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Made in us
Fate-Controlling Farseer





Fort Campbell

I'm about to sit down and start drilling on my Wraithknight, but I'm thinking is it worth the effort?

Has anyone found paying the extra points for an already expensive model to give him the suncannon to be worth it? My gut tells me no.

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Made in us
Major




Fortress of Solitude

I will second your gut. The best loadout is just the basic WK IMO.

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Made in us
Sneaky Sniper Drone





St. Petersburg, FL

As someone whom just glued my battle suits as fireknife configurations when I started and then had to buy new ones when I wanted to run death rain configurations, now a new dex comes out and I want dual plas... I say magnetize it up. Yes it is extra work but three years from now you will likely be happy.

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Bounding Dark Angels Assault Marine



Memphis,TN

Second of the use magnets most people run 3 of them, but to break it down,

Internet people agree incinerator and personal teleportor is the best load out, but to be honest I personally think the teleporter and heavy psycannon is a usefull load out.

Thats what happens when you missread things :/

This message was edited 1 time. Last update was at 2013/09/01 06:25:14


 
   
Made in gb
Jovial Plaguebearer of Nurgle





West Bend, WI

I run mine with a Suncannon & Scatter Laser and he gained back his points and then some over both games I have played so far. But, I also am running an Iyanden List with a lot of Wraith units. So, really what I was missing was a troop/elite killer and that is where he came in. I would say if you are lacking in the Tank Hunting department then run him bare bone. I just don't see the need to bring a Wraithknight to take out amour when my Wraithguard can do the job better for cheaper...
   
Made in us
Speed Drybrushing






Chicago, Illinois

For a model that big and expensive, unless your particular assembly choice only works with one loadout (as with my conversion), magnetizing should always be an option. At the very least, magnetize the secondary weapons so you can add/drop 20 points here and there to better fit game sizes or to squeeze him into lists. One concern, though, is that I believe that the Suncannon shares a part or two with the Wraithcannon, which means you might need to trade for the extra part (or make a copy of it, if your skills run that direction) if you want to swap between the Suncannon and Wraithcannons (as opposed to swapping the Suncannon for the sword, which would be a simple arm swap).

I have seen plenty of people talking about having success with the Suncannon, as 48" AP2 is never anything to sneeze at, but the additional cost of that loadout means that you'd better be sure that you need it.

My own build (Two Wraithcannons) was chosen because I needed the mobile anti-tank in my army (since I already had plenty of firepower and I tend to just rely on weight of fire to take out Termies and the like) but as Raynor has said an army that already has lots of Anti-Armor would be well-served by the Suncannon build.

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Savage Khorne Berserker Biker





Texarkana TX

Jpat1213 wrote:
Second of the use magnets most people run 3 of them, but to break it down,

Internet people agree incinerator and personal teleportor is the best load out, but to be honest I personally think the teleporter and heavy psycannon is a usefull load out.


Oooh lord, lolz!!

wrong knight!! hahaha

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Made in ie
Devestating Grey Knight Dreadknight





Limerick

Stock set-up every time. The Suncannon and Scatter Laser just do things that everything else in the army does, however nothing else brings long range S10 potential ID shots. It's also cheaper that way.

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Made in de
Longtime Dakkanaut






As others have said, rule changes or meta game changes may change the choice you make today.

I kept my options open by magnetizing all weapon options:



   
 
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