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Made in gr
Slippery Ultramarine Scout Biker




Byzantine Sector

Heya.

last post on this subject was too long so here is a shorter one:

Have you played with or against an Eldar Wraithseer (from FW)?

Did you find it to be a strong or weak unit?

Is there anything you can please tell me about its' supporting unit(s) if any?

Urgent: What heavy weapon did it have, please?? Did you find this weapon to be effective in the hands (or on the shoulder) of the Wraithseer or not so much? (The greatest problem I have is deciding this weapon, since the Wraithseer is a HQ choice, this one weapon decides what his preferred deployment position, primary role and screening/bodyguard unit(s) should be and, in the search of balance, the role of any other HQ choices in the army. Once I do settle on this single weapon I will be able to start fleshing out the role requirements and loadouts of the rest of the Eldar army and finally a series of lists).

Any little tidbits of information you could grant me about psyker powers that you remember him using (well or badly) would be extremely helpful, especially if they caused a headache to the opponent.

Thanks to all in advance.

Chrome Novas Angels:Aurora (The Ascension Angels) Angels:Oblivion (Omenwing, Phantomwing) Sons of Molossia Wildrunners (101st LocBat /H-K) Burnun Skyze Eradication Angels Neutral Bay (Echoworld) Exodites.
 
   
Made in ca
Dour Wolf Priest with Iron Wolf Amulet






Canada

I did once, they're a fairly strong unit, but I took it down very easily with Missile Launchers. Unfortunately, I don't remember what weapon it had, but I guess the lesson I learned was that it needs to be treated like any Sv3+ monstrous creature...

   
Made in gb
Angered Reaver Arena Champion




Connah's Quay, North Wales

Fast, OK! IM ON THIS!

Neither played with it, not against it, but really wanted to get it meaning I did a LOT of homework.

From reports it seams to be strong, but not amazing. The wraithseer is a supporting unit in itself, so it doesn't need supporting units, only units to support. These supporting units are obviously wraith units to benefit from amazing powers and -1 to cover save. Preferably ranged wraiths to take advantage of it most, and this is the ONLY circumstance I will advise the star cannon on fellow wraithlords because marines in cover will still die a lot.

On shoulder take the D-cannon because you can't take it else where, plus...its awesome! This puts him advancing with at least two wraithlords or a LOT of wraithguard into mid field, where his cannon will be in range. Then there is the reason you REALLY take him.

The powers are amazing. I don't know all of them but I know he has his own set, not the main book ones. Deliverance is the one which shines out, which was eventually finalized into a 4+ feel no pain to a wraith unit, which practically makes them not worth shooting at! Put on who you think will take most damage. Fleet on a wraithunit is interesting, but since you are only casting 1 power, deliverance will be 90% it, unless you want to something freaky with new wraithblades!

For the other HQ you HAVE to take i'd suggest Eldrad...of course. Putting fortune on the wraithseer means her 5++ will deflect a fair amount of the missiles that will, and I mean WILL, come her way along with feel no pain. Alternatively take an Avatar for a monster mash, but you are missing runes of warding and fortune, which are amazing. But what im really interested in seeing is how she will interact with new wraith units like the wraithknight (imagin that with a 4+ feel no pain!!!!) and wraithblades, because that could be a competitive army!

 
   
Made in us
Foolproof Falcon Pilot





Not really worth it. The requirement to take another hq makes your HQ slot quite expensive. Really its just a 4 wound wraithlord with a 5+ inv. D cannon is vastly overcosted considering you need to be running to get into combat at any reasonable pace. If you throw the fnp on a wraithguard squad, the wraithseer eats the fire power from the enemy. He pretty much requires that 10 man wraithguard unit, but if you are taking that unit, sticking 2 farseers in and exchanging with one is going to make the unit much more durable than the 4+ fnp from a guy who isnt joined to the squad. With the quality of farseers, this guy doesnt make the cut.

"Ask not the Eldar a question, for they will give you three answers, all of which are true and terrifying to know."
-Inquisitor Czevak
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Made in us
Dakka Veteran




Bay Area

 zephoid wrote:
Not really worth it. The requirement to take another hq makes your HQ slot quite expensive. Really its just a 4 wound wraithlord with a 5+ inv. D cannon is vastly overcosted considering you need to be running to get into combat at any reasonable pace. If you throw the fnp on a wraithguard squad, the wraithseer eats the fire power from the enemy. He pretty much requires that 10 man wraithguard unit, but if you are taking that unit, sticking 2 farseers in and exchanging with one is going to make the unit much more durable than the 4+ fnp from a guy who isnt joined to the squad. With the quality of farseers, this guy doesnt make the cut.


based on the limited knowledge of the new book, he will not be any better in the new rules unless forgeworld does an update following the codex release.

You need to take a spiritseer hq guy now to make wraithguard troops.......

   
Made in us
Foolproof Falcon Pilot





WG are getting a melee equivalent in addition to possible new weapons. Also, they might FAQ the Wraithknight into that FNP ability, making it really, really tempting. With the new diversity in WG models, the wraithseer may be able to support a much greater variety of units, making him worthwhile. Imagine 2x blast weapons on a wraithknight or two all giving -1 to cover while the wraithseer could back them up. That might be good enough to take.

"Ask not the Eldar a question, for they will give you three answers, all of which are true and terrifying to know."
-Inquisitor Czevak
~14k
~10k
~5k corsairs
~3k DKOK 
   
 
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