Switch Theme:

New wraithknight loadouts  [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 au
Regular Dakkanaut




Melbourne

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""

Eldar: 8,560
Tyranid: 2,397
Tau: Soon... 
   
Made in us
Ancient Venerable Dark Angels Dreadnought





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......
   
Made in no
Sister Oh-So Repentia




Norway

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?

This message was edited 2 times. Last update was at 2015/05/03 19:42:30


 
   
Made in ca
Monstrously Massive Big Mutant





Canada

 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?

Life: An incomprehensible, endless circle of involuntary self-destruction.

12,000
14,000
11,000

 
   
Made in us
Powerful Phoenix Lord





Dallas area, TX

 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.

This message was edited 1 time. Last update was at 2015/05/04 13:09:52


   
Made in no
Sister Oh-So Repentia




Norway

 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.
   
Made in us
Powerful Phoenix Lord





Dallas area, TX

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.

   
Made in us
Regular Dakkanaut





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.

ITC 2016 - Best of Harlequins  
   
Made in us
Killer Klaivex




Oceanside, CA

 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

 thedarkavenger wrote:

So. I got a game with this list in. First game in at least 3-4 months.
 
   
Made in us
Regular Dakkanaut





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).

ITC 2016 - Best of Harlequins  
   
Made in gb
Stubborn Dark Angels Veteran Sergeant






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.

This message was edited 1 time. Last update was at 2015/05/05 04:33:18


 
   
Made in us
Purposeful Hammerhead Pilot






 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.

2500 2500 2200  
   
Made in gb
Stubborn Dark Angels Veteran Sergeant






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.
   
Made in us
Ancient Venerable Dark Angels Dreadnought





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.
   
Made in gb
Stubborn Dark Angels Veteran Sergeant






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.
   
 
Forum Index » 40K General Discussion
Go to: