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Made in gb
Fresh-Faced New User



UK

I love the wraithknight model and lore, but it really just doesn't exist on the tabletop for me.

The lack of inbuilt invunerable is really quite sad, being forced to use the the shield to give him a chance to survive turn 1 is mad, given that he will most probably die regardless.

Wraithcannons feel garbage, paying 415pts for one turn of BS3 4x Str16 Ap-4 D6 fire seems very underwhelming, especially since if you're firing that at another knight or valuable target, it probably has an invun rendering that -4 useless. 36' range doesn't help either, because they can still probably deploy out of range.

Sure, the suncannon will do some damage to infantry, assuming you survive first turn and the inf is not in a transport. The AP-2 is also a shame, since with prepared positions an intercessor will have a 4+ save against you, so a 50/50 for a 2d6 and that's ignoring the hits/wounds.

A lot of people go for the Ghostglaive, at 375pts its a big drop, but now you have to get to close combat with a 12' move. I have never even been close to a turn 1 charge, and the knight is either dead or on 3 wounds by turn 2. Meanwhile compare that to the new Knight Rampager, which can not only pull off the turn 1 charge, but melt through the Wraithknight (happened to me last time I played my wraithknight) This is excluding the extra attacks it has and ability to hit on 2+ etc.

Speaking of which, it feels weird to me that the more agile looking titanic unit around moves the same as a clunky knight, and has no real benefit in that sense.

Those, plus the fact that one of the most psychic/buff heavy factions in the game can't actually ... do that (want to have a 4++ with protect? nope, just infantry and bike, want an extra move with quicken or some ability to advance and charge, not possible) feels a bit bad. The only power that can realistically help the wraithknight is fortune, to make it a bit more survivable, but that is not only costing you a psychic power slot, but doesn't count for anything if you don't go first. (Don't start me on the bonesinger, 70pts and a super rare oop model for a D3 heal is ridiculous)

Don't get me wrong I'm not ranting about the imperial knights, I think its awesome how you can string small bonuses and stratagems for a great tactic, I just feel like we have this awesome model that is not great on its own, and even if you want to tactically buff it, you can't.

Curious to see what other people think!
   
Made in us
Powerful Phoenix Lord





Dallas area, TX

Lengthy discussion here:
https://www.dakkadakka.com/dakkaforum/posts/list/0/777457.page

My personal take is that the WK should have Spirit Stones as standard (and be 10ppm cheaper to make it the same cost as now), have Move 14" and have access to shoulder mounted BLs and MLs.
Those changes are needed at minimum before you start changing the primary weapon options

-

This message was edited 1 time. Last update was at 2019/08/26 21:48:10


   
Made in us
Locked in the Tower of Amareo




Cap invuln vs Wraith weapons at 5++. Or have them ignore invulns.
   
Made in us
Omnipotent Necron Overlord






Martel732 wrote:
Cap invuln vs Wraith weapons at 5++. Or have them ignore invulns.
Ignore invunes? That is actually a good idea. Should probably just remove them from the game and rework the AP system. How many unviable units would it make viable in an instant?

If we fail to anticipate the unforeseen or expect the unexpected in a universe of infinite possibilities, we may find ourselves at the mercy of anyone or anything that cannot be programmed, categorized or easily referenced.
- Fox Mulder 
   
Made in us
Ancient Venerable Dark Angels Dreadnought





Biggest disappointment for me was Vigilus. What a great place to make a relic suncannon that doesn't have such a random number of shots (heck, just give it 3D6, pick 2 highest). But no, we got a crappy witchstaff, lol.
At least you can cast the twilight spell on a WK for a 2+ save.

For me, the way to fix the wraithknight would be...
Allow mixed weapon options.....they're all in the same box.
Have a couple of strategems that work well on the Knight.
Make it faster.
Couple of relic weapons.
   
 
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