| Author |
Message |
 |
|
|
 |
|
Advert
|
Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
- No adverts like this in the forums anymore.
- Times and dates in your local timezone.
- Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
- Email notifications for threads you want to watch closely.
- Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now. |
|
 |
![[Post New]](/s/i/i.gif) 2013/03/21 00:17:56
Subject: Hexwraights, how long do they last, how many do you use.
|
 |
Tough Tyrant Guard
|
Just wanted to get some standard feedback on these guys. I just know that some armies will munch right threw them if the unit is to small to work with( DD, etc).
|
Biomass
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/03/21 02:03:25
Subject: Hexwraights, how long do they last, how many do you use.
|
 |
Stalwart Dark Angels Space Marine
|
there pretty good run them only in units of 5 models no champ, there strength is in there ability of soulstride or whatever its called flaming/magical attacks and GW whats more to want
tho most opponents who have Vs. them before will hit them with all magical attacks in the first turn.
but on the up side if you take 2 units there'll be at least 1 unit left at the end of turn one
i've personally used a unit of 5 to kill 12 rat ogres and a unit of 6 juzzies (rat riflers). i finished the game with 1 hexwraith left, but he was being targeted by 2 warp lightning cannons. he survived
|
In the hunt for the fallen we shall never tire it is our sacred duty to restore our honour that has been stained and when the hunt is over we shall have redeemed our selves in the Emperors gaze.
Come join RWC in Ringwood Details here:http://www.wargamerau.com/forum/index.php?showtopic=147220
5+k 2k
Lord Darkfells Vampire Counts -1-5k
2-3k Ogre Kingdoms
Take the Magic: The Gathering 'What Color Are You?' Quiz.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/03/21 04:07:06
Subject: Hexwraights, how long do they last, how many do you use.
|
 |
Killer Klaivex
Oceanside, CA
|
I run a unit of 10, with champ. With 11 S5 attacks (no armor) 5 S3 attacks, and a rank bonus. They will beat static combat res and even hold up against a hero with magic attacks.
Riding through units is good, but with only 5, you don't really have a combat options. Static combat res is too risky with so few attacks of your own.
-Matt
|
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/03/21 04:19:30
Subject: Re:Hexwraights, how long do they last, how many do you use.
|
 |
Tough Tyrant Guard
|
I was thinking about putting a unit of 10 into my list with the hellwraight. It just seems that with the first turn vanguard. That you could put these guys in a really nice spot to get a turn one charge off. That and they could be backed up with two lvl 2 necros to keep the unit strong. This dex has so many options its hard to nail something down perminant....
Anybody else have any thoughts...
|
Biomass
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/03/21 07:28:08
Subject: Hexwraights, how long do they last, how many do you use.
|
 |
Hacking Proxy Mk.1
|
I never run 10.
They are a harassment unit, their strength comes from running through units, not charging them. They are too expensive to use as a combat block when a fluffed roll will not beat combat rez and crumble half your unit, or a single magic missile ending 310 points instead of 150.
A unit of 10 is nice, but it is also too big an investment, you really have to look at your investment/effectiveness ratio. 7 is something I haven't tried and might be good, it would stop a 1d6 magic missile from wiping out the unit. 10 strong is overkill against most monsters and your opponent is going to do direct everything they can against the unit.
|
Fafnir wrote:Oh, I certainly vote with my dollar, but the problem is that that is not enough. The problem with the 'vote with your dollar' response is that it doesn't take into account why we're not buying the product. I want to enjoy 40k enough to buy back in. It was my introduction to traditional games, and there was a time when I enjoyed it very much. I want to buy 40k, but Gamesworkshop is doing their very best to push me away, and simply not buying their product won't tell them that. |
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/03/21 15:02:56
Subject: Hexwraights, how long do they last, how many do you use.
|
 |
Killer Klaivex
Oceanside, CA
|
jonolikespie wrote:I never run 10.
They are a harassment unit, their strength comes from running through units, not charging them. They are too expensive to use as a combat block when a fluffed roll will not beat combat rez and crumble half your unit, or a single magic missile ending 310 points instead of 150.
A unit of 10 is nice, but it is also too big an investment, you really have to look at your investment/effectiveness ratio. 7 is something I haven't tried and might be good, it would stop a 1d6 magic missile from wiping out the unit. 10 strong is overkill against most monsters and your opponent is going to do direct everything they can against the unit.
When I run a unit of 10 hexwraiths, I'm also running a block of 10 black knights (with at least 2 vampires in it), a terrorgheist, and either a 2nd terrorgheist or a small unit of bloodknights.
I usually find that it's the hex wraiths that get ignored in favor of the other threats.
-Matt
|
|
|
|
 |
 |
|
|