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So the general consensus in 8th edition is that Wraithknights aren't worth it for their points. It's easy to look at units like Hemlocks, Crimson Hunters, and Dark Reaper spam and determine that a Wraithknight can't compare to their firepower or utility.
That said, I spent three months building my Wraithknight, I enjoy fielding it in 8th, and I wanted to share how I've been successfully running my Wraithknight, and see if anybody else has found other ways to make use of them.
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Battle Strategy:
In short, calling a Wraithknight a distraction carnifex is an understatement. Taking one pretty much guarantees you can predict your opponent's first two turns of play. Your opponent WILL try to kill it ASAP, and while a Wraithknight is no Magnus, it's still the type of unit that warps the game around killing it. And unlike Magnus, the Wraithknight (with Cannons) can punch at a 36" range very dependably, while still threatening anything that gets within 12~19" of it.
Once I realized this, it completely transformed how I saw the Wraithknight's place in my army: A Wraithknight with cannons doesn't need to be close for your opponent to need to kill it, and that means you can get tactical value out of it just by making it obnoxious to kill.
I've noticed a huge improvement in my games, even against a few competitive lists, by simply castling the Wraithknight instead of trying to run it up the field. The 12x foot-attacks are tempting, but are a trap in terms of making the Wraithknight worth its points.
Running A Knight in any configuration up the field against most armies just ensures it'll get eaten by smites, counter-charging heroes, and massed small-arms-fire shenanigans. (Even Cultist blobs with Veterans of the Long War).
On the other hand, an Iyanden Heavy Wraithcannon Knight with 2x Scatter lasers, fortuned, and bubble wrapped with a squad of rangers will generally survive to shoot 300~400pts off of the table before dying. What's more, it's much more likely to survive for those two full turns, even if you go second, and will be a constant temptation to bait your opponent out of position for its lifespan.
(It also becomes the perfect unit to use the Phantasm stratagem on. Moving it from one corner of the board to the other, or faking an aggressive placement of it, then castling it after deployment will seriously screw with your opponent's placement, especially vs. infantry based AV that may not be able to draw line of sight to where you've moved the Knight.)
So how about it? Is anyone else out there getting defensive use of the cannon-knights, or some other strategy that helps make them worth fielding?
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