roughly 10.5 wounds is not an instant delete....



Automatically Appended Next Post:
Ice_can wrote:
 Marmatag wrote:
Knights still ignore mortal wounds on a 5+ for 1CP.

Haywire mortal wounds are literally a way to drop them to their original 5++ save.

Can we please stop acting like Knights have a glaring weakness?

Why do you think it's just a knights issue, it sucks to play against with anything with the vehicle keyword, Hammerheads, Stormsurge etc and delete, repulsive or Landraider or even a spartan, deleted.
See above. Any vehicle that is T8 with a 3+ armor save is taking an average of 10.5 wounds. Hardly a delete button.


No your conversion rate to MW for Doom + Haywire is way off its
HW IS base 50% conversion rate with Doom its 75% so those 14 hits become 10.5 will be wounds, 3.5 of which will be 6's. So you're taking 7 MWs, + 7 MW. I have no idea why your even bringing up the units save as they don't get saves against MW no-one does thats the objectionable part of the MW-FNP save cycle.
Skyweavers don't come stock with Doom. That power isn't from the Harlequin codex. If you want to complain about soup, then do so.

We mortals are but shadows and dust...
6k
:harlequin: 2k
2k
2k 
   
Made in us
Clousseau





East Bay, Ca, US

 kastelen wrote:
 Marmatag wrote:
Knights still ignore mortal wounds on a 5+ for 1CP.

Haywire mortal wounds are literally a way to drop them to their original 5++ save.

Can we please stop acting like Knights have a glaring weakness?

On one knight with one half of the knight houses. And if you're bringing elder soup you'll probably be able to use agents of vect to stop that anyway.


Absolutely clownish reply, all Knights are mechanicus for obvious reasons, and also, no one vects that when the Knight can come back to life. That is the stratagem you cancel.

There is no case to be made for anything other than House Cheeseball Stay Alive and House Rerolololol Ones

This message was edited 1 time. Last update was at 2018/12/06 00:58:07


 Galas wrote:
I remember when Marmatag was a nooby, all shiney and full of joy. How playing the unbalanced mess of Warhammer40k in a ultra-competitive meta has changed you

Bharring wrote:
He'll actually *change his mind* in the presence of sufficient/sufficiently defended information. Heretic.
 
   
Made in us
Fixture of Dakka






I'm seeing many sources saying the WK is 315pts base before wargear.

   
Made in au
Pestilent Plague Marine with Blight Grenade





 Amishprn86 wrote:
I'm seeing many sources saying the WK is 315pts base before wargear.


Hmm at 315 base, if the wargear remains at current cost it's still overpriced.


"Courage and Honour. I hear you murmur these words in the mist, in their wake I hear your hearts beat harder with false conviction seeking to convince yourselves that a brave death has meaning.
There is no courage to be found here my nephews, no honour to be had. Your souls will join the trillion others in the mist shrieking uselessly to eternity, weeping for the empire you could not save.

To the unfaithful, I bring holy plagues ripe with enlightenment. To the devout, I bring the blessing of immortality through the kiss of sacred rot.
And to you, new-born sons of Gulliman, to you flesh crafted puppets of a failing Imperium I bring the holiest gift of all.... Silence."
- Mortarion, The Death Lord, The Reaper of Men, Daemon Primarch of Nurgle


5300 | 2800 | 3600 | 1600 |  
   
Made in us
Fixture of Dakka






 NurglesR0T wrote:
 Amishprn86 wrote:
I'm seeing many sources saying the WK is 315pts base before wargear.


Hmm at 315 base, if the wargear remains at current cost it's still overpriced.



Well i dont trust this source so that why i didnt place it, someone is saying 90 for Suncannon and shield (Im not saying he is wrong, i just dont know him is all), so 405 for Suncannon/shield WK.

Edit: Added total

This message was edited 2 times. Last update was at 2018/12/06 04:25:26


   
Made in us
Ultramarine Chaplain with Hate to Spare






Tyranid Shockcannons deal Mortal Wounds to vehicles on a 4+ to wound, 6+ does D3. Assault, Range 24" D3 shots. Otherwise S7 -1AP D3 damage. Mortals happen in addition to normal damage. Pretty good anti-Knight, but I'm too lazy to do the math in comparison to the Harlies.

Actually, no. Shock Cannons are pretty awesome, averaging something like 8 Mortals for a full squad of 6 firing if I'm doing it right. And they have a fire twice strat.

This message was edited 1 time. Last update was at 2018/12/06 06:52:38


And They Shall Not Fit Through Doors!!!

Tyranid Army Progress -- With Classic Warriors!:
https://www.dakkadakka.com/dakkaforum/posts/list/0/743240.page#9671598 
   
 
Forum Index » 40K General Discussion
Go to: