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I'm a heavy tournament player, and I've actually never seen wracks fielded, so I don't know if I'd buy that they're the "tournament standard" for CC.
My tastes lie in beasts and wyches.
The advantages you noted for wracks....are offset by a couple things.
-4+ wounding helps against MCs: All splinter weaponry wounds MCs on a 4+ with the added advantage of not needing to be in close combat to do so. Dark Lances wound them on a 2+, and they don't get any armour saves either. Neither wyches nor wracks are the answer to dealing with MCs in close combat.
-T4 and FnP means they can survive at least a bit more shooting: I run wyches with a haemonculi, so they have FnP already. If their transport gets shot down, they're in cover, and sitting on a 4+/4+. In close combat, they have a 4++/4+, opposed to the wracks having 6+/4+.
-Liquifiers: Since we're talking about the "tournament scene" here, I'd tell you that good opponents won't let you do much with a flamer template. Combine sketchy target opportunities with variable damage potential...and you're in Ork territory. None of those are really benefits.
Where Wracks *do* shine is this: They start with a pain token for FnP, can be paired with a haemonculi to give them Furious Charge...making them deadlier on the assault than they otherwise would be. Alternatively, you can take them in units of 3, paired with a haemonculi with a webway portal, clone the unit, and have a good start to a WWP army.
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