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![[Post New]](/s/i/i.gif) 2015/05/02 14:06:57
Subject: Re:New wraithknight loadouts
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Regular Dakkanaut
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bullyboy wrote:since I'm likely running wraithguard and wraithscthes, adding more D not necessary so suncannon works for me
Heh. Can't wait to hear the spessmareen players - "Only an Eldar player would say "No, that's fine, I have enough D on the table""
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![[Post New]](/s/i/i.gif) 2015/05/02 14:28:55
Subject: Re:New wraithknight loadouts
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Ancient Venerable Dark Angels Dreadnought
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majendie wrote:bullyboy wrote:since I'm likely running wraithguard and wraithscthes, adding more D not necessary so suncannon works for me
Heh. Can't wait to hear the spessmareen players - "Only an Eldar player would say "No, that's fine, I have enough D on the table""
haha, that's true!
In all reality, I've had discussion with my group and they understand that I have a wraithhost and not much else as far as Eldar goes. I am working on a DE/harlequin host though.
And in all fairness, I usually play 2 wraithlords, so......
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![[Post New]](/s/i/i.gif) 2015/05/03 12:44:00
Subject: New wraithknight loadouts
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Sister Oh-So Repentia
Norway
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How far can a wraith knight move in one turn now?
Edit: From what I can gather it can move 12" in movement. unhindered by terrain, and either run D6" in shooting or charge 2D6" rerollable in assault?
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This message was edited 2 times. Last update was at 2015/05/03 19:42:30
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![[Post New]](/s/i/i.gif) 2015/05/04 02:25:44
Subject: New wraithknight loadouts
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Monstrously Massive Big Mutant
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Khaine's Wrath wrote: Bhazakhain wrote:I think just use one. You don't need more than one unless you're playing a big Apocalypse game. There's still a lot of nerd rage out there because of the codex update and while I think this is part of a general souping up of 7th Ed codices, this one happens to be one of the first so naturally stands out.
Trust me. Once they update the marines codex, which I'm sure will change to Adeptus Astartes, much of the rage will subside when they get all their new toys.
Haha. This exactly.
I bet you Chaos Space Marines will get a treatment coming into 7th, but it wont be good. As a matter of fact, I bet it will be similar to Daemonkin and CSM simply wont have a Dex at all. We'll have 4 Seperate Daemonkin Dexs and they'll all be mediocre as best. Khorne Daemonkin was a nice Fluffy "Book" but it has glaring weaknesses and hinderances, which in todays 40k scene, is CRIPPLING when you look at the Codex Creep. Blatantly, Eldar, coming out, looking at the Daemonkin Dex makes me hate playing Chaos as a faction. Bad guys get bad toys, guns, infantry and rules. Gotta play on that Good Guys win no matter what.
Case and point on the matter, the D-Thirster. Terrible, just absolutely Terrible. If he was a Gargantuan Creature, Id understand being slow as balls in CC with a D-Weapon, but he is a MC and gets murdered by anything not an Obelisk or Tank. If you manage to get him into CC with said model. Its nice not having things strike back against you in CC. Kinda makes the Str D almost moot but, hey at least Daemons got access to it.....right?
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![[Post New]](/s/i/i.gif) 2015/05/04 13:09:10
Subject: New wraithknight loadouts
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Powerful Phoenix Lord
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Acidian wrote:How far can a wraith knight move in one turn now?
Edit: From what I can gather it can move 12" in movement. unhindered by terrain, and either run D6" in shooting or charge 2D6" rerollable in assault?
Kinda. Gargantuan Creatures move 12", but if you want to move "over" a unit you have to use your Jump move. If you use your Jump in the move, you cant use it to re-roll the assault.
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This message was edited 1 time. Last update was at 2015/05/04 13:09:52
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![[Post New]](/s/i/i.gif) 2015/05/04 13:23:34
Subject: New wraithknight loadouts
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Sister Oh-So Repentia
Norway
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Galef wrote: Acidian wrote:How far can a wraith knight move in one turn now?
Edit: From what I can gather it can move 12" in movement. unhindered by terrain, and either run D6" in shooting or charge 2D6" rerollable in assault?
Kinda. Gargantuan Creatures move 12", but if you want to move "over" a unit you have to use your Jump move. If you use your Jump in the move, you cant use it to re-roll the assault.
Alright, thanks for the clarification.
Think I am going to try a sword and shield knight and see how it does, I am very uncertain about which guns, if any, to put on it though. D-glaive should kill anything really, and you have to shoot one gun at whatever you are assaulting. Scatter Laser might be better against horde units, but the starcannon is better against the units that can actually threaten the WK in assault.
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![[Post New]](/s/i/i.gif) 2015/05/04 13:39:49
Subject: New wraithknight loadouts
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Powerful Phoenix Lord
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You don't have to shoot at a unit you are assaulting, but you can only assault the unit you shot at. If you don't have any guns on the WK, you don't have to worry about this.
If you do put a gun on it, whatever you shoot at is the only unit you can charge. If you have 2 guns, you shoot at 2 targets, you can charge either.
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![[Post New]](/s/i/i.gif) 2015/05/04 14:36:36
Subject: New wraithknight loadouts
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Regular Dakkanaut
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Wraithcannons on a knight fulfills a very strong anti-tank/anti-mc role, as well as an anti-wk to counter an opponent (provided you don't have other sources such as wraithguard). Slapping at least one scatter on him makes it the preferred competitive build, especially when most places are limiting LoWs to 0-1. And some not allowing any LoWs makes magnets even more important, unless you already own 2+ knights.
If you could take more than 1, I would go cannons + scatter and sword&board + scatters, in that order. Combat knight isn't that scary unless you also have a way to reach out and touch an opponent.
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ITC 2016 - Best of Harlequins |
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![[Post New]](/s/i/i.gif) 2015/05/04 15:02:03
Subject: New wraithknight loadouts
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Killer Klaivex
Oceanside, CA
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Rypher wrote:
If you could take more than 1, I would go cannons + scatter and sword&board + scatters, in that order. Combat knight isn't that scary unless you also have a way to reach out and touch an opponent.
The combat knights job isn't to run across the table and kill everything, it is to keep your opponent from doing that.
-Matt
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![[Post New]](/s/i/i.gif) 2015/05/04 16:24:45
Subject: New wraithknight loadouts
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Regular Dakkanaut
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HawaiiMatt wrote:
The combat knights job isn't to run across the table and kill everything, it is to keep your opponent from doing that.
In a sense, I agree with you, in that the combat knight is a huge area denial unit. But against many armies that can't deal with him, it certainly is a pressure unit. When you have a wraithcannon knight backing it up, I see no reason not to exert board control with the combat knight and threaten with mastercrafted I5 strD (and stomps).
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ITC 2016 - Best of Harlequins |
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![[Post New]](/s/i/i.gif) 2015/05/05 04:33:10
Subject: Re:New wraithknight loadouts
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Stubborn Dark Angels Veteran Sergeant
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Even being a gargantuan creature, I believe the WK can still only fire 2 weapons.
So stock is still the best way to go, being gargantuan lets you fire one of those D shots at a target different to the one you want to charge.
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This message was edited 1 time. Last update was at 2015/05/05 04:33:18
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![[Post New]](/s/i/i.gif) 2015/05/05 05:10:37
Subject: Re:New wraithknight loadouts
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Purposeful Hammerhead Pilot
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Big Blind Bill wrote:Even being a gargantuan creature, I believe the WK can still only fire 2 weapons.
So stock is still the best way to go, being gargantuan lets you fire one of those D shots at a target different to the one you want to charge.
I disagree (there is another thread arguing this now). Super Heavy Walkers can fire all weapons, so obviously the intention is that GC also can fire all weapons.
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![[Post New]](/s/i/i.gif) 2015/05/05 15:33:55
Subject: Re:New wraithknight loadouts
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Stubborn Dark Angels Veteran Sergeant
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notredameguy10 wrote: Big Blind Bill wrote:Even being a gargantuan creature, I believe the WK can still only fire 2 weapons.
So stock is still the best way to go, being gargantuan lets you fire one of those D shots at a target different to the one you want to charge.
I disagree (there is another thread arguing this now). Super Heavy Walkers can fire all weapons, so obviously the intention is that GC also can fire all weapons.
There is absolutely nothing I can find that supports this. The BRB states that they act exactly as MCs with some extra rules, none of which include the ability to fire more than 2 weapons.
GMCs and SHW are different entities with different strengths and weakenesses. They do not have to share all rules.
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![[Post New]](/s/i/i.gif) 2015/05/05 15:39:04
Subject: Re:New wraithknight loadouts
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Ancient Venerable Dark Angels Dreadnought
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except in their rules it states "each" of their weapons. It does not state "each of their two weapons". The rules for GC override those for monstrous creatures as stated. MC may fire up to 2 weapons, GC may fire each of their weapons.
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![[Post New]](/s/i/i.gif) 2015/05/05 15:54:16
Subject: Re:New wraithknight loadouts
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Stubborn Dark Angels Veteran Sergeant
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When a Gargantuan Creature or Flying Gargantuan Creature makes a shooting attack, it may fire each of its weapons at a different target if desired
It has 2 guns, it may fire each one at a different target. This also makes sense.
You might read into it, and think that the rule means that it can fire more than 2 weapons, but it is not explicitly stated.
Unless it is explicitly stated, the GMC still follows the MC rules.
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