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Im doing the turn math, & they should be able to fire at most things turn 2 and 4. Move 24-36" turn 1, (maybe move and) unload & shoot turn 2, load-up & move turn three.. Or move/carry on shooting. Unload and shoot again like turn 2 on turn 4 or carry on shooting/moving. To prevent counter attacks I can use guardains to assault things I wana pew but not engage with the wraithguard. Um..I can always tank shock units to move them out of charge range & then the serpent shoots itself or reposition w/ its star engines if its at risk too much. I mean my point is Ive quite quite alot of options with this entirely mechanised army. The wraithguard are expensive but should be able to cripple atleast two seperate things over the course of the game, along with being able to not die quickly (unlike piffy guardains) so they should be worth it/do what thier ment to do. I understand an assult could render them useless for a few turns/the entire game but its just somthing to avoid.. What am I missing Wuestenfux?
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