Switch Theme:

wraith blades  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
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.




Made in cn
Regular Dakkanaut







I know they're bad. But if one would decide to use 3 units of them how should I kit them out? 2x swords 1 times axes? the axes seem poor with only 1 attack and likely low model count but the ap2 and 5++ seem nice.


I guess the question is, wraith blades, sword or axe?
   
Made in us
Decrepit Dakkanaut




Rage makes up for the 1 attack. You want the extra durability.

CaptainStabby wrote:
If Tyberos falls and needs to catch himself it's because the ground needed killing.

 jy2 wrote:
BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

 vipoid wrote:
Indeed - what sort of bastard would want to use their codex?

 MarsNZ wrote:
ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
 
   
Made in us
Regular Dakkanaut





Axes all the way. AP2 and a 4++ save is worth it for the targers you want to fight. Being Str7 is nice, combo with hammerhand, furious charge, or empower for that sweet Str8+ against most units.

Also consider their formation with the Wraithseer in IA11. Makes them marginally better, albeit with 2 units instead of 3.

ITC 2016 - Best of Harlequins  
   
Made in us
Decrepit Dakkanaut




You can also ally in Raiders and load them up and rush as quick as possible towards the enemy. They're tough enough to survive a Raiders exploding.

CaptainStabby wrote:
If Tyberos falls and needs to catch himself it's because the ground needed killing.

 jy2 wrote:
BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

 vipoid wrote:
Indeed - what sort of bastard would want to use their codex?

 MarsNZ wrote:
ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
 
   
Made in cn
Regular Dakkanaut







 Rypher wrote:
Axes all the way. AP2 and a 4++ save is worth it for the targers you want to fight. Being Str7 is nice, combo with hammerhand, furious charge, or empower for that sweet Str8+ against most units.

Also consider their formation with the Wraithseer in IA11. Makes them marginally better, albeit with 2 units instead of 3.


the plan is to use IA 11 pale court to make 3x blades the core requirement, add a wraith seer and wraithhost for an all wraith army.

just... wraith blades don't seem very good. I do like the look of the swords better and rage only works when charging but I guess the wraithhost wraithknight/Lord should deter my enemy from charging my stuff
   
Made in us
Dakka Veteran





I've been using Wraithblades and they're better than they look at first blush. The first unit I take is as many axes as I can, and then I cast defensive psychic powers on them from the Farseer and the Wraithseer. 10 of them with Feel No Pain and rerolling saves is a tough nut to crack, and they're even better if you're playing a warhost detachment so they always run six inches. That gets them up the board right quick and forces the enemy to deal with them.

If I have the points and the inclination to take additional units I take small units with swords and have them loiter around behind my other infantry to get cover saves. Then, if something charges the ax Wraithblades or my Guardians the sword-wielders counter charge and chop them to pieces. They make a good team with the ax guys who don't kill much because they often get charged (that is, in fact, their purpose) and only have one attack.

Madness is however an affliction which in war carries with it the advantage of surprise - Winston Churchill 
   
 
Forum Index » 40K General Discussion
Go to: