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![[Post New]](/s/i/i.gif) 2013/03/29 16:24:19
Subject: Hexwraiths, Good, Bad, or Meh?
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Mutilatin' Mad Dok
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I was looking at hexwraiths the other day and they look pretty awesome, i was just wondering what everyone else thinks.
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![[Post New]](/s/i/i.gif) 2013/03/29 18:50:19
Subject: Hexwraiths, Good, Bad, or Meh?
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Hacking Proxy Mk.1
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None of the above, they are AMAZING if used right.
2 units of five is ideal with no unit champions. Don't expect them to last the game unless you can shut down your enemy's magic phase but they are great at removing chaff, acting as chaff themselves, war machine hunting, later game rear charges combined with your main line charging in the front, creating a false threat/making people panic, assassinating wizards with suicidal back line charges and, most importantly, they are perfect monster hunters.
They can run through a skaven abomination, hit it with 5 S5 flaming attacks that ignore armour, then have Danse Macabre cast on them, run back through it and kill it in 1 turn. Even better is that they can do that with no threat to them.
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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. |
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![[Post New]](/s/i/i.gif) 2013/03/29 19:57:06
Subject: Hexwraiths, Good, Bad, or Meh?
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Killer Klaivex
Oceanside, CA
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The other use is unit of 10 with champ, deployed out on a flank that lacks fighting heroes (IE no magic attacks).
Throw them into a unit and starting grinding.
With 10S5 attacks (no armor save) and a rank bonus, you're not going to lose combat and you will grind something down. Usually around turn 4, they are free and circle in behind to threat the rear of opponents main units.
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![[Post New]](/s/i/i.gif) 2013/03/29 21:26:27
Subject: Hexwraiths, Good, Bad, or Meh?
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Stealthy Grot Snipa
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They are ridiculously good
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Nurgle Daemons blog
http://nurglestally.blogspot.ie/
Chaos Dwarfs 8/5/1 |
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![[Post New]](/s/i/i.gif) 2013/03/30 01:23:09
Subject: Hexwraiths, Good, Bad, or Meh?
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Ghastly Grave Guard
Uk
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jonolikespie wrote:None of the above, they are AMAZING if used right.
2 units of five is ideal with no unit champions. Don't expect them to last the game unless you can shut down your enemy's magic phase but they are great at removing chaff, acting as chaff themselves, war machine hunting, later game rear charges combined with your main line charging in the front, creating a false threat/making people panic, assassinating wizards with suicidal back line charges and, most importantly, they are perfect monster hunters.
They can run through a skaven abomination, hit it with 5 S5 flaming attacks that ignore armour, then have Danse Macabre cast on them, run back through it and kill it in 1 turn. Even better is that they can do that with no threat to them.
Exactly what he said! They, when used right, are amazingly useful!
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![[Post New]](/s/i/i.gif) 2013/03/30 06:24:16
Subject: Hexwraiths, Good, Bad, or Meh?
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Hacking Proxy Mk.1
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HawaiiMatt wrote:The other use is unit of 10 with champ, deployed out on a flank that lacks fighting heroes (IE no magic attacks).
Throw them into a unit and starting grinding.
With 10S5 attacks (no armor save) and a rank bonus, you're not going to lose combat and you will grind something down. Usually around turn 4, they are free and circle in behind to threat the rear of opponents main units.
I still don't think that's an efficient use of their points. That unit is 310 points, they have to roll to hit so their damage is reduced when not riding through their opponent and are vulnerable to flank charges that will start to crumble them. If you want to go a build that can hit hard without taking attacks back do an ethereal front rank in a unit of zombies.
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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. |
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![[Post New]](/s/i/i.gif) 2013/03/30 07:38:33
Subject: Hexwraiths, Good, Bad, or Meh?
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Killer Klaivex
Oceanside, CA
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jonolikespie wrote:HawaiiMatt wrote:The other use is unit of 10 with champ, deployed out on a flank that lacks fighting heroes (IE no magic attacks).
Throw them into a unit and starting grinding.
With 10S5 attacks (no armor save) and a rank bonus, you're not going to lose combat and you will grind something down. Usually around turn 4, they are free and circle in behind to threat the rear of opponents main units.
I still don't think that's an efficient use of their points. That unit is 310 points, they have to roll to hit so their damage is reduced when not riding through their opponent and are vulnerable to flank charges that will start to crumble them. If you want to go a build that can hit hard without taking attacks back do an ethereal front rank in a unit of zombies.
That doesn't have near the speed of hexwraiths. Vanguard means combat bottom of turn 1 or top of turn 2. They are extremely good at disrupting your opponents battle line used this way.
If you put them out on the flank, anything flanking them is putting their own flank toward you main battle line.
As for number of hits, moving through an enemy is auto hits. Going into combat is hits on a 4+, but you do it twice a game turn.
So you're 2 units of 5 gives you 10 hits, 15 when you van hels danse one of the two.
When I van hels, I get re-rolls, letting my re-roll my 11 attacks twice (my turn and my opponents turn); which, stangely enough, also works out to be ~15 hits. I'm risking crumble for gaining a chance to break a wipe out a whole unit in one shot.
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![[Post New]](/s/i/i.gif) 2013/03/30 17:31:05
Subject: Re:Hexwraiths, Good, Bad, or Meh?
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Mutilatin' Mad Dok
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well im glad that they are as awesome as i thought they were, im definitely going to get a dozen, prbly run them in 2 groups.
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![[Post New]](/s/i/i.gif) 2013/03/30 10:20:02
Subject: Hexwraiths, Good, Bad, or Meh?
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Ghastly Grave Guard
Uk
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Why in 6's? Why not 5's?
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![[Post New]](/s/i/i.gif) 2013/03/30 18:38:49
Subject: Hexwraiths, Good, Bad, or Meh?
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Hacking Proxy Mk.1
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Nothing wrong with 6, 5 is the standard though as it's how many you get in a box.
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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. |
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![[Post New]](/s/i/i.gif) 2013/03/30 18:44:26
Subject: Hexwraiths, Good, Bad, or Meh?
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Ghastly Grave Guard
Uk
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That's what I'm saying, for no massive benefit he has to buy another entire box to make those units.
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![[Post New]](/s/i/i.gif) 0036/03/30 18:57:18
Subject: Hexwraiths, Good, Bad, or Meh?
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Longtime Dakkanaut
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depends if you opponent has a decent magic missile they are very east to kill.
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![[Post New]](/s/i/i.gif) 2013/03/30 19:14:03
Subject: Hexwraiths, Good, Bad, or Meh?
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Ghastly Grave Guard
Uk
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tgf wrote:depends if you opponent has a decent magic missile they are very east to kill.
This is why you rarely see them in armies, especially not facing empire or Dark Elves. Oh how I hate Bladewind!
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![[Post New]](/s/i/i.gif) 2013/03/30 22:50:50
Subject: Hexwraiths, Good, Bad, or Meh?
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Agile Revenant Titan
In the Casualty section of a Blood Bowl dugout
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BaconUprising wrote:tgf wrote:depends if you opponent has a decent magic missile they are very east to kill.
This is why you rarely see them in armies, especially not facing empire or Dark Elves. Oh how I hate Bladewind!
Remember though that a lot of magic, especially that used by Dark Elves, is just hexes and buffs, which won't be a threat to Hexwraiths.
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![[Post New]](/s/i/i.gif) 2013/03/30 22:53:43
Subject: Hexwraiths, Good, Bad, or Meh?
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Ghastly Grave Guard
Uk
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Chillwind and blade wind crucify them easily but yes there are more destructive lores *cough fire
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![[Post New]](/s/i/i.gif) 2013/03/30 22:56:18
Subject: Hexwraiths, Good, Bad, or Meh?
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Stealthy Grot Snipa
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You don't see that many magic missiles here, the main lores are death, shadow, metal etc, and even metals missiles can't wound them
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Nurgle Daemons blog
http://nurglestally.blogspot.ie/
Chaos Dwarfs 8/5/1 |
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![[Post New]](/s/i/i.gif) 2013/03/30 22:58:03
Subject: Hexwraiths, Good, Bad, or Meh?
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Ghastly Grave Guard
Uk
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Death has mainly assassination spells except for the obvious few.
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![[Post New]](/s/i/i.gif) 2013/03/31 00:22:16
Subject: Hexwraiths, Good, Bad, or Meh?
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Angered Reaver Arena Champion
Connah's Quay, North Wales
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My wood elves stomp all over these. I played someone who had two units of them and though he could take down my treeman. He didn't get close, Noble with hail of doom arrows pumped out 10 shots which hits on two's and wounds on 3's...thats one squad dead. Fast second turn charge by wildriders means another dead unit. They where just to slow even if i didn't kill them so quick, they'd of never got to the units he wants to without getting killed by tree spirits.
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![[Post New]](/s/i/i.gif) 2013/03/31 13:57:35
Subject: Hexwraiths, Good, Bad, or Meh?
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Hacking Proxy Mk.1
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As easily as a single magic missile will kill them you have to consider that your opponent will be desperate to get that missile off most the time and you can use that to your advantage.
If they have killed his monster and done their job you can force him to waste 3 power dice to try and kill them, then dispell everything else that turn. Or you can throw all your dispell dice to stop that missile and aggravate him, if you do so next turn he will be throwing all his dice to get it off.
It isn't perfect but if he has nothing other than magic missiles to kill your hexwraiths and you are using your hexwraiths effectively you can screw with his magic phase.
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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. |
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![[Post New]](/s/i/i.gif) 2013/04/01 02:57:45
Subject: Hexwraiths, Good, Bad, or Meh?
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Longtime Dakkanaut
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Don't most armies run a ruby ring if they don't have a school with a solid missile in it? Last time I played a VC army with hex wriaths I killed them with a flock of doom.
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![[Post New]](/s/i/i.gif) 2013/04/01 10:51:37
Subject: Hexwraiths, Good, Bad, or Meh?
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Hacking Proxy Mk.1
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Most will run a magic missile yes, but if you can shut down that magic missile for 2 turns with your dispell dice the hexies should have gotten their job done then on the 3rd turn your opponent will throw all his dice at them to get rid of them and you can dispell everything else he tries that turn.
Not a perfect system but their vulnerability to magic missiles doesn't put them in the never include category.
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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. |
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![[Post New]](/s/i/i.gif) 2013/04/01 11:19:18
Subject: Hexwraiths, Good, Bad, or Meh?
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Ghastly Grave Guard
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6 models is the maximum number that can fight in close combat against a war machine. More than that and you're wasting models/points, less than that and you're risking losing combat due to not dealing enough damage.
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1500
500
Vampire Counts 2400
300
Circle Orboros 20 |
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![[Post New]](/s/i/i.gif) 2013/04/01 12:19:01
Subject: Hexwraiths, Good, Bad, or Meh?
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Hacking Proxy Mk.1
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Tangent wrote:
6 models is the maximum number that can fight in close combat against a war machine. More than that and you're wasting models/points, less than that and you're risking losing combat due to not dealing enough damage.
A damn good point.
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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. |
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![[Post New]](/s/i/i.gif) 2013/04/01 13:12:01
Subject: Hexwraiths, Good, Bad, or Meh?
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Ghastly Grave Guard
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I just learned it myself not too long ago.
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1500
500
Vampire Counts 2400
300
Circle Orboros 20 |
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![[Post New]](/s/i/i.gif) 2013/04/01 19:11:14
Subject: Hexwraiths, Good, Bad, or Meh?
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Killer Klaivex
Oceanside, CA
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Tangent wrote:
6 models is the maximum number that can fight in close combat against a war machine. More than that and you're wasting models/points, less than that and you're risking losing combat due to not dealing enough damage.
How are hex wraiths losing combat to warmachines?
Worst case is that they don't outright kill it, and get stuck fighting on your opponents turn.
How is a unit with no ranks, no standard, no musician and no magic attacks winning combat against wraiths?
-Matt
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![[Post New]](/s/i/i.gif) 2013/04/01 19:39:22
Subject: Hexwraiths, Good, Bad, or Meh?
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Ghastly Grave Guard
Uk
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Exactly why would it make a dam bit of difference? Hexwraiths will rampage through any war machine crew short of a hellcannon or a fully maxed out dwarf crew with engineer.
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![[Post New]](/s/i/i.gif) 2013/04/02 09:29:41
Subject: Hexwraiths, Good, Bad, or Meh?
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Ghastly Grave Guard
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Dudes, you've never seen an enemy unit succeed on a break test with exactly the number they needed to roll? If you had caused one more wound, they would have failed with that roll. And being tied up in combat isn't always great - you might want them elsewhere on the board as fast as possible, or it might be the last turn of the game. Someone might want to maximize their chances. Christ.
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This message was edited 1 time. Last update was at 2013/04/02 09:30:48
1500
500
Vampire Counts 2400
300
Circle Orboros 20 |
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![[Post New]](/s/i/i.gif) 2013/04/02 11:20:49
Subject: Hexwraiths, Good, Bad, or Meh?
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Stealthy Grot Snipa
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Six is optimal for warmachine crews purely on the basis of with less then that on average your not killing the three models. I still find units of 10 to be the scariest units I've ever come up against, that includes double A-bombs, K'Daai etc
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Nurgle Daemons blog
http://nurglestally.blogspot.ie/
Chaos Dwarfs 8/5/1 |
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![[Post New]](/s/i/i.gif) 2013/04/02 16:36:27
Subject: Hexwraiths, Good, Bad, or Meh?
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Killer Klaivex
Oceanside, CA
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Tiarna Fuilteach wrote:Six is optimal for warmachine crews purely on the basis of with less then that on average your not killing the three models. I still find units of 10 to be the scariest units I've ever come up against, that includes double A-bombs, K'Daai etc
You don't want to kill them all on the charge.
Best thing to do is finish them on your opponents turn. Then you can reform for free and charge again on your turn.
-Matt
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![[Post New]](/s/i/i.gif) 2013/04/03 08:14:35
Subject: Hexwraiths, Good, Bad, or Meh?
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Stealthy Grot Snipa
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But you also don't want to be held in one combat, not wiping them out in that turn leaves you more prone to charges and static combat res
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Nurgle Daemons blog
http://nurglestally.blogspot.ie/
Chaos Dwarfs 8/5/1 |
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