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Made in us
Freaky Flayed One





All? 3? 4? Discuss!
   
Made in us
Regular Dakkanaut




2-3 is my vote. Wraiths are tough enough to take a few swings from regular dudes, it's the sergeants and upgrade characters who you want to swing before, and if it's possible to get base-to-base with them, the coils do their job. You also just need 1 coil to ruin the day of an MC or Walker. A particle beamer is a better upgrade once you have 2 coils, just for the wound allocation benefit (and because it's cheaper than a whip coil).
   
Made in ca
Depraved Slaanesh Chaos Lord





4x Whip Coils
1x Particle Beamer
1x Naked

I want to be able to strike first against the entire enemy unit, and this way I won't lose a Wraith until the 4th wound.
   
Made in us
Stone Bonkers Fabricator General





Beijing, China

2 whip coils
1 partical caster
1 trans dimesianal beamer
2 naked

costs 35*6+40, best wound allocation and can get almost the enitre unit striking first.

Dark Mechanicus and Renegade Iron Hand Dakka Blog
My Dark Mechanicus P&M Blog. Mostly Modeling as I paint very slowly. Lots of kitbashed conversions of marines and a few guard to make up a renegade Iron Hand chapter and Dark Mechanicus Allies. Bionics++  
   
Made in us
Sinewy Scourge






I run 3 whip coils, 2 normal, and 1 particle caster. Three is generally enough to cover most of a squad.

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Made in us
Longtime Dakkanaut





New York / Los Angeles

JGrand wrote:I run 3 whip coils, 2 normal, and 1 particle caster. Three is generally enough to cover most of a squad.


I run 3/2/1 whips/casters/naked on the off chance that the 2 PC shots actually do something - at 250 it's still a bargain.

Soon to add

Proud supporter of Anrakyr, Scott the Paladin, and the Farsight faction. 
   
Made in us
Longtime Dakkanaut






I run them naked. While I like the benefits of wound allocation, currently in 4 games init1 whips would have only helped in 1 game, and in that game they were up against DCA with win grenades. He rolled that the unit had to hit itself. Thus even when I would have liked the DCA init 6 droped to 1 from whips it didnt matter, as only 1 wraith in the unit could attack the enemy. On the other side of the board 3 wraiths were up against purifiers and 2 strike squads--with placement the 3 hammers would have been init 1 and the rest of his models would remain init 4, so a waste of points.
   
Made in us
Longtime Dakkanaut





New York / Los Angeles

DevianID, your experience is not typical of wraith use; normally against non-jump infantry, wraiths shouldn't be charged unless they're already in combat with another unit. The whip coils allow wraiths to do a significant amount of damage before the counter attack (except against halberds thanks to the FAQ).

I've had some amazing results with wraiths in 2x6, equipped as I've recommended, including a vicious battle with an assault BA army. Without wound allocation, wraiths are incredibly resilient; but with it, they are phenomenal; only slightly higher priced than ss/th terminators and far more mobile and just as deadly.

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Proud supporter of Anrakyr, Scott the Paladin, and the Farsight faction. 
   
Made in us
Frightening Flamer of Tzeentch





I like to run with 4 WC & 2 PC. The pistols are great for cracking rear armor so you can charge what's inside.

Do not fear 
   
Made in us
Longtime Dakkanaut






Junk, if you get counter charged, it is fairly easy to manipulate movement so only 3 of the models are whip coiled, one of which will be a fist. So 7 assault marines swing first, 2 at the same time, and the fist last. 21 attacks, 10.5 hits, 7 wounds. Then add pistols and such. If we assume no wraith dies thanks to wound allocation, 18 attacks is 9 hits and 6 regular wounds and 1.5 rends. The 6 regular wounds deal 1 kill. The fist then swings, and kills .5 more. From here wraiths pull ahead if no models die, but chances are that wraiths fold.

I dunno, I have been underwhelmed with wraiths lately. Perhaps if I play versus an msu player or nids I can get the wraiths to perform like observed by everyone else.

Edit: to be fair, it seems that my wraiths are charging something and not being locked in combat when the enemies turn comes, which is leading to all these counter charges and rapid fire deaths. This happens whenever I charge a vehicle, and also when I assault and kill a small squad--and those 2 things are happening a lot.

This message was edited 2 times. Last update was at 2012/02/19 21:34:36


 
   
Made in gb
Regular Dakkanaut





UK

Correct me if I am wrong but can't you equip a coil and a caster to one wraith.

I run 5 wraiths (I don't have the 6th Model) with 4 wound allocation types
1 Coil
1 Coil & caster
1 caster
2 nude

Rob
You can't keep a good robot down

Warhammer and LotR at UK Prices for Australia and New Zealand
www.ozhammer.co.uk
Based in the UK  
   
Made in us
Stone Bonkers Fabricator General





Beijing, China

tallerguy wrote:Correct me if I am wrong but can't you equip a coil and a caster to one wraith.

I run 5 wraiths (I don't have the 6th Model) with 4 wound allocation types
1 Coil
1 Coil & caster
1 caster
2 nude


genius

Dark Mechanicus and Renegade Iron Hand Dakka Blog
My Dark Mechanicus P&M Blog. Mostly Modeling as I paint very slowly. Lots of kitbashed conversions of marines and a few guard to make up a renegade Iron Hand chapter and Dark Mechanicus Allies. Bionics++  
   
Made in us
Longtime Dakkanaut




Exergy wrote:
tallerguy wrote:Correct me if I am wrong but can't you equip a coil and a caster to one wraith.

I run 5 wraiths (I don't have the 6th Model) with 4 wound allocation types
1 Coil
1 Coil & caster
1 caster
2 nude


genius


Unfortunately not, Wraiths can only take one upgrade.
   
 
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