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![[Post New]](/s/i/i.gif) 2013/10/04 06:12:33
Subject: Re:Justifying the Wraithknight
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War Walker Pilot with Withering Fire
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My wraithknight went to town during a game against Necrons once. This was in a tournament setting.
Turn 1, jump forward, knocked the weapon off that Stalker thing that twin-links everything.
Turn 2, jump foward, immobilize an Annihilation barge, and removed the shielding
Turn 3, jump forward, shoot and charges into a 20 man squad with imotek in it. Kills 2-3 guys total, then another 3 in my opponents turn. Crons break and run off table.
Turn 4, shoot and charge a monolith, destroys it.
Turn 5, shoots and charges a monolith camping on an objective, destroys it, the explosion kills 2 warriors, putting them out of contest range.
The game ends, and being Big Guns, my wraithknight was scoring. It did almost an entire lap of the table, and killed a unit a turn.
I did get exceedingly lucky, and it was my opponents first tournament. But still, it was awesome.
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8,000 pts and counting
1,000 points, now painting. |
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![[Post New]](/s/i/i.gif) 2013/10/04 16:10:47
Subject: Justifying the Wraithknight
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Boom! Leman Russ Commander
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Having played against two of the horrible things a few times with my bikers, I can vouch for them being damn good. Even with grav, they are really tough to put down. They are a constant threat in close combat, able to beat pretty much anything. Because of their speed, they are almost always a threat. My most frequent opponent is leaning towards bringing three...
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![[Post New]](/s/i/i.gif) 2013/10/04 16:12:36
Subject: Justifying the Wraithknight
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Locked in the Tower of Amareo
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Every wraithknight is not a war walker squadron. I'll take that trade.
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![[Post New]](/s/i/i.gif) 2013/10/04 16:16:43
Subject: Justifying the Wraithknight
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Boom! Leman Russ Commander
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I would love warwalker squadrons instead, they get one round of fire, then they die, and they do nothing to save the eldar army from a close combat rush. The WKs just wont die and they stop me from just bumrushing the eldar lines and smash them up close
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![[Post New]](/s/i/i.gif) 2013/10/04 16:19:52
Subject: Justifying the Wraithknight
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Swift Swooping Hawk
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Illumini wrote:I would love warwalker squadrons instead, they get one round of fire, then they die, and they do nothing to save the eldar army from a close combat rush. The WKs just wont die and they stop me from just bumrushing the eldar lines and smash them up close
IMHO this is the heart of what the wraithknight is used for. Counter assault... protecting the "home" objective... keeping you from being assaulted by many units, and even ones which can kill a wraithknight have to think twice. This is not to say that in the right scenario the WK can't wreak face, but with each new codex we'll see new ways of destroying the big guy, so learn to use him tactfully now, so you dont end up with problems later.
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"What we do in life, echoes in eternity" - Maximus Meridius
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![[Post New]](/s/i/i.gif) 2013/10/04 17:39:16
Subject: Justifying the Wraithknight
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Big Mek in Kustom Dragster with Soopa-Gun
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i'll give you the one and only reason you need:
its a GIANT MODEL and looks awesome. And it isnt utterly useless (in fact holds its own better than it looks on paper) so its not just about preference lol.
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An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys |
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![[Post New]](/s/i/i.gif) 2013/10/04 18:13:11
Subject: Justifying the Wraithknight
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Locked in the Tower of Amareo
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Illumini wrote:I would love warwalker squadrons instead, they get one round of fire, then they die, and they do nothing to save the eldar army from a close combat rush. The WKs just wont die and they stop me from just bumrushing the eldar lines and smash them up close
If only it were that simple. It is actually pretty difficult to get war walkers off the table against a player who knows what they are doing.
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![[Post New]](/s/i/i.gif) 2013/10/04 18:32:17
Subject: Re:Justifying the Wraithknight
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Slashing Veteran Sword Bretheren
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Sorry for the small thread jack, but since we're talking about War Walkers, does the JSJ actually work out for you guys? I think its doable with a single Walker, but with a squadron, almost impossible. So they will be exposed to enemy fire and die pretty fast.
There are 2 main reasons why they shouldnt take dual Shuriken Cannons:
1) Lack of range - the closer the get to the enemy, the greater their chance of getting toasted
2) Vypers can have the same loadout for cheaper, plus they're fast vehicles, plus they have jink.
3) It's a really small upgrade to the much better weapons like Starcannons and Brightlances
I would have loved it if the Heavy Wraithcannons were AP1, or had the same range as the Sun Cannon, but right now they only seem to be useful for someone who plays against Daemons or Nids.
Someone has to do the math whether 3 War Walkers with 2 Star Cannons each fare better than a tl-Sun Cannon Knight. They're a lot more fragile, but unlike the SC Knight, can really bring the pain to MCs as well.
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This message was edited 6 times. Last update was at 2013/10/04 18:37:58
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![[Post New]](/s/i/i.gif) 2013/10/04 18:33:42
Subject: Justifying the Wraithknight
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Horrific Howling Banshee
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Interesting. Based on the thread, it appears the primary purpose of the Wraithknight is close combat and anti- MC support. I haven't had an issue yet avoiding close combat, so the need hadn't become apparent. A khorne army is now visiting my table, though, so that might be the change I need to make. I like the anti air potential of it as well, though counting on an explode result isn't ideal. If I consider the Wraithknight filling the place of both a Wraithlord And a Crimson Hunter (or other 150 points of Anti Air), its starting to fit into place.
Thanks to all those who made good force comparisons; a lot of good points there. Automatically Appended Next Post: Martel732 wrote: Illumini wrote:I would love warwalker squadrons instead, they get one round of fire, then they die, and they do nothing to save the eldar army from a close combat rush. The WKs just wont die and they stop me from just bumrushing the eldar lines and smash them up close
If only it were that simple. It is actually pretty difficult to get war walkers off the table against a player who knows what they are doing.
Don't mind the hijack, its a good point. I've had good success outflanking them. 2 walkers with 2 starcannons each outflanking is enough to kill a tank via rear/side armor. They pulp infantry they fight. They can charge the weaker versions with impunity. Outflanking keeps them off the board for 2 to 4 turns, and your opponet is running out of ways to deal with them effectively at that point.
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This message was edited 1 time. Last update was at 2013/10/04 18:40:52
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![[Post New]](/s/i/i.gif) 2013/10/04 19:00:09
Subject: Justifying the Wraithknight
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Locked in the Tower of Amareo
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I actually prefer it when they outflank. That means they aren't deleting my army from turn 1.
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